#Lethal company variables [Configure everything to your liking]. (formally LethalCompanyVariables )
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that's awkward
dont worry, I have done the same a lot of times already
i just always forget that closing console also closes your game
but the good news is its not the problem of your mod
just my brain
so thank you for help once again XD
and sorry for wasting time
dont worry, glad to help!
It is
i was trying it out today, is it supposed to freeze on the black screen after clicking online every single time or should it only be the first startup, because atm, it both freezes when clicking online and when exiting a lobby, for like a good 10 minutes
Let me explain.
Right now when there are many custom moons installed, Configurable Company will take some time to load due to the large amount of configurations per level that exist, this process takes time because it has to create the menu screen with configuration entries every time the menu loads, it takes a while if there a lot of moons but the game is not frozen nor unresponsive.
There is an optimization update that will come as soon as posible (as much as 2 days or so because Im very busy) that will solve this issues and even add a loading bar so it does not feel like the game is frozen.
For now I can provide the experimental build or as player you can disable some custom moons to accelerate the loading process.
Im sorry for any inconvenience that this problem may cause
i see, so what is happening is that during the "freeze" configurable company is just creating the menu and i guess the same happens in reverse, so, when you quit, it has to destroy the menu
perhaps then this mod is a lot more complete than what i need it for, my only use for this mode would be just removing a specific mob from all moons
destroying the menu is instant
but going back to the menu from a game still needs the menu to load
you can do what you want, among a lot of other stuff, but if you just want to modify that you pretty much can, you could even play with people without the mod in most cases
is just a temporal issue about some optimizations that need to be made
i'll check it out again after the optimizations have been made, having per save configuration definitively seems nice
yea, if you receive an update notification via r2modman about Configurable company, it will certanly be the optimizations, with them it should go 10 times faster
i use gale actually
r2modman is very damn slow and unstable
thundestore has ads, which i'm like, 100% against
I never had problems with r2modman, anyway if you receive an update notification for the mod in any platform, it will be this update
nice, i'll be waiting
alternatively I will post a message when the update is released
im not sure how does discord notify people in threads as I wont be using everyone so.... xD
ping red 1 on server
wdym?
just regular ping
alright, I will ping you then :)
602 hours in lethal company is crazy lol
who does have that many hours?
wait a second
how tf you know how many hours do I have
I was thinking about it while thinking about it
even tho that seems like does not make much sense
i was thinking about it while thinking about it ๐ค๐ค๐ค๐ค๐ค
I was thinking about it while i was thining about while you where thinking about it while thinking about it
im trying to finish the update while im still with my job
recursive thinking
lol
๐
I don't have that many hours in Lethal but I just found out I hit over 15k hours on Fortnite like 100 hours ago
another sleepless night
let's go
thats a fucking lot
I dont even think I have that many hours in minecraft
this time is due to the incompetence of some people in my job, who has been delaying a critial task for over an hour
It's actually sooo much that the launcher doesn't even tell me how much. I have to check another way
must not be that critial lol
thats a freaking lot
I dont even have that many hours in my life or something
The problem is, it is, is so critical I had to wake up 2 project managers to authorize all the operations required
I did the math and that checks out to about 2 years of GAME TIME
that's like 10% of my life and I have only been playing for 7 years
alright, the update should be finished yet due to how tired I am I wil post it in the morning (around 9 hours from now), if anyone wants to test it out, you have like 5 minutes to request the files before I literally fall asleep in the ground
I'm good, update should be right before I start birthday stream plus I don't use modded moons.
two freaking hours for a critical issue that prevented the whole application from loading, insane
isnt your birthday like on saturday?
nope, it's on the 20th (Which I guess it probably already is for you lol)
anyway, would love to play some games w u during the stream, might be fun
ight, I'll let you know
it's been for 3 hours now, so happy birthday lol
you are living in the future lol
@here @marble depot @storm wagon
Although is not really this mod, Configurable company has been update with all the optimizations. You can expect the update to be available at thunderstore in a few minutes
Here is the changelog in case anyone wonders to know what has changed.
3.6.0
Fixed
- Added a loading screen to represent the progress loading the mod and menu
- Added code optimizations to load 10 times faster
Added
- Seeds now will be saved with the configurations
Modified
- Presets will not default to any specific preset, rather it will remain empty until one is selected
Anyways, as always, I would love if you guys report your issues to the github, or if you want to support my creations, give it a star as I will never ask for money!
https://github.com/TheAnsuz/Lethal-Company-Configurable-Company-API
nice!
can lcv control the probability of default map spawn, i want to remove the mineshaft complitely from all planets but i don't see an option to control that
At this moment no but I think he's trying to make that
also making and deleting presets are really weird
it only shows that you made or deleted a preset when u reload the stuff (aka joining and leaving a lobby)
also sorry for the ping lol
yea in still seeing how to make this propertly with custom interior support
doesnt it automatically appear?
uhu, it should tho...
well it didnt for me so uh
hello
here it says decimal number, in the Turret Spawn Multiplier
if is not decimal thing
they in the green line says "Whole number range"
In the case of the Turret, does it always have to have a comma? Or how does it work to increase and have a considerable amount without exaggerating too much? Suggested values? I was testing with an integer, 30, and it seemed to work, and it wasn't full of turrets, so I suspect that 30 became 3.0, I think? So I was testing with I think 10.1, but it was also a moderate amount, so I was a bit confused.
100 worked like....more have appeared so I'm kind of confused
oh
are multipliers. So 1.5 is 50% more than normal (which is 1), right?
1.5 or 1.5, does it matter, period or comma?
(also 1.75 also works right)
Sorry @errant grove I dont think I understand your question.
If the tooltip says its a multiplier it means that rather than appearing that amount of turrets, it will modify vanilla so it... multiplies what vanilla chooses. For the othee thing, using period or comma depends on your language but you cant write a period if your language does not support it so you should not worry about that
bue yea, maybe 30 multiplier can appear 30 turrets or just 7, depending on what level you are and rng
let me know if that answers your question or you wish to know more about how it works
I wanted to understand how this part actually worked because I was confused
but thanks anyway >.>
I hope you understand it now, if not, let me know!
thank you that you added that thing to customize spawns of scrap on planets, did anyone else suggested it or you did it because felt like so?
it was planned since.... well, it was always planned and many people also wanted it to be added, so it was a group effort from everyone who liked and suggested the mod
thank you very much
thank you for using the mod!
using this and it's awesome and i'd recommend it to anybody but sadly lost a metiqiously made preset because there's no prompt on "are you sure you want to save" because load and save are next to eachother
and there's generally not a lot of feedback when you do things
I feel you so hard
restore saved values didn't save me
make sure to save and then save preset so you don't lose stuff
then load to make sure it all went thru
I do that periodically
yea i do that too
Id recommend saving important stuff as preset but I also understand your issue, I will add prompts, also you dont need to load everytime
restore brings back values from the last saved point
yea makes sense
but yea no problem, im modifying some stuff of the mod so I can add feedback and prompts
Ya, it's a little bit weird but you get used to it
yeah you get used to it but it'd still be nice to have
eitherway ty dev
I was tinkering a lot with my preset because I'm still configuring it to work with my profile and that's why I saved so much
ya, just always save config first then save preset
good luck with that, if you are having trouble with any config let me know!
yeaaa
took a bit to find out but I found out pretty quick
yeah I'll holler don't worry
thanks
thank you"!
Can you send your profile code?
lol, all good
You saved the preset you were using right?
I got an error when trying to import it for some reason
Unchecked configurations should disable LCV from modifying those settings
this is to avoid modifying modded stuff that you dont want
so you might need to just remove every enemy (set to 0)
I think the tooltip says about why or when you should check/uncheck those settings
Ya Tolian Moons is hating me
but yea, pretty much that, everything that can be unchecked is so LCV does not modify vanilla behavior
yea, with the time there are a lot of things, I understand
there are around 2k configurations just for vanilla stuff now... lol
@fast gull You should make a search bar
hmmmm, I could give it a try
That would be more of a config company thing but would be very helpful for searching for key words and stuff
yea, all of that stuff like feedback, prompts, search bar, is for CC to implement
I forgot how long Lethal takes to load with a ton of mods lol
Also @fast gull How does LCV determine the label colors for custom moons? Is it just random?
is an algorithm that uses the name of the moon to determine its color
oh really? How so?
well... I dont remember really lol
lol
alright I checked it
it bets the bytes from the name and uses them to form a numeric seed that is used to choose 3 values, red, green and blue
Oh, so it uses the name to determine the rgb?
yea
That's cool
I've used some clever tricks to make the mod compatible with almost all modded content so yea
Do all of the other config labels also use this algorithm to determine the color or are they just set manually?
labels that are dynamic generated use it, those that always there are just set by me
so I can choose a color that represent that config stuff
That's cool
I didn't notice how much was actually put into custom moon support (Since I don't run custom moons) which actually kind of amazes me
Also @strange dragon , I can not find the preset you used for your braken spawns but I'm pretty sure the solution that AMRV gave you is the correct one. Let me know if you are still having issues
thank you, it was very complex to do but now there is modded support for moons and enemies, adding the thing that you can have custom enemies in custom moons, which by default is not very posible
yea, let us know if you have any trouble with it
Ya, custom enemies having config settings for custom moons is huge.
I'm impressed you were able to get that to work
funny enough that was the easiest part lol
the worst was to have everything loaded before the game loads them
gotta be fast
more like, moons and enemies do not load (have their value set) until you enter the game, so I had to come up with a way to have then "loaded" before that and being able to modify them regardless of them being loaded or not
lol, sounds scuffed
modding is inherently scuffed
glad to see it worked!
oh yeah is this normal
huh, seems like imgur.com is not enjoying the images
try from the github wiki, it should work there https://github.com/TheAnsuz/Lethal-Company-Configurable-Company-API/wiki/user_usage
cool thanks
So I have an issue with the mod not syncing with other players. Everyone has the mod installed but the prices for items and moons don't sync. Stats dont sync either. Everything works for me as the host. I was hoping to get help on why that's the case.
That seems weird at first, let them verify their profile just in case something loaded incorrectoy
Looking into configurating stuff again, are there any known issues with the mod? Any holes in the configs (aka stuff that the mod doesn't let you config)?
known issues is that it's pretty flat but generally it is indepth
technical wise idk
holes not aware of
if you mean like errors of stuff that does not work, no, everything should work fine at the exception of some visual glitches from time to time
what you mean by flat lol
I remember shops and stuff used to be desync'd last time I used this, do clients also need to select the variables profile I use manually even if it's the only one available?
everything is automatically synchronized, no need to share configs at all
oh thats really cool actually!
So I tried it again after rechecking profiles and everything and it's still desynced unfortunately
That's weird
Is it desynced between them too or is it just with the host?
well I tested it by changing the speed and stamina and they all have the default values still. Mine stays updated though
same with shop prices
so its synced for them i guess, in the sense that it never changed for them
Are you using any other mods and have you tried reimporting your own profile?
ya the last thing i just tried was remaking my profile by importing
and it was the same
Mh that's weird
i guess i havent tried disabling every mod but lethal company variables
and then turning them on
and seeing which one is the culprit
@wispy haven can you and one of your friends share the console logs?
is it the "LogOutput.log" file?
inside the bepinex folder, yea
can you also share the log from one of your friends who does not see is synchronized?
oh okay
and the stats should be different
can you share the log from the host too?
ya
thanks
I'm checking the log and it says the that boombox is still the default $60 on mine ๐ค
Here it says the price is changed
oh then nvm. I guess I read the wrong part then
however seems like for some reason the value for your friends is not receiving the change
the thing is that one of my friends was able to see the clock inside the facility a bit back which requires sychronization i think
how many friends were you playing with?
usually 5
though this log was just me testing with one other person
well that last session
alright, I will try to replicate the issue
might need to ask you a favor, can you open this as an issue in the mod's github?
is just so I can organize it and dont forget
ya sure
thanks :)
can i get a link to it, just to make sure its the right one
you can also go directly here with the issues button inside the game
ah okay, just wanted to make sure it was configurable company
perfect!
okay its posted!
I see it
that reminds me that increasing the facility size desynced as well I'm assuming. It looked like people were going through walls if I had it scaled up. I had to scale it back to 1x. Probably all part of the same issue.
yea, seems like synchronization is not working for some reason
Updates for configurable company are coming in the following days for general optimizations, memory management and stability, do you guys have any suggestion to add to the mod's base?
Maybe things like being able to adjust the players stamina bar. That and decouple the movement speed option so that you can adjust regular walking speed and sprint speed separately. I can't really think of anything else at the moment though
those are good suggestions, however I was thinking more about the underlaying mod (the one that creates the menu in game)
but I will keep those suggestions for LCV regardless
Did you add a search bar? I kind of forgot to make a post lol
this update I only focused on optimizations, but I can work on that among other small stuff that was asked
I see
Hi!
I have a question.
If I have finished a monster or a scrap list setting with this mod, and I add a new monster/scrap mod, does that monster/scrap get's automatically added to the list or I have to add it manually?
Uh, Im not sure I understood you, when you add any new enemy/scrap it gets added to the list of configurations but disabled by default (so the default configuration from the original mod will be used) you jsut need to add that new enemy's value
Helloo, is there a way to disable this Populating menu updating configs thing, it takes a long while to go away, lags my menu, and doesn't go away for my friends
Do you happen by chance to have installed a lot of custom moons?
Yeah
its just the stuff loading, you can ignore it if you wont modify configurations tho
wdym that it does not go away for your friends?
I'll send you a clip showing the pov of a friend
yea, thats perfect
for all my friends the pop up remains while in game, but for me it doesn't even if i don't let it finish
yea, it should just be deleted and the loading canceled
can you share your profile code so I can fix that?
sure, fair warning they are alot of mods lmao
0192a669-d965-352c-9f50-168b4fde2ed3
I suspected that when you said the menu lags lol
can you also let me know how much RAM is being occupied by LC?
well... the menu lagging with that many mods might just be a limitation of unity's engine for single-thread loading stuff
I will see what I can do for that, the thing that the bar remains in game is definetly something ill be fixing right now lol
Yeah, but the menu laggin is not really a big deal, it's just like 15 fps, i kinda figured too it was because i had too many mods
Alr thanks alot
Seems like I might have a little trouble testing your modpack, I, in no way can open two times the game at the same time lol
@untold vector seems like the mod takes some time to load because due to the amount of custom moons, there are a total of 26000 configurations
jesus
makes sense
Im still finding a logical resolution for the menu issue (to avoid unreleased resources) but it should be done in a day or so
That is a lot of customization
is it possible to specify spawn rate changing on moons that isnt the default spawn location for an enemy? for example i wanted to edit the spawn rate of the Hygrodere on Fission-C (a modded moon where Hygrodere's can spawn outside) to spawn more often outside but looking through i dont see an option to configure spawn rates of inside and outside separately, is there any way to do this?
for now you can only modify the spawn rates where they originally belong, there was a suggestion to implement that but I didnt have time to implement it yet
alr ๐ nw
secondary question, is there any way to override modded monsters spawn rates? ive been trying to disable certain modded monsters on certain maps by setting their spawn chance to 0 but they seem to still spawn
yes
you have to check the box where the enemy is located to edit it's spawn chance
oh okay so if i enable it and keep it 0 itll then use that override?
Ya, if you check the box and set there spawn chance to 0, it shouldn't spawn them at all
okay awesome ill give it a shot, thanks ๐
ya no problem, let me know how it goes
seems like cooljs already answered lol
Ya, I basically know your own mod as good as you except the code
orrrrr the enemy just stops appearing in the moon lists i guess that uh makes this harder
wait what?
i swapped from TGS to code rebirth since the monsters are getting ported over
redwood atleast
restarting rn cuz maybe it needs to regenerate configs or something
i got 2 LCV related errors but neither should be related to this
What were the error?
All you did was replace a mod?
yeah i uninstalled TheGiantSpecimens and installed CodeRebirth
both contain enemies
Do both mods have the same enemies?
TGS had 2 giant enemies, 1 of which was ported over to CodeRebirth
the TGS enemies are no longer listed and none of the CodeRebirth monsters are listed
CodeRebirth has the ported over enemy, and 2 other enemies
i disabled the 2 other enemies but all 3 i assume should appear in LCV regardless
CodeRebirth must handle enemies differently
thats possible yeah
Ya, that's something @fast gull would have to look into
wait
@brave meteor is CodeRebirth updated to v55 yet?
v55 released a few days ago
lol, you may be the only one then
so it may just not work in general
that's what I meant lol
that might be bcs of the update
anyway I dudnt understand your problem
So time setting is broken currently?
enemies continue appearing even after marked to not spawn (0 chance)
i misunderstood how the spawning configuration worked
they were set to 0 and disabled which i thought meant they cant spawn
but ive been told to actually override it it needs to be enabled
ya
but is it working after that?
or did you experience issues regardless
i havent tested yet cuz the monster i wanted to configure isnt listed due to the above issue regarding v65
what mod is it from?
CodeRebirth
cuz it should detect it, unless the other mod is failing
but I need to check it, is just a guess
yeah im not 100% sure myself
That's what we think is happening, the mod isn't updated to v65 yet and we think it's broken rn
errors in the console?
didnt see any errors other than the 2 here on startup
can you send log?
I need to fix some stuff with CC before updating LCV, might need a few days
@brave meteor is that the only mod you have that adds enemies or do you have more?
i have the Locker one and uhhh black mesa i think adds one
headcrab
lemme check if those are listed
i know i saw headcrab in there
ya
peeper works
Wait @fast gull question. Does LCV auto update default chances for everything when the game updates or do you have to do that manually?
You can't auto set it for vanilla enemies only?
maybe if I change some stuff
but due to how I have the mod created I can justr update everything from one version to another by running an special version of the mod that extracts everything
not sure it if would be worth, unless updates come daily lol
yeah i see ghost knight from scarlet mansion, peeper, and headcrab
i dont see locker now that im looking through
which is interesting
i never really checked cuz ive never had problems with the spawn rates but yeah i dont see it
i dont think, so but i dont think the other 2 are either but maybe im wrong
from long ago locker did work weird, I dont think it counts as an enemy
oh interesting
Ya, check peeper and head crab
like, whoever developed it didn't include it to be an enemy
i dont see the diversity ones either but idk if those are normal at all
diversity ones should work, at least last time I checked lol
maybe it's included as a trap or something
yeah scarlet devil mansion was updated over a month ago so its def not v65
yet the enemy still appears in the list
yeah i bet all these enemies still do work
its just odd how some dont appear in LCV
yeah maybe
diversity more than likely does
the monsters from those have very specific mechanics
I cant be sure
it might depend on the implementation, maybe some work while others dont
which mods adds diversity? I though it just replaced existing ones
diversity itself is a mod
sorry, mobs*
if i understand the question
which enemies does diversity add
walker and stalker iirc are the names
it also configures existing mobs but adds 2 new ones on top of that
watcher not stalker
close enough
so walker + watcher
do they work correctly with the update?
im not too sure as i havent seen either since v65 came out, ill check
๐ญ
sorry off topic but i saw this while testing and just had to screenshot
cuz wtf
It's like a floating vent sighting lol
Looks like that moon doesn't have any scrap?
or something
scrap value?
weird
can you show me the full error? that might be about custom scraps from the level
scrap seems to be working fine so idk what the errors about tbh
that's what I was thinking
it is about scraps not having a configuration value assigned, although you should not really worry for it
Would that just make the scrap worth 0?
interesting
no, it would just not modify its value
I kinda forgot how did I implement it lol
oh
but should work fine regardless of the problem
the full log?
not sure how much this helps
the LLL error at the top is interesting
related perhaps
That is it's default
or not?
all values are default except i cranked up the enemy power
its extremely busted balance wise lmao
low enemy power, extremely high scrap count
and free
๐
i was gonna set route price to 2k but set to 0 for testing
thats default for the whole game
interesting, so its a separate global value within LC itself?
I kind of play the opposite. Default scrap and 10x enemy spawns lol
im extremely bad so i dont mind busted maps here and there
that might have something to do yea
yea, not sure why is 0.4 instead of 1
well i got an answer for that
its LC
๐
why have anything make sense when it can be noodle code no one except us sees
and cries over daily
lol
looking though the LC code is a pain
the LC anything tbh
although I've seen worse
that fucking kitchen texture on mansion is STILL NOT FIXEDDDDDD
its been driving me nuts for so long
im sorry
i noticed this like the 2nd ever time i played on mansion
and its been driving me INSANE ever since
theres also a lot of just really poor optimization and bad UVs everywhere
what is this DISASTER
i could go on and on about the endless nightmares of this games behind the scenes lmao
but thats a conversation for another day
lol
I just never noticed because I never had the time to notice when I got like 50 things chasing me down all the time lol
yeah its funny how despite how unbelievably bad the game is in many ways, i still am obsessed with it, both playing it a ton and making mods myself
What kind of mods you make?
most of the issues performance wise most players dont notice unless they get into modding because default game with these issues is still somewhat easy to run on most PCs
model replacements mostly but i worked on an interior for a while as well
the interior is uh... on hiatus again though
for maybe the 6th time
That's basically what's stopping me from setting spawns to 50x lol
Does it show up in LCV config?
nah
AH FUCK THAT SCARED ME ๐ญ
okay
both diversity monsters work
fuck i forgot how scary they are
๐
i must say seeing this in logs before seeing it ingame was mildly terrifying
so yea all enemies seem to work just some dont appear in LCV config
wow I never noticed that, thats messed up
me too lol
some methos and functions give me nightmares
still better than undertale code atleast
for mine, the worst one was minecraft
lc has its issues but thanks to ILCode is pretty easy
to mod at least, the code itself is a mess lol
@fast gull just to verify. If I have spawns set to 10x and I have starting enemies set to 1 it will spawn up to 10 enemies on spawn right?
or how exactly does it calculate starting enemies
it should work as you say, but uses the vanilla spawn behavior so I dont know it it changed with this small update
can confirm, it still works
Is there a way to make the setting support decimals? like you could set it to 0.1 and it would only spawn 1 enemy
wouldnt that just be the same as setting it to 1?
I mean if you have spawns set to 10x it would make only 1 enemy spawn at start
that has been developed so long ago thatI can not remember if it is affected by the multiplier
does the tooltip say anything?ยฟ
It is, if I set it to 1 and have spawns set to 10, when I land, 10 enemies spawn
I see
it does not make much sense to put decimals to be fair, but I can do that
open an issue in github just so I remember lol
I kinda forget stuff with how many things I need to change
or you could make it so if you set it to 1 then only 1 enemy spawns
whichever one would be easier to do
not being affected by the multiplier seems more reasonable
both are easy
is just to keep it simple so no one complains about it lol
thanks
I accidentally just found my first ever message lol
how lol
I went to the top and scrolled down a tiny bit
oh also, I ran into another floating vent btw
I also found out that enemies could just go straight throw them when chasing you
is there a way to go to the top quickly?
Apparently
I didnt understand that
Oh yes, it is, I just found it lol
wow, so long since I updated that text lmao
It just doesn't have collision for enemies
but it does for players
lol
yea, those vents are next level weird
wait, you are playing the latest version with only LCV, right?
They are like Bigfoot sightings lol
is there anything in top of the console like this?
basically yes
I'll close game and check
like top top or do I have to scroll a bit?
it should be almost at the top
yep
[Warning:Configurable Company Variables] Unexpected index for patch SpawnScrapInLevel_Transpiler#260 Got 426 but was expecting 425: A mod (or game update) has patched/modified the same method as LCV and may cause conflicts under certain circumstances
[Warning:Configurable Company Variables] Unexpected index for patch SpawnScrapInLevel_Transpiler#268 Got 455 but was expecting 452: A mod (or game update) has patched/modified the same method as LCV and may cause conflicts under certain circumstances
[Warning:Configurable Company Variables] Unexpected index for patch SetNewProfitQuota_Transpiler#29 Got 37 but was expecting 79: A mod (or game update) has patched/modified the same method as LCV and may cause conflicts under certain circumstances
thats very weird
And I only got client side mods
I got the source for the update but those methods seem to not have modifications
I mean, do those settings still work?
i have no clue
been so busy with the Configurable company update that I haven't checked
but as for what the other user said yesterday, there seems to be a bunch of stuff not working
I'm putting this under feature request because I don't think it's a bug
sure, no problem
There, made it. You can rename it to whatever you want
nah, it is perfect as it is
I also didn't really add a description so it's just there as a reminder
no problem
oh also, how much do you know about v65 so far and how much can I spoil? I got a small config idea
it's nothing game changing
I have not yet played it, just saw the source code
and yea, not much has changed, thats why its so weird so many things broke
ya, so you know what's been added though right?
not at all lol
Ok, then I will keep this suggestion listed as a spoiler. ||Can you make it so you can modify the luck multiplier for this?||
not sure when will I be able to play
with the updates to the mods, my other things to do and my friends all away, I might need some time lol
lol, I'll wait to add it to the github
it isn't anything you will notice while playing the game though
you would only see it in code
oh
yea, I already have a config for that in mind lol
I have already made some research on how it works lmao
Something very much awaited is coming with the next release of configurable company too
(I dont know how to make it look good so if no one complains thats how it is goint to look)
thats good then
Hi can someone help me? The configuration does not seem to do anything regarding store prices and starting credits out of sudden.
Also the config load is veeeeery slow but thats due to huge amount of moons.
some configs not working is due to the latest update for lethal company
the update is coming soon but I need some time to finish fixing everything
for this issue is as you said, there are a lot of things you can configure and having a lot of moons may slow down the loading
The thing is, my amount of moons is still same as it was in march this year and the loading wasnt that slow. Might be cuz the moons got updated? Or Lethal company updates just screwed it over.
probably LLL or lethal update
Anyway thanks, good to know there is a bugfix planned, does enemy configuration atleast work?
Always LLL ...
its because the mod got updated to have configs for every item + enemy on the moons
should yes
in this case is not really LLL, other than more features in LCV, however im planning to allow "disabling" modules so loading does not take that long
Understandable, thank you!
Everything should be fixed for the update, let me know what issues did you experience to verify that everything is ready to be updated!
@here LCV has been updated to fix older issues and be compatible with the latest version of the game! If you encounter any further issues let me know to fix them ASAP
2.7.0
Added
- Randomizer now produces more coherent and balanced values
Fixed
- Synchronization issues regarding compatibility with other mods
- Randomizer errors
- Compatibility with v65
- Beehives and apparatus x2 value
- Floating vents (attempted, can't reproduce the issue anymore)
Credits are still not changed by the config but i suspect that might be other mod interference for some reason.
Imma let it load up and check it again just to be sure.
Can't wait to break it
It is working!
yea thats weird
then perfect!
maybe it didnt update correctly the first time
glad to see everything works fine (for now)
you might as well be hired for betatesting lol
Yeah its my fault, i probably loaded old preset or something.
no worries, let me know if you have any futher issues!
I'm very good at breaking things so if I'm unable to break it then it's good lol
huh guys, might ask a stupid question. where can i config everything ?
the mod is not appearing in thunderstore "edit config" and either the LC menu
inside the game, right after clicking "host" you will see a button at the top left corner of the screen
is an in-game config menu rather than a bepinex config
huuuhhhhhh
if you have a lot of custom moons it might need a bit to load
how many do you happen to have?
thats not very much but neither to few
you should be able to check in the console how is the loading progress (amount of configs yet to load)
i have to wait everytime to get everything working ?
Just if you want to modify something
if you just want to play and dont modify anything, you can hit play and ignore the load
ho ok
modifications are saved
you just have to modify anything once (each save file has its individual configuration)
losing the game or deleting the file does not remove the configurations
there is something im afraid, is that my crew will complain that the menu will lag a bit , but all i will say is to just quickly click or just join me , because iam always the host xD
also what happened to HD lethal ? did he removed the mod ?
I tried to make the menu less laggy, how much fps is it going (should be at least 60 for what I tested)
though it was just deprecated but barely used it
i have 20-30 fps average on menu
i just checked but yeah it got deprecated
that unfortunate ,this by far one of the most efficient way to gain some fps
anyway Im working on something so you dont have to load everything, just the settings you want to modify
never knew HD lethal company increased fps
there are some performance mods but I would not recommend anything that unlimits the fps
that will just break your GPU
it didnt increased that much but it made some of my crew Poopi specs to gain some fluidity
i have around 200 mods in my modpack and we all have 50 fps at best xD
and some of us have some tank of a pc builds
hmm, maybe @native cloak can help you with that, I investigated a bit for performance
but I think is mostly a problem with the game, is not very optimized, at least memory wise
may I ask what are your pc specs?
welp if he have time i would like if he can show me what is wrong in the modpack just in case
do i give link ?
hold on
start a game and when you see your fps go down check how is the CPU, GPU and RAM
that can give you a hint on the problem
welp the menu is still loading
a picture of the specs should work
it takes a while xD
what does the console say lol
wait, the game is running and the console is closed? ๐ค
dont worry, you can just come back when you can
the console should say the time it needs to loads config and the amount of them
it starts go be slow after 20k configurations
console closed
again
im posting the link of the "test" version of my modpack if buddy need to check something ^^
0192cfb4-cca0-b6e7-0561-9c1e43818f77
i relaunched again the console didnt show up
wait
do you have your console disabled in the configuration?
from thunderstore (BepInEx.cfg)
i think not, everything related to console is never touched by default
mind checking in?
its the only think I know that could affect
if its on and the console is closing... Im blind
huhhh
how tf did it disabled everything ?????????
i swear i never touched this
also for the spec =
Graphic card is a 4060
welp im in the menu and the console is just...empty
you might need to see % per core rather than the whole processor
nothing about loading or from Configurable Company?
no
just this
im not letting here for too long btw just in case XD
well i can no longer stay, goodnight for those who will sleep too x)
no worries! we can resume solving the issue next day
Oh ya
I'm currently not home but you got my modpack I'm pretty sure
Everything should be the same so you can see all the performance mods in it
@tight idol here is my profile code I use for 10x spawns so it has a ton of performance mods you can look into 01921144-99db-b82d-be23-655556ed54f9
Idk if the code still works or not, I can't really check rn
@fast gull I'm currently trying to modify the sell value of a couple of scrap items that do not appear on the list. I attempted to add them myself into the config, but it flat-out ignored them. Any reason why the mod would do this, and any way to get the mod to recognize these entries?
(For reference, the items are Ganimedite and Pure Ganimedite from the moon 2 Ganimedes. I think they do not show up because they are not supposed to appear naturally, rather they appear from another scrap, Ganimedite Ore.)
I'm also running a much older version of the mod (2.4.1) since running any newer version in my 200+ modpack would cause hangups when it attempts to generate the config (gets stuck at like 17% for some reason), and on v64 of the game still.
Ya, it's most likely not getting picked up by LCV because of how the mod is implementing the scrap.
That is weird, can you send console log when you try this?
Yeah, sorry for the delayed response, I'll do so now
@fast gull This is what it's at when I press "Host" and the game is slowly populating menu and updating configs. I also wanted to add that this process in 2.4.1 is rather slow, but it does eventually get done if I wait long enough (if I need to edit the variables for any reason, I can just go in without waiting for it if I don't need to change anything), but in the versions after, the process is much slower and eventually doesn't seem to progress any further after a certain point. Either that, or I'm not that patient to let it sit and figure it out for that long of a time.
As of sending this, I've been in-game for about 10 mins and it's now finally hit 20%, which I don't think I've seen it reach before.
UPDATE: Over 25 mins later, it's now only at 33%. This will very likely take over an hour to accomplish. The console has not updated either, it's stayed the same, so what's below is still accurate after this update.
How many moons do you got?
Maybe the developer for that mod did not add them as scrap or created them in a non-standard way, if so, LCV might not be able to recogenize them, make sure the mod is functional with the game update just to be sure
Im working on a fix for that, the loading does not like to load more than 15000 configs... I need to rework the system so it can take a while
Several. All of Wes' and Rosie's moons + interiors, plus Ganimedes, Kast, Egypt, and Ooblterra. Kast and Egypt don't add their own scrap, with the exception of Egypt's Tomb interior adding its own Apparatus, but that's like one or two things.
This is due to the large amount of custom moons in the modpack, LCV has a lot of configurations per moon so the more moons, items and enemies, the more configs it generates, slowing down the load, this is why I need to implement that rework
Makes perfect sense to me. Obviously, I made my modpack too fat and it's finally catching up to me.
Can you open an issue in github? just to have the information so I can test after the implementation if the load is instant again
Just open an issue regarding slow config load times with larger modpacks?
in both of ours defense, LC nor unity are known for being efficient lol
yea, the important thing is that I need to have your pack code and info about the mod, so I can test the update with your modpack to make sure it works fine
Which one of your repos is LCV? I see a number of them, including ConfigurableCompany, but I do not see LCV in there.
this is an issue with configurable company, report it there
also LCV has no public repo, instead report issues in the configurable company repo
you can get a link to the repo in game by clicking the issue button
lol
no worries, thanks for the report!
maybe is to rollback special things from the aniversary
v67 now?
Halloween update
for the source seems like its a bit to late
checks for 31/10, but is already 2 november lol
Is it possible to disable/hide/remove store items and prevent the spawn of specific scrap with this mod?
You can prevent certain scrap from spawning. I have no idea about disabling store items though, I don't really mess around with store item settings.
If you can't, you can however make the shop items you don't want to be sold very expensive
I hope this hasn't been asked already, but I have a ton of moons and thus have a very long load time every time I go to the main menu.
If I don't need to make any changes to variables, do I have to wait for it to finish loading before loading any saves? Or will it just use the last used variables?
If you aren't changing anything, you don't have to wait
You can just load up a save
Thank you. That saves a ton of time
It will use the last used variables set on that save though
Right
floating vents still exist btw
They make 0 sense
men there are so many weird and heavy errors that I have 0 time to fix all lol
still havent really understood why the floating vents
No one has lol
@fast gull
wish I had time to look at it
I estimate to be completly busy at least until monday/tuesday
I'm about to add a ton of suggestions to the github so sorry about that
whenever i try and change the moon prices to 0 and go to route to one it still says that its worth the amount of money it was before
i get this message in the logs
[Warning:Configurable Company Variables] Route confirm node (levelID: 9) does not match current hash. Current one will be used
Did you check the box too?
the box?
Ya, when you set a value for the moon route, you also have to check the box
ooooh, yeah i did
Oh, then in that case, it's probably another mod that's messing with it
thats what i figure is probably the case but im mostly sure that i have no mods that would affect it (probably)
What I would try is disabling half of your mods and try narrowing it down to one mod
Because it works for me
thats actually a good idea, i do a similar thing when i make minecraft modpacks lol
Ya lol
And you have the latest version of LCV right?
Because there was a bug with it that has been fixed
So ya, it's most likely another mod messing with something
yeah
it was moonswept
so you got it working now?
yup
nice
Ya, sorry in advanced but I may or may not have made like 8 more posts for new features. Some of them are stuff you were already planning on adding and some aren't. I just decided to add them all in one place to hopefully help.
Glad to hear that everything works fine, make sure to open a github issue for compatibility and inform about the issue with the mod developer
I see @native cloak is very good at bugtracking lol
perfect, hopefully I can work at everything at once, currently im busy with something, later I will be updating Configurable Company to make sure there are no more lags when loading the game, then I will resume work on LCV
man, I need a team or something xD
lol, if only I was smart and new how to code
I think I had more ideas too but I forgot them, I kind of had a brain wave
you are very helpful just by helping others with issues with the mod
yea no worries, suggest everything that you want and I will handle it dont worry
I've learned a bit just from being here
well, I thank you a lot for the help :)
I mean, I'm basically awake whenever you are asleep so it works out lol
thats also true lol
Hey, how does global weather probability work when i can also change it on each planet? For example what happens if i put rainy weather in global to 40 but 80 on experimentation?
the global setting is a weight multiplier, both values are used (unless disabled) and the final probability will be the result of multiplying them
So by default global settings sets the weathers weight to 50% and if i set rainy at 100 in global that means rainy weather is 2 times more likely to occur on every planet?
yea, kinda
although weights are not directly percentages
consider them as the relative proability from which the total is the sum of all the weights
not sure if that makes sense ๐
ya, it's a bit strange to explain but I get it
I found out that increasing stamina on 10x spawns is just more fun
does it not break with x10?
Yeah, because it only increases the capacity, not the regeneration rate, that stays static.
ya ik
It would be nice to have the option to set up enemy's hp and whether or not to kill enemy
at least this kind of mod that exists has a lot of issues
such as not working at all, having unnecessary features that can't disable even if they work or don't work sometimes for no reason
yea, changing regeneration rate was kinda tricky
yet if you want it added, open an issue suggestion, just so I dont forget xD
open a suggestion in github to track it, it has been planned for a long time but didnt have time to implement it
I mean... LCV has a lot of features to be fair
Not me, I got LGU to upgrade that, and it feels like I earn it that way.
I think I already did but I can't remember
@fast gull do you think it's possible to add support for modded traps to LCV?
Or do custom traps act weird?
That's what I was thinking
I can send you a few mods that have custom traps if you wanna look into them?
I see
I'm looking for mods that add custom traps and turns out CodeRebirth does but it requires WeatherRegistry which just desyncs weather and for whatever reason CodeRebirth just can not function without it. I wish I knew how to code so I could just make my own traps.
It doesn't play nice with LCV weather settings
also is never late to learn, I would help you if you need too
That probably would fix it but I can't customize chances on WeatherRegistry
There would be a ton of dumb questions
and probably the same question like 14 times
raise a compatibility issue, but seems more of a problem with that mod, what does it do exactly
everyone has to start at some point, not a big deal
I think it's used for custom weather or something. I don't really know the purpose of it.
I mean I have a few ideas but I just have no idea how to start.
hm, might need to look at it
start by hello world lol
I was kind of thinking of a type of teleporter item that you could pick up but also drop anywhere. So kind of like a teleporter pad. You step on one, and it teleports you to another one
So when you land on a moon, you could carry one over to the facility entrance and basically have fast travel from place to place.
And it would be considered a shop item/equipment so you would lose it if you left it.
so a scrap item that you lose on exit and lets you teleport and carry items?
Kind of
You wouldn't lose it on exit if you carry it back to the ship
Obviously there would be a few problems with this the biggest one being balancing.
For balancing I was thinking I could make each telepad weigh like 50 pounds or something
And for the cost it would be like 200 each (400 for both)
Idk what should happen if there are 3 telepads though
Like I guess it would just teleport you to a random one or something?
that would make them useless lol
random or one after the other
It would save you trips back and forwards
yea but carrying it back would just not be worth
Nvm, someone picked up the project for me and it's actually looking really good
you mean like somone was doing it already or is a commision
I made a post to see if anyone wanted to pick it up and it got picked up very quickly
oh, thats cool then
Question, we started using this mod again since it allows you to customize the experience which me and my group love, but theres a issue where it just sits on the menu updating configs in the top left and it goes quite slow, now we do have a large 150 mod pack and what not so i expect some issues, but this was never this slow on the older versions we used several versions back.
thats because the new version has a lot of configurations, like for each moon you have there are around 100 or more settings for enemies, items and stuff
so if you have a large modpack with a lot of custom moons, it can take a while to load
even so, you dont need to wait for it to load if you dont need to modify anything
oh, I didn't know you were still awake, I was about to jump in lol
lol
Good to know, though untils its done i cant setup the custom settings like we had before lol, kinda wish we had a simple version like the old one for just changing Scrap spawns, quota and the days to pay back.
Im working on a fix for all the performance, you can still modify that stuff, modifications will remain even if the configs do not finish loading
so you just need to wait for it to load if you need to change anything, otherwise if you already made your modifications, you dont need to wait
welp, about to run some modded 10x spawns with a few other people to test out the early release of the Telepads
Ya we dont have any of those lol, no button in the top left at all currently while its loading.
If you wanna join
hope it goes everything okay!
I meant, wait for it to load, make your changes and start the game, next time you want to host a game you dont need to wait and the modifications will be applied regardless
I really cant
I still have a lot of stuff to take care of
Gotcha, thx for the help.
hope it helps, let me know for any other issues or questions
Wait, anyone know how StarlancerAIFix works?
also you can always modify the value manually from file if you dont feel like waiting lol
the developer perhaps lol
fair
I want it for the telepads but I don't want enemies just using the doors to leave
not sure if you can change it in the config
ya, there wasn't a config for it
though if you already have a telepad mod, you dont really need other mods that add a bunch of random stuff
well, gtg, I still need to learn like 3 years of electronics in a month
lol, good luck with that
Watch nutclacker and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
So we have our config but we want to change some stuff with it, is there any way to change it without reloading the config info again?
not sure I understood you
No
You gotta wait for it to finish loading before you can edit any configs
It was after we had made the configs and wanted a slight change without the wait, i did find where the info was saved but it seems editing it there does not fix it as it must load it either way lol. Will just wait for that performance update you mentioned before.
the loading is for the menu, you dont need to wait if you made configurations, they are applied the same moment you enter the game from the file
Speaking of, how's optimizing that loading process going? I'm still needing to wait like a half an hour to wait for my entire config list to load in order to change one minor thing. (But at least it actually loads!)
I have to refactor the whole mod to change how it works, I have already designed the new system but I dont have much time rn to work on the implementation and testing
I have so many questions I dont even know if I want answers
shadow realm...
Lol, the Telepads had collision when the first beta dropped so they acted very weird and you could clip through walls basically anywhere and enemies would get stuck on them. So putting a telepad in a storage container (like a shopping cart) acted very weird.
Greetings. I have a question about the mod.
Do I really need to wait until the config is updated in the main menu or will it use the non-updated one? Because having to wait 5 mins for it to generate stuff is... unsatisfactory.
1a) Is there a way to limit what it tries to update?
1b) Is the default config the one that is used until the config is generated?
Because I mostly need only the spawn n enemies inside/outside, everything else is nice, but secondary.
I haven't actually found any other mod that would spawn enemies at the start without issues, and normal lethal's difficulty has become too boring
Thank you.
If you aren't changing anything then you do not have to wait but if you are planning on editing the starting spawns, you do have to wait for it to load at least once.
oh okay thanks
Lowering the amount of moons in your modpack should reduce the time though
as Cooljs said, loading is only for the interface, if you have setup your configd and settings you cn just hit play and it will use the previously saved configs
If you are experiencing high loading times, mind sharing your profile code? Need to test for the optimization update
Mine takes longer than normal but I don't have custom moons so it doesn't take that long if you want mine
i need a modpack that has at least 20000 configs
oh
Hey, this mod works slick, nice work. Using it to create a pseudo-campaign config for me an my friends.
Is there a way to change the cost of things like the teleporter/suit colors/furniture? I may be blind.
they should be under store items
Hmmmm, don't see them. Only see items you can hold in your hands (flashlights, jetpacks, etc)
placeables dont have a setting yet, I missed it
open a github issue with that suggestion so I can add it and not lose track
to everyone using the mod, have you ever found in the need to translate stuff?
you already require some sort of english capacity to even find about this mod so not really
and at most there will be one non-english group which will have an in-house translator/configuration maker
nothing wrong with adding translation though
I mean, a translation is a lot of work currently, so maybe just lowe priority
other than that, as I had the need to fully rework the interface, do you guys want any style in particular?
Ive tried to keep the vanilla style but maybe I should stride away
up to you but I'm sure whatever style you go for, it will look great
I got no preference
I mean, a lot of people said that the current style was ugly lol
so better no one complains after I change it lol
I see, I got used to it
Which one do you prefeer?
this is tough
this might be a bit biased but regardless of the style, I will most likely add animations too
And just to clarify, this has to be done as a rework of the whole mod to make optimizations to the whole process as a lot of people are complaining about performance
hover animations seems a bit flat but otherwise looks slick
I mean, is just a hint that you are hovering the item by increasing its size, nothing special
true
I dont think the "open menu" is relevant enough to have colors or complex animations lol
i thought the server name said TulipSeek for a second ๐ญ
how lol
idk..
it was a message for everyone, to see how you prefeer the look and feel of the new (still in development) menu
ah this is soo pretty
ong fluent design referenc
Need opinion, I dont really like the colors, yet I cant seem to find a palette that highlights enough the pages and keeps the LC style
Hmmm....
Made a simple edit of the screenshot
The lighter one with black text is the "selected" section
The same, but without the yellowish borders
Love the mix of colors, I might incorporate something similar but less border (for the style)
I like it too
i tried to paste from clipboard and all it did was change the status of if these boxes were ticked or not.
i spent like 2 hours editing only to have it not work
im sorry to hear that, however if those checks were marked that should mean it worked, unless you saw any errors in the console
if so pleasle let me know to fix the issue
also, if you want to save your stuff you should use presets, as they are saved with your profile
can we vc
vc?
also, for everyone that likes the mod, due to the required redo of the mod it is time for in depth suggestions, for example redesign the UI, as this new release will improve performance on the menu, loading, unloading and a lot of optimizations saving and synchronizing values
Idk, maybe subcategories so it's easier on the eyes? For example, instead of drop downs you could make it take you to another page.
I was about to implement something similar
instead of navigating up or down, you navigate in and out if parts, you can enter a category or go back to the list of categories, you can too enter and exit sections, then there you will see the different configurations
Maybe you could add "global" spawn rates for objects/enemies to the config
Dunno if that's possible tho
Or allowing to globally disable store items/scrap (at the user's risk of course) by changing their price to -1 or something similar
This is the closest mod to AC's preset configs, and I would really like to see those being implemented. There's literally no mod for doing that stuff (in a user-friendly way)
there should be something like that already
maybe not, there are a lot of things and I didnt keep up with everything I implemented lol
I like to hear that, however must say (I kinda didnt like that mod) that this mod provides a lot of things AC was unable to allow due to how it was implemented
you should be able to dissallow stuff with the checkbox but will add that too
Afaik, the checkmark currently enables/disables the price change of items and scrap, not their availability
Yep, your mod actually has way more configs than AC ever had in that regard, like the battery duration of any rechargeable item for example
I know that comparing both mods may not be exactly comfortable for you as a developer, sorry about that
As an user, it's kinda hard not to do so, especially when there are little to no alternatives for quite specific functions :c
oh, then I might need to add that feature, sorry
I mean, those ones are easy to add, but things such as moon configurations, and things from inside moon & interiors is something that required a lot of work due to how the game loads them
Its okay, AC is a special case bc he was throwing my work to the ground
its okay, if you want any feature let me know I will add it happily (when I have time lol)
also as in voice call
it was a bit late here due to timezones, but sure next time, glas to help
good afternoon. I ran into a problem, some of modded monsters don't show up in the spawn list. For example, Locker from zealsprince's mod. What do I need to do to make it appear? Sorry for my English
sadly the locker is a special case as it seems to be created weirdly so LCV does not find it as an enemy, you might need to talk to the developer of the locker about it
There are a few monsters that are implemented differently
So some of them don't show up
in most cases it becase the developer did something weird, for example I think the locker is considered a map trap
do you know of any othe case?
thank you very much, guys. I will look for a solution
Ya, my modpack has a few but I don't remember which ones
Oh, I don't think CodeRebirth monsters work either
I don't have that added though