#Lethal company variables [Configure everything to your liking]. (formally LethalCompanyVariables )
1 messages · Page 8 of 1
yea that is good enough
confused is it already on there or am i talking about thing else
That was about the value itself for individual scraps
i see
I dont think there is anything about a multiplier for all scraps
also asking is the scanner idea i had awhile ago able to work?
to increase the range yes
although kinda messy but I dont think it will break anything
@fast gull did you watch the V55 trailer for Lethal or no spoilers?
Im concerned about why more than how
hopefully spawns don't get changed so I can instantly go to 10x spawns
Is there a release date?
I forgot the date the video said
I think it's June 20ish
Fuu-
I need to finish the update before that date
But until the 14 im not free because Im with another urgent thing
;-;
I believe in you
I belive I would need to put the two updates together, the one for the v55 and the whole rework will all the bugfixes
"it's my game, I want it in, I made it"
from zeekers' patreon
lol
hope a rock doesn't total it or make it go flying
I guess it will just be on planets and kinda help you get stuff to the ship, just imagine a garage in the ship lol
For transporting loot in 5x spawns, it would be insane
Might even make going Artifice worth it
Somehow I feel like the truck wont make it much more easy...
@modest mason this it
Ok 🙂
june 25th or sooner
Lethal servers are dead?
Maybe not for the Mechs but it would make getting in and getting out faster
You can't join friends right now
Or at least I wasn't able to
And public lobbies don't exist
Im not really sure how it works, pretty sure it uses steam servers tho
you can join friends, public lobbies are down zeekerss made a twitter post
It wasn't working for me last night but now it is
why is this mod causing an absurd amount of masked to spawn outside the facility?
i have no other mods installed aside from imperium to check the spawn forecast
and i'm using the default preset
Those are the first news about problems with masked enemies lol
Do you see any error in the logs?
how do i check that?
if you mean the logoutput.log file then no
i dont see anything that looks significant in there
Opening the game and checking for red lines will do lol
Can you share it?
You can send it via DM if you don't want it in a public chat, is just to check if there is something being added to teh game that shouldn't
this is the only red i see in the command box
gimme a moment
Oh, the channel disappears when no one talks in it for a while
Yeah its a discord feature
hate that "feature"
Kinda understand it, imagine having 200 active threads, god that would be insane
what the yippie is happening there
i stole an item from there nest (:
even better more victims
anyways still waiting on the scanner and crit injury set health activation
varaible
im very busy to really implement anything
hard time at the workplace removing so all my free time and im trying to chill a bit after work
still planned tho, is just the time
ok
i mean
you good!! the mod's in a pretty great state right now from what I can tell so take it easy!
👀
Hello!
Does this mod still works?
god heavens, thats literally the reason lol
Yea, it works!
not gonna lie It's mostly fine since most of the threads ain't that active but it's still annoying when they disappear, wish it was configurable
There are only a few visual or weird issues but the gameplay is not really affected
I think you can with discord extensions, but yea, discord kinda lacks organization for the users
thanks!
Also, I've been trying to set up ConfigurableCompany, but I have not found a way to generate the configuration correctly
hmm, if you are using a mod manager you only need BepInEx, ConfigurableCompany and LethalCompanyVarialbes
once all mods are set, it should be working perfectly
what error are you experiencing?
let me try again and I'll tell you
alright!
Thank you very much, in the end I don't know what I did but it worked for me.
Too bad it's not what I was looking for, but it shows that it has many very useful configurations
what causes this
probably spawning 47 hoarding bugs and 23 dead player bodies with Imperium
(:
Im sorry to hear that, hope you find what you need
No issues!
Good mod :]
thank you :)
congrats on killing the bracken! Although im not sure why are there that many dead bodies
v55 is today
Hi, I'm guessing I shouldn't use this mod for v55 because in the default config new enemies are not marked as enabled and the spawn weights are probably incorrect too, right? Also, would this mod work no problem with something like MeteoMultiplier?
This mod should would with v55
But if it doesn't, @fast gull will get it updated as soon as he can.
I haven't really tested it but I ran a vanilla match on ||Experimentation and I saw a Kidnapper Fox, meaning they can spawn there||. I then launched the game with some mods including this one, I noticed the default LCV profile (and all profiles for that matter) don't have that enemy enabled for that moon and the spawn weight is 50, meaning in theory that the new enemies won't spawn at all unless enabled manually, but even then I wouldn't know the vanilla weights to set it up correctly
yeah the vanilla presets are outdated
did you also update the enemy cap and max power for every moon?
im be real
||the fox enemy is kinda annoying||
Hell yeah def
Mod should work but as you already saw, some settings are not updated for it
@fast gull Are you playing the Beta this time or nah?
if the enabled is not on, then vanilla rules are applied, ists like a warning saying "hey I dont recognize this so im gona mess with it"
it depends if in able to get my friends to play
but yet im not sure if I should update the mod for the beta, as again, it might change things before release or break compat for the current stable release
you should wait
everything should work still hopefully
yea, seems like its not like previous version where everything work
its not really a good idea to ever make changes based on a beta xD
ya
you should wait, I can run some tests tomorrow and let you know the state of LCV
I guess worse than the last time you reported me issues lol
@here Been trying the latest beta with some friends, seems like nothing from the mod is broken, yet keep in mind some settings have the default value from v50 and not v55, you might want to switch off stuff like enemy spawn probabilities to let vanilla use their values instead
Ya, I was never able to run any tests
Also, I will not be home for the next week
Yeah I tried changing some small things last time I used this and it worked
sadly it erased all that I had configed for that profile on the transition to v55 but eh it's fine
weird, configurations should remain between versions and save-file deletion
althrough i'd recommend a config reset for game updates to avoid problems
yahh it was long overdue lmao
does default config sync with vanilla or you gotta edit it when updates come out
It should
But if it doesn't, @fast gull will update it when V55 fully releases
man do i wish i could send :tulipsmile:
Lol
90% will sync (you need to reset config if you saved values from other versions) however some settings such as enemy probabilities will remain with v50, you might need to uncheck the box they have so the config is ignored and vanilla is used
@fast gull were you planning on adding config settings for the dropship already?
if I remember well yes, for delay and trying to modify the maximum amount of objects it can carry
I mean for stuff like shop prices and discount chances
oh, yea, item prices yea, discounts didn't make research on it
Ok good, wasn't sure if that was already planned or not
I'm running into the same issue I've been having for a while where traps still spawn despite the fact they've been given 0 chance of spawning. Also, this was recorded with zero other mods, and I even uninstalled and reinstalled the game and verified the integrity of the game files, and I'm still having the issue
That's weird, I don't think that happens for me. I have a few questions.
- Does it affect there spawns if you set them to a big number?
- Have you tried reimporting your profile (sometimes it activates mods that are disabled)
- Try setting the trap spawns to 0.001 or something and see if that does anything
I will be home in a few days so I will see if I can replicate your issue then
Do you mind sending your config file? (is located in the same place as the savea of the game in a folder called ConfigurableCompany) so I can check the issue?
Also, did you play that savefile with any other mods or is it fresh new
I might as well consider a helper men you are always there to help, thanks for asisting other users!
I'm just always awake when you're not lol
this is hopefully the right file you're asking for, and in that recording that was on a fresh save
afaik is just the beta
no it released to the main branch now
oh, nice
ya, the full thing released
jetpack got nerfed to 900 now ðŸ˜
So far everything seems to work fine but I don't think it increases the spawns for the new enemies
I could be wrong but I haven't seen them
And they are activated in LCV
Everything else seems to be working though
barber too?
Is that inside or outside?
yea, values are not updated yet
inside
im working on it but as im reworking some stuff it might take some time
Actually now that I think about it, I haven't seen spike traps or landmines either
It is possible that I just got unlucky though
Because turrets did spawn
if turrets work then other traps should spawn hmm
Ya, haven't seen it yet
I probably got unlucky then, I only played 2 quotas
thats two more than me
I thought you played v55
I played the beta, the now released version not
Oh
Either way, all the other spawns seem to work fine, it's just the new ones I think don't work
But I will be running solos sometime next week so I will let you know if they do work
I saw both new enemies with it on, I also saw all traps already
It may be possible that I forgot to load my custom profile but I played with the mod and it should've used the default profile and the only issue it should have with V55 is it would revert the changes to the spawn weights of already existing enemies like manticoils in Embrion and Earth Leviatans in Rend
Eventually I did load my profile but I wouldn't be able to say for sure if I saw the new enemies after, I don't remember
The new version is almost ready! Took me long enough but I think you will appreciate all the changes from this version.
HOOOOOO
you should make a setting system similar to kidnapper fox settings
flip a switch to either make instakills deal damage and more like that
Im not sure im getting your suggestion, wdym?
Im finishing with the testing for the latest version, this is all that's gonna bring, if you all are interesed in something else before the release of the update, let me know here and I will try to add it!
Would it be possible to add a config to allow or disallow the spawning of Vain shrouds in certain moons?
I have to do some research on it but I think it would be possible
neato! yeah that's something I think no other config mod is able to do currently
i mean adding 3 features if you turn off instant kill
- a monster settings menu where you can turn on and off certain monsters instant kills
- how much damage they do
- how fast do they damage you
thankgod because in there current state they are unfair
titan vain shrouds are stupid as fuck
same with assurance vain shrouds
i'm like 95% sure zeekers made em annoying there on purpose cuz they used to be the "meta" moons
to implement this I would need to modify a bunch of things so this might not come in this release
as for vain shrouds, Im trying to understand how tf do they work internally but technically is possible
YOU ARE STILL AWAKE???
I just got home from bowling with some friends
and there is a concert outside with the highest volume ever to ever be heard
I didn't even know they were open that late
well, here in spain they are open very late
but most of the time was getting back home lol
oh lol
also im still testing the update
added even more settings
sadly most of it needs to be synchronized
I would love your help checking out what needs to be synchronized
yea
k
k
I set bush wolf weight to 0 for all moons but it still spawned, did I do something wrong or does that not work?
soo bush wolf does not follow the same rules as other enemies
spawn is only affected by the plants
Wait, can I reduce the spawn of those? I did see it
Also, it seems the car is not getting deleted, at least after ejecting the run
wait, this is not for this mod lmao
thats a vanilla issue
Didn't see it* Also no, you can't
oh and some other things like crashing at certains speeds will kill you regardless of defence level or health
maybe a setting that removes kill triggers and replace it with dealing a configurable amount of damage for non enemy stuff (i think there called that)
in like a miscellaneous tab or somethin
im working to add that option
oh okay, you got me confused
That should be doable, the problem is that I need to check everywhere to check if nothing breaks
@here
2.4.0 (First part of 2)
2.4.0
Added
- Added DISABLED mode for daytime speed to prevent LCV from altering the vanilla behavior
- Added configuration for individual item weight
- Added configuration for scrap value multiplication for individual levels
- Added option to allow picking up items before game starts
- Added configuration for moon route prices
- Added internal framework for better IL modifications
- Added configuration for quota overtime bonus
- Added configuration for scrap worth
Fixed
- Fixed enemy power not reflecting configured value
- Fixed trap multiplier not working correctly
- Fixed quota not synchronizing with vanilla clients
- Fixed incompatibility with LLL where enemies would not change configs
- Fixed incompatibility with LLL where moons would not change configs
- Fixed randomization on some configs resulting on errors
- Fixed incompatibility with Starlanzed mod causing enemy defaults to being wrong
- Fixed IL framework erros
Modified
- Externalized compatibility for enemies, levels and items
- Optimized configuration application for moon enemies
There are more things to come, some weird issues to fix and a lot of suggestions you can ask me to implement!
Hope you like the update, took me long enough
alright
it probably can support modded enemy/hazards too
with there configuration turn off by default to not break anything
i just realized why is Ammo is the shop prices catagory
I don't think thats the ammo you think of
I did not set any filters you can see some unused items
like the box if I remember well
o
imagine if you could put defense in the negatives (:
There are unused items?
that would break the game xD
seems to, althrough not sure what they do
lol
I'm having a bug specifically with the new version of LCV (2.4):
I have a modpack with a bunch of LethalQuantities presets (which I am using in conjunction with LCV), and the new version causes those presets to not load. It also seems to cause "quit game" to not work (selecting the button doesn't do anything). This is specifically a problem with 2.4, as if I download back to 2.3.2 everything works as expected
LethalQuantities is being used to customize things for every moon, whereas LCV is being used to increase global enemy spawnrates + max allowed spawns
I would need the profile code and your current settings to check the issue if you dont mind
also, what settings do you use from LQ that are not present LCV (im trying to make it easier for everyone)
- Profile code:
0190dd02-1c65-7dc1-eaf0-e8be4710c8f7 - LCV settings I'm using are just in Global Enemy Spawning (changing max enemy spawns to 100, increased per-player spawn rate to 1.25, increased inside starting enemies to 2)
- I originally was just using LQ to customize things (all scrap, monsters, descriptions, risk level, interiors, etc. per moon) using the web editor, but I ended up adding LCV to increase the max spawns (honestly not sure if this was necessary, but I was experiencing problems with enemy spawns for awhile prior to installing this)
When you say you were experiencing problems with enemy spawns peior to installation what do you mean?
I wasn’t really able to figure out what the culprit was, but basically no enemies at all were spawning in the modpack I was testing (i was using imperium to verify, and it was happening like 70% of the time upon landing on a moon). I still don’t know what the ultimate cause was, since it randomly started working perfectly without me making any major changes
LCV was one of the mods I installed to try and fix the problem, but I don’t know if it did anything; currently I’m just using it to increase spawn rates
It would be cool if you could modify the factory size multiplier as a global variable (lazyness).
yea, that wont be hard to add lol
Is lethal variables broken? shop price changes aren't working
So far no issues reported nor that I am aware
Hmm, what mods do you have installed?
more company is fully compatible so no
Did you setup the mod manually or with a mod manageR?
mod manager
any errors in the console?
if you want you can send me the profile code and I will check it as soon as I can
hmm, do you have any other mods appart from MC? even disabled mods
0190e6c5-4c91-b6e8-0ebd-6c7e655a0d3f
thats the modpack code
do any of those mods break it?
I dont know all the mods that exist so maybe other mod is messing up something xD
let me check
i meant the mods that are in my pack
gimme a sec, you caugh me eating dinner lol
I cant confirm all of them at once but you can help me disabling half and checking if the issue persists, it it does, we know the issuer mod is within the enabled ones, otherwise is on the disabled ones
then we repeat until we isolated the mod that is causing conflicts
that seems to be an issue with the player voice chat after leaving the lobby
but that is caused by other mod because LCV does not modify anything that appears there nor related
is the modpack yours?
yes
What where the last mods you added? Or do you know what mods did you have without having any issue?
the 3 most recent mods are LCV, its dependency, and buyable shotgun shells
so the issue is definitely coming from LCV
I can check but I can guarantee that LCV has nothing to do with, at least, those two errors that you sent
can you check further up in the console for any logs from LCV?
theres this
now thats different
any further and its this being spammed
seems like some moons are trying to clone the radmech in a non-correct way and LCV does not enjoy that
clone?
Let me check with the debug version if I can see the reason
yea, some moons clone the vanilla enemies and LLL then replaces them with the correct ones, the size you see there is that there are 4 copies of the same enemy type, there should be at max 1
wait
a moon i use has a tiny old bird that functions like a ghost girl for some reason
i hope that isn't the issue cause that moon is really good
its a really tiny old bird that functions similar to a ghost girl
I cant guarantee if that could be the issue, maybe not
idk why the moon adds it but its funny
so what can i do about this "old bird cloning" issue
does it also throw rockets? that seems a bit overwhelming lol
no it just stares and follows sometimes
like a ghost girl
I mean LCV does only notify about that (or should at least) the only issue with that is that the cofnig settings for that enemy might not work
that seems moke like an issue on how an enemy is being defined
as it stands now the mod is breaking everything, no enemy spawns and shop prices aren't changing
yet should not cause too much trouble, let me see if that could lead to other issues
LCV is doing that i mean
give me 10 mins to test it and Ill let you know
Seems like an unexpected behavior coming from a weird enemy registration by some moon
Im making it compatible, should take less than 15 min
or at least I hope so
thank you for reporting the issue!
how does unexpected behavior break the entire thing?
well
to be clear, im not sure how is this error being caused
as seems that an enemy is being registered without actually existing
do yk what that moon is
thus getting a null value into the array
and thus every thing that comes after that code just breaks
should have put more failsafes...
Im not even sure I can check that, let me try
seems like a moon just invented their own enemies and tried to assign them as vanilla ones
(the ones in dark red)
idk what a puffer is but all of those are vanilla?
what is causing that
puffer is the one that spreads a purple cloud when scared
oh spore lizard
seems to be a moon not correctly following the guidelines of LLL
do you happen to know what moon that is
are most of the moons from the same author?
its orion thats causing all of this?
nono, thats just a signal confirming that some moon just added enemies incorrectly
so what IS the root issue?
if you want to know exactly what mod is causing it, Im still checking
if you want the reason of the issue, is bad enemy definition
It might be starlancerZero
is it?
Seems it is that mod that is adding enemies such as Jester_0
Let me reach the developer to see
let me see if with this hotfix it works and we can avoid all the problems with this
is the hotfix releasing now
yea, im validating everything
Shouldnt take long
Can you check what configs do you see when using it?
vs without seeing it?
wdym
there incorrect enemies should appear as new enemies in the config
yea there are some duplicates of some configs of the enemies
im not seeing any duplicates?
im not seeing two entries
i disabled starlancermoons
try enabling it back
what what is this
dont worry about that
what would that do
That is just a warning that other mod is modiying the same methods as me so in some cases might cause issues, yet does not mean that it will 100% cause issues
you should see the duplicates back
why do i want the duplicates
Ive talked to the developer of starlanzer moons about the duplicates, nothing that i've seen before
for the fix, everything seems to work fine
so its releasing?
yea, seems to work just fine
yep
modman isn't saying it needs an update
give thunderstore a bit to update itself and notify the users
it is not instant but I cant do anything as of that
even with the duplicate entity issue?
the duplicate issue is part of the starlanzer moons but should just make new entries appear in the config, you can just ignore them and should work just fine!
yea, now everything will work regardless of what mods you have
until another incompatibility is found and needs to be fixed
but that should be far in the future
ok
im just waiting for thunderstore to finally acknowledge the update
how slow is modman for mod updates?
Im not really sure
It can take a bit
well i've been troubleshooting this thing for over an hour now
glad to see you around
i'd like it to be fixed already
Kind of just lurking
I can only suggest to be patient, im sorry you had to troubleshoot that long, however look it nicely as you got it fixed and also helped a lot of people who could have this issue in the future!
I see, have you played the LCV update?
I have not yet so idk what works and what doesn't
But I don't have any other actual mods so there would be no compatibility issues for me
hopefully nothing else breaks
As this week im extra busy
hopefully modman can wake up and recognise the patch
Cant wait for the mod to break itself by some weird setting
Didn't it recognize it yet?
i've done that several times
let me see if thunderstore did already recognize the new version
might be taking some time
nothing here either
bruh
yea, thunderstore is not behaving correctly rn
give it another 5 mins
I mean I can send you the update directly if you want
but you would have to manual install
just replace the files
following the same path from the zip
@here
2.4.1
This is a hotfix, not part of the next big release
Added
- Configuration to globally change factory size [Thanks friskzips]
Fixed
- Fixed mod not working if any section breaks
- Fixed enemy spawning breaking due to invalid external enemies
i dont wanna deal with that hassle so i'll just wait until modman finally decides to do its job
Alright, let me know if you have any other issue regarding the mod!
I've already reported the duplicates so an update for starlanzer should come in a few days
Something might be going on with modman
it says there are 3 downloads of the patch
which is weird
lol
Sorry, I cant really help with that, thunderstore recognized the update already, it has something to do with r2modman itself
You can still manually install the mod if you want to, it might be faster than waiting for r2modman
Someone likes tulip snakes a bit to much lol
yup, a solid tulip lol
@ruby flicker
ahahaha
genocide coolandgood
what the actual f
kill ghappy
how many enemies
NO
a shit ton of lootbugs and sneks
you are not going for the loot
you are going for the enemies
you made a scary game into doom eternal
WHAT
go for a giant
i dont think those can be killed outside of oldbirds
friend put 6 shots into one
you can run over them with the car
(you can kill old birds too with car (: )
yes
they are iron and steel, how is that even possible
they will walk in place but they can't shoot or pick you up
bug
oh that makes sense
gtg, @quiet moat
if I search that I get weird anime girls
and im not proud of it
i swear....discord gif section is over
i added them cuz i want them as my banner
i cant event comprehend why, my AI brain is not braining
this is the next gif
you can add gifs from your own pc
artipoint
Lol
i was still having issues
i give up
i ditched it and found a replacement (zeta's tweaks)
no hate to the dev but this mod just aint gonna work
It's working fine for me
Can you send me the modpack you were using? Maybe I can replicate the issue you are having
i know the issue and ik how to fix but its too much of a hassle
what issue where you having?
The sell bodies mod was having major price issues
I could go in and manually fix the pricing of each corpse but at that point I was done with fighting it lol
wdym major price issues?
Corpses were initially 0$, I went in and fixed it, now they're like over 2x the values I had put in
Honestly I've dropped it at this point
I cant be bothered to mess with it after 4 straight hours of tryna fix it
Thaanks for the update
yesterday while I was playing I found an issue, I posted it on github.
the one about presets?
Alright, sorry to hear that but thanks for the report!
yes
another small thing is that this mod with a mod loader is installing a old version of configurablecompany(new version 0.4.0) and this can cause issue if you install the mod and then maybe you forget to update it.
Ive looked into the issue but havent found any reason
oh god I forgot to update the dependency version
umm weird
i write more stuff about the issue on github
didnt notice that, I will fix that too
I see it has something to do with the text being written, what text did you try to use foe the preset?
its just pressing any key
it doesnt even show it
😔
I'm playing on v50 with newest version but when i get into the game itself, black screen occurs on Terminal, which dont allows me use it
Can you share the console logs?
Im trying to find the reason behind it, I did send some info in the thread
yes i am trying to get the info you need
Thank you!
uhhh which ones? i mean, how do i identify names that mod uses to load?
There are two options, sharing the whole log file from the start of the game until you encounter the issue, or sending just the error you get when using the terminal
where i can find log files?
it should be inside the game's directoy
in the steam game's folder
how the log file is named?
anyways i took screenshots of whole console
here's the screenshots of console log
Do you have any mods that modify the vehicle price or something related?
Ohhh
Yea, the latest version is for v55, for v50 you should not update (keep the mod at version 2.3.X)
As the mod now has implemented all the things from the v55 and may cause problems in previous versions
can you theoretically make update where all functions from current update will be also working on v50?
Sadly I used this update to rework the way everything works, should work "fine" if change the dependency but opening multiple instances of the mod for different versions might break up everything for even more people
I could theorically
wait, do tulips have 2 or 4 eyes
4 cuz they be alien
eyeless dogs are aliens and have 0 eyes 🤔
so whats the next big release
i think i have idea for new version
when you open planets menu, select for example Assurance, and scroll down you could modify what scrap can be spawned on Assurance + new ability in "Global" tab, which allows you to modify minimal and maximal price of scrap as whole (for example, Jar of Pickles that is worth 100 minimum and 6969 maximum)
uhhh, you can already do that
im not sure I understood your suggestion
I haven't tried the LCV update yet. You can customize what scrap items spawn now?
let me remember the changes cuz that was the last thing I developed
that should be in the new version
now you are making me doubt lol
Lol
It probably is
I just haven't tried it yet
Or you could have had that ready for part 2
Don't know
im still checking out the details
my current idea is, as there are seeds
maybe a weekly seed
Oh, I see
or maybe I host a weekly config
So a weekly preset
If you do a config, we could just post our scores in here if you can't get a leaderboard working
my current idea is, instead of how LC does the challenge moon
it would be a fully challenge run
Oh really?
so everyone starts with the same seed, same configs and should go as long as they can
So would it be fastest time?
Oh I see
Would it just repeat the same seed over and over again each day or would there be multiple set seeds so the facility generation and monster spawns are different each day but the same for each run
different each day but same for the run
Huge
Ya
I still need to make everything work
I would also suggest using whole numbers rather than decimal points and increasing the max limit for the randomizer so it is harder than just clicking the randomize button
wdym?
If you click the current randomize button, it randomizes everything but the values are small.
yea, it tries to normalize them
Basically I would say, up the max limit for the randomized values by a lot and also ignore decimals so you don't have like 2.16x or something
I think decimals like 2.5x are fine though
hmm
I would need to create a custom randomizer for every configuration so that might take me some time
Ya, that would be the tricky part
I mean, thats already done for the planet prices
the randomizer works like this:
- Only cost for 25% of the planets
- The cost can go up to 1500
- The cost is rounded up
- The cost cannot end in other than 00, 25, 50 or 75
Maybe overall values or something (bear with me, I have no idea how I can explain this but I will try my best. Might also take some time to type out.)
Like let's think of it as a skill tree. Let's for example say you have 10 points and those 10 points could go to monsters, moons, scrap, etc. Let's say you get 5 for monsters, 2 for moons, 3 for scrap. The game will then choose 5 random monsters and choose a random value for there max limit (1-10) and there spawn chance (1-100). This will do this for all 5 monsters then it will multiply enemy spawns by a random number (1-10). Same thing will happen for the other important settings like scrap
This is just an idea so it can be workshopped and the starting points can also be randomized
There are a few settings I would stay away from like daytime speed and quota length and player settings (like stamina and speed).
Also I know all of this doesn't really make that much sense but you could probably piece together my idea. No idea what coding for it would look like. I tried my best to explain it as best as I could.
It's one of those things where you have the idea in your head but you don't really know how to explain it
is this normal?
is there any way to change the scrap pools per moon
with this
just curious
i noticed a min-max scrap setting but as far as i can tell you cant configure individual item weights per moon
That is coming in the next release (that I am already working on)
kinda, is a problem from how Starlanzer implements their vanilla enemies for their custom moons, you will see some duplicated entries in the config but nothing else that would break
yea, I didnt add it in this version of the mod cause I couldnt test it
I dont really understand what you meant
just curious, how do global item weights even work? arent they different on every moon in vanilla?
ah ok
nop, items weight the same on every moon
are loot tables and item weights not the same thing..?
item weight for loot tables on moons is what is coming in the next release
is that a table per moon?
yeah its different on every moon
so yea, in a next release you would be able to change all of that
at the exception of two handed cause it gives a lot of errors
Assurance notably has much better vanilla item spawns than offense
Offense gives a lot more low value two handed items
and junk like sheet metals
which makes it a really bad moon
and you can realistcly only go in one emergency door
but yea apologies for the confusion lol i wasnt talking about how heavy items are
im used to calling them weights because of how weighted rarity works in this game
Yea, its the same word no worries
anyway yea, weights as of rarity are coming in the next release
among a bunch of other stuff
well, that I've spoke about, a weekly challenge
but if you want to know the list of features and suggestions, there is a public excel where people can add stuff
Suggestions
Hey! You can add your own suggestion by adding a comment with the suggestion and the information to take into consideration :)
Request,State,Extra info
Dynamic deadline settings,ADDED
Item weight multiplier,TODO
Overtime bonus multiplier,ADDED
Planet prices,WIP
Enemy spawn time,TODO
...
In your defence that’s on them 😛
About that, does LLL enforce any rules on how to add those dummy vanilla enemies?
hmm, what about adding custom seeds to the mod... maybe some easter egg seeds
like, being able to input a static seed for each moon?
have you thought about adding a way to configure store prizes?
uhh, what do you mean? You can modify item price and moon route prices
as in items you can buy from the store
is that already a thing?
:O
i just hadn't gone on a config spree in a while xD
thanks!!! this mod keeps getting better jfc
Trying to add everything I remember!
goated as hell
literally the only thing this mod needs is a vain shroud config and it's like the best one out there
Im working on that, should come soon
Oh right, I almost forgot, for the weekly challenges, you would have to lock everyone on the same moons
wdym?
like no custom moods or stuff?
It's very complex to plan so thats why I just prefer to make it a "weekly config" rather than forcing people onto using X mods or leaderboards, as that would also not be convinent or meaningful (we all know what happens in LC leaderboards...)
by the way, it seems that the items section causes all modded items to be automatically be valued at 0 min and 0 max
do they appear as 0 in the config?
every single sellbodies fix enemy drop is 0
they appear as 0 and are valued at 0 ingame
I did not touch the scrap value at all either, I only modified store prizes
I think that might be that specific mod doing weird stuff to calculate how their stuff is priced
it also sets most modded items' weight to 0
also for the same mod or any other mod having the issue?
it seems that scrap cannon is also affected, which isn't from sellbodiesfixed
lot of vanilla items weight 0, maybe some of them are just like that
nah i've played with sell bodies, lots of em are heavy
the sell bodies seems like an issue with that mod, Im not sure what is the origin mod for scrap cannon
it's from GrizzCompany_Items
yea sell bodies is a bug, is just to be taken into consideration
do you know the author of sell bodies?
the current maintaner is @median plume iirc
I see the issue
that mod is creating those items with a weight and value of 0
and later on giving them a value
ahhh that checks out
there is a value and weight config in sellbodies' own config file
LCV is just overriding that value...
mhm
I might need to add an option to enable/disable that setting so LCV does not override
It should only override it if modified
yee
sellbodiesfixed also has a minimum and maximum value, so maybe it's that?
yea, my bad, though no one would think about dynamically adding values lol
yea, for now you cna just copy those values into LCV config, I will fix it don't worry!
alright! thanks for the report!
No I mean it just blocks them from swapping the moon to something else
So everyone has to do the weekly challenge on a certain moon
Well my though was that everyone should be able to choose what moon to go to, at the end prices will also change, my idea is that the challenge is sorta of having to redefine the meta every week
consider it a game where maybe experimentation is the meta but also has a harder facility for example
what will be in the next big update (:
Is still under development, so you can request or suggest anything and I might add it if possible
if I have to change/fix something I can do it, I haven't read all the messages but surely hearing that sell bodies is a bug doesn't make me happy, that's it
That's nice to hear, let me give you some context
When a new item or scrap (such as the bodies) is added into the game I read their values to show them in a menu where players could change their scrap value (min and max) and their weight, however as I get those values when the item is registered, in this case it uses 0s as they don't really have a value set yet
When do you set the values for the price and weight of bodies?
I'll be honest and I've never touched that part of the code (it should be the same code as the original version of the mod), but theoretically the values ​​are assigned as soon as the mod is loaded. Not being sure I'll go check now, one sec
I will gladly help you with anything! Out of curiosity and for better understanding of the process, when those items are created, do they come from a preset, are they generated via script or something else?
I can confirm that it is done when the mod is loaded
They are like any other item from any other mod, simply the values ​​like weight and price are given when the mod is loaded
long story short, they have nothing special
the only thing I could do is give it the default values ​​directly from unity, obviously with the LCV you would always see those values and not the ones that the SBF takes from the config, at the same time it's the only thing that came to my mind
That is in fact the issue, the default values from unity being set to 0
Is there any posibility for them to be defined with the preset?
they used to have default values ​​already on unity but I had set them all to 0 since I found it irrelevant as a thing. I will put the default values ​​back for the weight (the price is irrelevant anyway since it is randomly generated when it spawns)
anyway probably the reason why LCV doesn't read SBF config values is because LCV is loaded before SBF. In that case it means that other mods could have the same problem in the future. I don't know if there is a way to force the mod to load after all other mods (surely there is) but if I were you I would try to take a look
Is the value fully random or random within a range?
within a range
LCV listents for item creation both before and after registration, that shouldnt be a problem
it listens for them right after their default values (from the prefab) are picked up
wouldnt that be the same as using the item's minValue and maxValue?
yes and no, the value of the bodies is also influenced by a multiplier that is calculated based on the total PowerCount of the moon
anyway I can also put those already on unity there is no problem
I understand, in that case is up to you to leave them as 0 or to set it to the values if a multiplier of 1 was applied, regardless of your choice thanks for the quick help :)
Thank you very much!
by any chance does the LCV also change whether the body is TwoHanded or not?
because if it does I have to change that too
I updated the sell bodies, for any other problem ping me whenever you want
Not really
The only things are store item price, scrap value range, weight and in the future conductivity of the object
Perfect, thank you! :)
I also changed the "Two Handed" option in case you wanted to implement it in the future
Alright, that should make everything okay!
woohoo!!. I'll check today if it's fixed
Hey, so this looks really good! Right now I just wanted to ask a couple of questions:
- Modded enemies show as 0 when messing around in LCV, I presume the modded enemy settings will still work by default?
- If I add settings for a modded enemy, assuming it uses vanilla spawn methods (aka not Shy Guy), will it overwrite those, or will it add to them?
You should see a checkbox with the config of those enemies, if it's disabled, LCV will not change the value, if its enabled it will
But to be more precise, what configuration are you asking about?
Yep I see it. Lemme send some screenshots for example just to be 100% clear
No worries!
As an example, I have these three enemies and LCV states they have a spawn weight of 0, but the enemy mods have them registered globally at their respective spawnweights (I don't know the exact numbers but ik they have configs set for it). Actually Slenderman being at 0 might be intentional as he spawns differently but the other two.
It shows the enemy weights properly for moon-specific enemies to some extent, although I'd have to double-check to see if the numbers are accurate
the zero spawn weight is the default value when LCV is not able to recognize that enemy, you should also see the check at the right side of the config disabled, which means LCV is not using that value, rather letting the mod use their value
Okay cool. And if I enable configuration then it would override the mod's value, presumably?
if the value is not 0 then is the one the mod is using (unless it does some weird spawn gimmics)
Again, assuming the mod uses vanilla spawning code and not another system
yep, only if you enable the setting it will use the value you set there, otherwise does not matter the value, it will not use it
thats correct
Okay cool, so it's a lot like how AdvancedCompany used to be / is
also for custom items and such, im reworking it to also include those checks to avoid problems
yea kinda, but just for sake of my sanity I should say all the features you see where planned or implemented before AdvancedCompany was even a thing
Gotcha, just took a long time in development? Haha
the enemy spawn weights did indeed
but I got it so you can spawn every enemy in every moon
as most of the custom enemies wont spawn in custom moons by default sadly
Gotcha
So another question: Some of these enemies appear to say the wrong thing as far as where they spawn
Gotcha. Cuz it looks like a lot of the inside enemies say Outside and vice versa, but then some are just wrong
anyway if you encounter any issue with the enemy spawning feel free to report it and I will fix it as soon as posible
Kk
yea i noticed it and In the next released is correctly named
Okay cool. It would be cool to have separate spawn lists for inside, outside, and daytime in the config, that way using StarlancerAIFix I could, for example, set Jesters to spawn outside on a moon if I wanted
Jesters are broken in StarlancerAIFix right now, bad example
But uh you hopefully get what I mean
hmmm I can add a config for that but im not sure how correct would it be
enemy types have defined where they should spawn so modifying that might cause issues
I have not tried it so I cant say for sure
Fair. I know StarlancerAIFix kinda post-patches that so like, could always include a disclaimer that spawning things where they're not supposed to be without that may cause issues
In the base-game, for example, spawning a Hoarding Bug outside leads to it navigating to a certain spot on the moon and then basically ceasing to do anything else, whereas with StarlancerAIFix they just use the outdoor AI nodes like they should
But yeah, it'd be nice to be able to configure enemy spawns inside, outside and daytime, just for full control
I can check but as you said, most enemies wont work correctly without other mods as dependency
Mhm, you're not wrong, that's why a disclaimer of some sort would be good. Perhaps the first time you check an enemy that spawns in an incorrect place, have a pop-up that just says things might break
This mod also currently does not support custom weathers, don't know if that's planned or not
That could work even though doesnt seem very "professiona" lol
Yea, weathers are kinda weird, its planned but there are some issues on how the game registers weathers, so adding compatibility is very difficult
Makes sense
in the technical aspect, weathers use an enumerable, which in theory cannot be modified
so that would depend on how other modders implement those weathers
but yea its planned, its a matter of techinical difficulties
Perhaps a more professional solution is, in the Global section, have a checkbox that says "Enable Advanced Enemy Tweaks", that would be disabled by default but when enabled allow you to adjust the spawn weights of all three places (Inside, Outside, Daytime). Then you can put the description there and why it's disabled by default at the top like your other pop-ups
Global section of Planets, specifically, since you'd be adjusting spawns per-planet
I mean, adding new configs is not the issue, rather adding some configs that would just break using a disclaimer
mostly because I have already check that almost no one reads the tooltips for the configs lol
I will keep it in my radar but I will need to check how could I implement that without breaking vanilla compatibility or other mod's compatibility
Fair enough, I trust that you'll know your mod better than I will. I just want to have that extra control especially since mods like Wesley's Moons already let things spawn in places they typically shouldn't
Using StarlancerAIFix as a dependency
For example, a screenshot from Wesley's Gloom:
Bracken is set to 10. Is that for Inside? If so, then that means I can't tweak the value for Outside, despite them spawning outside
Yea I could definetly add starlancer as a soft dependency to fix this
Just looking out for incompatibilities to help out 
Yea, for now you cant unless its other enemy, never though a mod would modify their spawning where they are not supposed xD
Im not sure what mods add that capability, I can check and see if that would work for outside spawning
Almost all of Wesley's Moons do it and he's one of the most popular moon creators hehe
Well, its not really an incompatibility, rather something that is not currently added xD
I tend to just play vanilla, do not know most of the mods lol
That's totally fair
Anyway if you go to any of its moons, that value might be for their spawning outside
the detection process for enemies is automatic so depending on how that is implemented, that might work
Gotcha. I can do some playtesting and see if anything odd happens because of StarlancerAIFix and Wesley's Moons currently
Cuz Asteroid-13, for example, has Coil-heads both inside and outside
So I'm curious which one the config is grabbing
Welp, landed on Asteroid-13 and immediately saw a Coil-head (that was also giant and had a massive machinegun on its head, thanks mods)
So I don't think its broken their spawns at least
Alright! They should be semi compatible, meaning they will work as they are intended but LCV will not handle their changes to the game
Okay. It'd be nice to have configuration for that eventually but for now this is really good 
im curious too, I think the outside will be used
I've been seeking out AdvancedCompany replacements now that the dev is effectively stepping away from it
Well, since AC left the community a long time ago Im trying my best to supply what that mod had that this one didnt
so anything you need let me know!
The only things I'm missing atm tbh are the configurations above I just stated, and the equipment items, but someone else said they'd take a shot at those
so If I understood correctly, the capability to spawn enemies outside/inside or wherever you please, right?
as for the items*, LCV is focused in tweaking values for the game rather than implementing new stuff like items, moons or enemies
Yup. Quite a lot of modded moons have started doing it and it'd be nice to have that extra control, especially since I can control modded enemy spawns too in order to make the more dangerous ones only show up on more dangerous moons
The extra control over modded enemies is the main thing I'm looking for
I'm a little concerned cuz I didn't see any Coil-heads inside... Hopefully they're still spawnin
Alright, do you mind providing me wth an example mod that does that so I can test for an implementation?
they should spawn but with the natural probability, which might be low
Wesley's Moons has enemies that do it on pretty much all of his moons, but that's a pack of 13 moons, if you want a smaller test sample, his Asteroid-13 mod has Coils set to 100 both inside and outside when I look at AdvancedCompany's list
I think it has a relatively low spawn curve cuz it's a free moon, but it's somewhere they spawn inside and out
alright, will try to implement it for a future release
Awesome 
Oh fair warning, if you want to buy items you'll need CompanyCruiserFix for Wesley's Moons atm
They haven't been updated to v56 properly because he's been busy working on updates
But other than that, they work
Thank you for keeping configuration alive 
could you elaborate? i have a really big bug where jester isn't deactivating after we leave the map
im not sure whats causing it
Honestly I don't entirely know
what was the bug with starlanceraifix?
That's what I'm saying, I don't know, I just know Jesters don't work properly
I haven't looked too much into it
man i love this mod
glad to hear you enjoy both the mod and an overwhelming amount of eyeless dogs
oh wow, that sounds like a challenge
cuz it was eclipsed and i removed the power stuff
so the only cap is the enemy amount
you mean the cap from individual enemy? (enemy capacity)
yes
oh okay lol
yea giants are kinda unfair
but eyeless dogs on the other hand are a pretty fun enemy
and i have the ship windows (i rly need to remove that mod) so the giants can see me in the ship and camp
the window mod is missing some curtains imo
real
btw they have no idea it was modded at all lol
poor them lol
i hate the hygroere bro
i was bout to escape a nutcracker and mimic but i died last second to a slime
3 masks lol
i love how at 2 pm every outside enemy just decided to pop uop
😔
Only 2x?
my favorite mod 😄
true....
wait till everone can play with predefined seeds :)
👀
imagine only spiders
together, we are the braken gang
my god...
lol
i usually just play without enemy power so more enemies can spawn (besides with giants and dogs i give em power cuz i dont want 8 dogs 😦 )
and made the max old birds 3
wait, are you the monster?
you can just increase the power for the levels, that way you can still make some planets harder than others
yes
ik but still
but i dont like the power cap thing besides for dogs and giants
Recently I have found that the panels for the configurations do not remain open or closed as you left them the last time you modified configs
are you guys experiencing that same issue?
yeah
Well, something more that needs some troubleshooting then lol
😔
I might just have to re-do my whole modpack @fast gull
even if I delete my configs, uninstall, reinstall the mod, it still sets every single sellbodies item to 0
on a fresh profile it works just fine, but on this one it's just always like this
im not sure, that just gets again the value from source
just click both to be sure lol
lmao
that means you had you config saved for that profile rather than for that preset
no problem mate, anything you need!
oh and a quick question, I assume it's grabbing these values from the sell bodies defaults, no?
if I config values thru the sell bodies config, would those apply or would the variables values apply?
items, enemies and moons get their values the same moment they are created
thats why if a mod modifies it's value during playtime, LCV cannot do anything
afaik sell bodies would override LCV
because it modifies the value during playtime
aight! neato
cool mod but doesn't sync
doesn't seem to sync time speed and door power last time i checked
🤦
for the time of day all playera need the mod
i have it in the modpack all my friends use
so when the door power is 80 for me, it's 50 for them
sure one second
Yeah thats what I used lol
i went inside at 4 pm and got jumped by a coilhead (i love this mod)
