#Lethal company variables [Configure everything to your liking]. (formally LethalCompanyVariables )

11746 messages · Page 12 of 12 (latest)

sinful bane
native cloak
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even though I'm pretty sure Slenderman does show up in the config, I don't think it does anything due to how he's implemented

sinful bane
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I looked it in Imperium

fast gull
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LCV gets enemies that implement a base enemy class, so I might need to check what they are doing as I dont know those enemies

granite urchin
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How's trimming the mod to cut down on config load times coming along?

fast gull
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im working on it, I can share progress if you all want (altrough is gonna be a bit technical)

native cloak
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I'll always be here to help test anything

fast gull
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Glad to hear that, you will be the first one to receive the built once is ready for testing lol

native cloak
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Is it going to auto convert presets or would those have to be remade?

fast gull
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Also for anyone interested, current work includes:

  • Better IDs for configuration (using murmur3a hashing)
  • Better and more efficient storage (always O(1) indexation and addition)
  • A LOT more things that are not yet ready
fast gull
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For now every update for configurable company would work even for the 1.0 of the API (now is 3.7) and this is the first time I think I will have some issues supporting that

native cloak
fast gull
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the issue is that files also get a bit big

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pretty sure new update will optimize sizes at lest x3 times

native cloak
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Oh wow

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Are you also working on new config options for the rework?

fast gull
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hmm, what do you mean

native cloak
fast gull
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for now im just doing the rework on Configurable company, which does not add configurations itself, rather allows LCV to add configurations, so I have all in mind to make it flexible to add everything, but new configs will come after that

native cloak
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Makes sense

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Are you releasing the Config Company and the new configs at the same time or are you doing Config Company, testing for bugs, then adding stuff for LCV?

fast gull
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I will release Configurable company as soon as posible

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as there are a lot of people having issues with loading many configs

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so its kinda critical

native cloak
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True

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Even I have slower load times and I'm not even using custom moons lol

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It's not that much slower though

fast gull
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yea, with the high amount of configs that LCV allows, there is also the problem of unity and computer memory optimizations

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the big issue starts happening at +15000 configs

native cloak
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Fair

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Lol

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Since I run with Increased enemy spawns, running modded is hard to optimize (for fps lag not load time)

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Also wait. Did I ever add custom traps support to your github?

fast gull
fast gull
native cloak
native cloak
warm pine
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is there a way to make indoor enemies spawn outdoors yet or nah

fast gull
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not yet

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still updating CC to optimizs the mod

ruby flicker
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kept wondering which CC you ment
Control company
Central config
then i remembered its configurable company..

fast gull
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lol, yea it is

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maybe not the most known mod, but still a solid tool

ruby flicker
native cloak
fast gull
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thats neat to hear xD

native cloak
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Idk why but this chat disappeared for me

fast gull
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due to lack of activity xD

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chrismas, takes much time

native cloak
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I see

fast gull
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Happy new years mates, best luck completing new quotas

native cloak
charred meteor
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unsure if this has been asked, but im trying to increase the amount of scraps, and i put 3 instead of 1, but when i play it doesnt seem to work? how do i save the adjustment because when i look at the save file config again it is down to 1 again

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nvm i just tested it again and it worked

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😭

fast gull
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lol, well, ask any issue you encounter no problem, glad it was resolved :)

native cloak
fast gull
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I guess that means I would need to include a feedback to know you have saved your configd and change presets so there is no confusion

summer walrus
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Hello! from the message on the lethal company Mod website, i was told to come here to report a problem.

It seems that "LethalCompanyVariables" is the only mod causing issues that keeps the map from loading up. i even tried with fewer mods too, like up to 15. And the same "Stuck in ship" problem continued until i took that one off.

not sure if this will help, but this message keeps popping up when it happens in CMD

fast gull
summer walrus
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oh yes i'll do that now! also sorry was at work!

summer walrus
summer walrus
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but i found a mod that helps show better debug messages! it was called "BepInEx_MonoMod_Debug_Patcher"

fast gull
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but seems that also works

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not sure where the error is coming from, do you have any mods that add scrap to levels?

summer walrus
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would you like the code for it? 😮

tho, is yes, here! ||01948d16-3926-1a80-865b-04b842d992aa||

fast gull
fast gull
summer walrus
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No prob! take your time!

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ooh and one more thing! the enemy "The Fiend" doesn't show up in the power/enemy list

i remember seeing a convo about monsters not showing up in the list, so i wanted to also let you know!

native cloak
summer walrus
fast gull
summer walrus
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i see, i heard he stopped working on the monster and basically left to do other stuff, so i guess its safe to say it wont pop anytime soon. but that's alright!

he still pops up in modman's configs thankfully!

fast gull
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thats sad

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I heard there are a lot of modders who stopped their work

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which is fair tho since they dont get paid xD

native cloak
ruby flicker
fast gull
hazy crest
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why is this loads too slow?

native cloak
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Mainly custom moons

hazy crest
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oh ok

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then it would be wesley's moons fault

native cloak
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Ya, it just has to load a ton of configs for each moon

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But once you load it once, you don't need to again unless if you want to change any settings

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You can just load in and it will run whatever preset you had on last

hazy crest
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k

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It's quite annoying to be patient to enjoy the different moons lol

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I hope it will be optimized someday

native cloak
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Ya, AMRV is working on a few optimizations for the next update but he has been busy for a bit to the progress has been slow

hazy crest
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ah one more idiot question

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Is it the same reason that the frame drops in mod menu?

native cloak
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wdym?

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It shouldn't cause frame drops

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oh wait

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it might

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It's just because it's loading like thousands of configs

hazy crest
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my frame got lower excessively in this screen

native cloak
hazy crest
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k thx

native cloak
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There shouldn't be any in game though unless if you mess with laggy settings like setting enemy spawns to like 100x

hazy crest
native cloak
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Just make sure to set all of the settings you want now so you don't have to wait for the configs to load next time

fast gull
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well seems cooljs does know all of the stuff going on, everything he said is correct

native cloak
# hazy crest ok

Also, I if you didn't know already, when you are done setting up settings, you have to click Save Config then you can save it as a preset

fast gull
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@hazy crest you dont need to always wait, if you dont need to change anything you can just start game, configs will apply regardless of the menu finishing loading

native cloak
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Also @fast gull did you ever actually find a way to optimize the loading times anyways or were you still looking into some ideas

fast gull
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which should make the menu loading a O(1)

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or close to it

native cloak
fast gull
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yea, the only problem is that it requires a big rework and due to many open projects and works I have little to no time to redo everything

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yet im in progress, but without help I cant say how much it will take

native cloak
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Ya, no rush

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Im also always here to help test anything

fast gull
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sadly pretty much the test im doing is just performance benchmarks and check for regression errors

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will let you know when everything works and is ready to be used

native cloak
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oh

errant pecan
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[Error :Configurable Company Variables] Unable to patch LCV.Patch.HUDManagerPatch: IL Compile Error (unknown location)
[Warning:Configurable Company Variables] Unexpected index for patch DamagePlayer_Transpiler#48 Got 37 but was expecting 34: 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#265 Got 16 but was expecting 14: 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#273 Got 429 but was expecting 426: 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#281 Got 461 but was expecting 455: A mod (or game update) has patched/modified the same method as LCV and may cause conflicts under certain circumstances

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this never goes away, is it smething to worry about? because sometimes the applied changes dont work

fast gull
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I mean, if it works for you once with those messages, it should work always

errant pecan
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fair enough

fast gull
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most times is just a warning about another mod modifying the same stuff this mod is modifying

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and is not important

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its mostly in case you see any weird behavior, you can check these and maybe the issue comes from this

errant pecan
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i've started to do a clean install and put mods into my game 1 by 1 to see what issues will come up and at first step found out my bepinex was outdated cuz thunderstore's is outdated

errant pecan
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because that's the only thing that remained untouched

fast gull
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these are only caused by other mods/game updates

errant pecan
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oh

fast gull
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so if with only this mod they dont appear, then another mod is modifying those

fast gull
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wow, a lot of people call this mod lethal variables rather than lethal company variables

native cloak
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I guess it doesn't sound bad

fast gull
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yea

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im not that good at naming things so glad to see people using a better name other than lcv

errant pecan
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I don't even know where lethal variables came to mind

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Maybe a youtube video? I just started using it like it was second nature.

fast gull
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lol

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maybe i should start calling it like that and embrace the name

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btw for the interested, progress with the mod rework and optimizations is almos finished

native cloak
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what % would you say it's done?

fast gull
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I cant say a percent

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but its only missing part of the front and back with some wiring

native cloak
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I see

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welp, hope the rest goes well

fast gull
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i hope so too lol

native cloak
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Wait @fast gull I know I asked this before but I just forgot, what does Enemy spawn range and should I mess with it if I have the spawns set to 10x?

fast gull
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@native cloak thst forces the amount of enemies to spawn to be within that range

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so you can force to have always 1 enemy spawning at least

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the multiplier goes afterwards

native cloak
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so for example if you set it to 1 to 10 and have spawns set to 10x, it's basically 10 to 100?

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well kind of

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it wouldn't be like 63 and only numbers dividable by 10?

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so like 10, 20, 30, 40, etc?

fast gull
native cloak
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Ya, all those are also multiplied by 10

fast gull
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then yea

native cloak
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So ya, I probably shouldn't mess with the range then

fast gull
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yea, it is mostly to enforce a minium spawn amount

native cloak
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if I set it to 0 - 100 do I even need to set spawn multiplier?

fast gull
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well in thar case it can still spawn 2 enemies

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or 78

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if you want consistant high spawns use multiplier

native cloak
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I might try it and see what happens

native cloak
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I don't think it's working

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OH WAIT

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Is it because it doesn't multiply vents?

fast gull
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hmmm

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i cant remember

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but pretty sure it did

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just keep in mind that enemies would be enqueued to spawn at a random interval

native cloak
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Ya, I think having spawn multiplier set to 10x and starting spawns set to 1 is my best bet

native cloak
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It's so funny starting a public lobby with like 25x enemy spawns and not telling anyone.

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I'm such an evil person

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They are always cool with it in the end though

fast gull
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wow, poor people

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just imagine someone wakes up ready to meet some quotas and finds out hes not even going to survive a day

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average high risk job in europe

native cloak
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Lol

fast gull
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Good news, I have a friend helping me with the interface animations and stuff so I can focus on compatibility for other mods and backwards compatibility, this definetly helps me develop the mod faster

errant pecan
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very nice

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send our regards to the friend

glass path
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hello. I wanted to have the whole facility to be filled with landmines and it looked like this mod was the only one that could offer what i wanted. But the "Landmine spawn multiplier" did not really work the way i expected it too. Now that i look at the description, it says "High values will always force a minimum amount of landmines to always spawn". This seems very confusing to me, because i can't find how to change the 'minimum amount of landmines' that can spawn. Am I missing something or is this just not the mod i am looking for?

fast gull
glass path
fast gull
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seems weird that with 100 it didnt work, the other values may exceed the allowed maximum (im not sure what value does the game allow)

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let me know these thee questions to make sure there is no issue
does the configuration appear as saved and modified?
does the console show any errors?
if so, can you enable bepInEx debug logging, it should say the amount of landmines it tries to spawn

glass path
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ok, i feel very stupid now. I did NOT know there was a "save configuration" button. I just assumed it saved automatically. Would have been nice if it at least shown a warning, like "You have unsaved configuration". Sorry for the inconvenience

fast gull
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dont worry

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it actually shows as italic those that are not saved but yea, very easy to miss lol

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popups will come in the next version dont worry

native cloak
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ya lol

untold kite
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Adding LCV causes the ship to not be able to load experimentation. Not sure if it is due to conflicting mods or not,

fast gull
untold kite
# fast gull do you have any mods that add scrap to the levels?

Tbh, not exactly sure, though most likely. I just installed a few of the modpacks on thunderstore. Mostly consists of Explorations, More Brutal Lethal Company as well as some of its smaller mods, toomanycosmetics, and BrutalCompanyMinusExtraReborn. Seemed to Work fine but installed LCV and then game hangs when trying to land. I'll try to pinpoint which mods are causing the issue when I get more time

fast gull
untold kite
fast gull
untold kite
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01954e07-f743-3beb-ebdf-d7db30ab55c0

waxen palm
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This pops up every time i try to load up Lethal company this pops up, ive tried re-downloading it and the whole lot but its still the same, the only other mods i have are the supporting mod for this and the more suits. Not sure what to do if its something i did wrong but it makes the mod not work

fast gull
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did you use a mod manager to download the mod?

waxen palm
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i manually downloaded it and have re-tried several times thinking that might be the issue, I've taken more screenshots of the files but aside from putting the contents in the bepinex folder I haven't touched anything else. I'm new to modding Lethal Company so sorry if this turns out to be on my end.

fast gull
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I'd recommend a mod manager to avoid headaches with the plugins, the structure of your files should be something like this

BepInEx
- patchers
  - LCVPreloader.dll
- plugins
  - LCVCompat.dll
  - Lethal_Company_Variables.dll
  - Amrv.ConfigurableCompany.dll

The configurable company is because the in-game menu uses that DLL Configurable Company

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you should also be able to see in the console something like "LCV Patcher" mentioning some methods that it patches

waxen palm
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alright thank you! ill try it out, i aappreciate the help

fast gull
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glad to help! let me know if this fixed your issue or if you need any more help!

waxen palm
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The mod manager did work :) I was avoiding it because I've had issues with mod managers in the past but all is good!

fast gull
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dont worry, totally understandable, have fun!

flat dagger
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i wonder how vanilla people would react

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if obunga spawned

flat dagger
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will an enemy that has 0 power always spawn if the power level is at max?

fast gull
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it depends on the chance of spawn of that enemy

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but i think obuga wont spawn regardless

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not sure tho

flat dagger
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i had to change a couple settings

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hes kinda stupid though

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xd

flat dagger
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and my kinda stupid i mean real stupid

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he doesnt even move half the time lol

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also he cannot open doors

fast gull
fast gull
flat dagger
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he cant open doors

fast gull
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lol

flat dagger
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he moves very slowly if he cant get somewhere (due to doors or blast doors)

fast gull
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pretty sure thete is a mod to fix thst

flat dagger
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a lot of the time he doesnt move even if he can get to a target

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is it RedPillEnemySpawn?

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or another mod

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also he cant go up or down staircases without going very slow

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and he gets stuck on other enemies lol

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i still got a couple people with him tho (they ran into him and didnt even know what they died to)

fast gull
flat dagger
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that ur thinking of

flat dagger
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to make him smarter

fast gull
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but you can sesrch by the name

flat dagger
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do i search red pill or obunga?

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lol

fast gull
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obunga

flat dagger
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alr

fast gull
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red pill is the lasso like enemy

flat dagger
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im only seeing 1 mod

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when i search it up

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when i search up obunga lol

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and its the mod i was talking about

flat dagger
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no

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i just realised

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redpill is obunga

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its named redpill cuz it used to just be a red pill lol

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but redpill is obunga

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lasso is lasso man

native cloak
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Works everytime lol

flat dagger
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YO the only obunga mod updated an hour ago 🤑

flat dagger
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what happens if another mod also edits the enemies power, ect

fast gull
flat dagger
fast gull
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hmmmm

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i think LCV overrides

flat dagger
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alright

fast gull
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some configs override some others add one value to the other or multiply them

flat dagger
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do u think 2 power for an enemy that always knows where u are and is slightly slower than u walking if you weigh nothing :D

fast gull
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hmm depends on the level power and spawn chance

flat dagger
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its spawn chance is like

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decent

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for every moon

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like its not gonna spawn every time, but it will most times

fast gull
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compare it with for example the spider and its power, do you think is more dangerous than a bumper or a spidr or a coil head

flat dagger
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coilhead

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for sure

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coilhead power is only 1 tho...

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its weekness is doors

fast gull
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i guess go with 2

flat dagger
fast gull
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not many times

flat dagger
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i have imperium and i just watched 3 enemies spawn trapped behind 2 blast doors

fast gull
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i dont know how imperium works

flat dagger
flat dagger
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Do y'all think this is to much blizzard fog for artifice?

fast gull
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nahh that seems fair

flat dagger
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Its not April fools

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Speak the truth

fast gull
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it is the truth

flat dagger
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What about giants greed greed greed

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Or just not being able to see anything

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Besides litteraly right infront of you

flat dagger
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what do i do if i dont want this mod to affect anything but a few things (while another mod changes more stuff)

fast gull
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some configs allow to uncheck them, those ones you might need to uncheck

verbal kernel
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my 'updating configs' when i load in takes like
5 minutes
any reason for that
I assume its a mod on mod incompatibility

fast gull
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its because you mostly have a lot of custom moons

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you dont really need to wait for it to load unless you wanna modify something

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so if for example you want to change spawn chances, wait for it to load, change it and it will be changed everytine you load the game

verbal kernel
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ALSO AMAZING MOD BTW! Like super high quality with the menus and stuff, super awesome.

fast gull
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presets are for sharing with your profile code or having preconfigured settings, you just need to modify the variables, save and hit play, and just once, the modifications are saved in that file slot (even if you lose the run settings are kept)

verbal kernel
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ahhh

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yeah that makes sense

fast gull
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so yea, change something, save and that change will remain

verbal kernel
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i always make a new save file when we play hut yeah that makes sense

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Sweet thanks!

fast gull
odd tundra
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Hello @fast gull firstly before I ask anything about this mod I just gotta say this mod is by far the most user friendly lethal company mod in terms of customization and controling things in the game that I have ever used I love it a lot truely well done this is exactly what I was looking for,

I do have a few questions about it that I need to know because as of right now I am not entirely sure I understand how some of it works.

(1) Question;
inside of maps Planets area of the menu you have upon opening one map in my case I used experimentation to test this there is a option called; "Vein Shroud Interations" I am wanting to know what is the max value that this option supports? (I tried 100 with no issues)

(2) Question;
what kind of weather algorithum do I need to manipulate the weather chances on maps? (in the "weather probability" section)

(3) Question;
I know that modded enemies are supported in this mod as you did state it was in the combability section however is custom scrap supported too?

I have not tested it yet with a specific scrap mod, but I do have a counterplay mod that makes it that you can cut off the coilheads "head" off and use it as a form of scrap which does have a value to it but it did not show up in the config section thus why I am asking this.

these are all my questions love your mod I hope it lives for a long time.

fast gull
# odd tundra Hello <@341967365908594700> firstly before I ask anything about this mod I just...

Glad to hear you like the mod, let me answer your questions:

  1. The max value should appear in the tooltip when you hover over the config, I try to create the configs without limits so you can just set any value, in reality the limit would be when the game breaks or the computer has too much to process. Keep in mind with some configs, settings a very high value may have no real impact after some time

  2. Not sure if the tooltip shows the different algorithm descriptions, I think you should use Simple (I dont remember the name 100% right now)

  3. The mod is made to support as many scrap/enemies etc, if the scrap or enemy is implemented normally and is not a weird entity created using weird tricks, it will work, if you can't see some custom scrap let me know. I am not aware of the coilhead head scrap but maybe it is not directly called something similar to that or is not counted as a scrap item

Hope this answers your questions, thank you for using the mod!

odd tundra
# fast gull Glad to hear you like the mod, let me answer your questions: 1. The max value s...

wow thank you so much for the very detailed explanations to my questions that is very helpful! I really appreciate the support!

oh the mod item I was referring too that comes from "Countercompany mod" does show up in the list of scrap items form another mod I use called dance tools its pretty simple I just use it to see all scrap items in the game.

yea so its this mod here that the scrap item does not show up,

https://thunderstore.io/c/lethal-company/p/BaronDrakula/MoreCounterplay/

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its just simply a coils head being removed and then its counted as scrap it has a price and everything.

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if you want I can find the exact name its called in game using the dance tools mod if you would like to add support for it?

fast gull
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seems that how the mod is done it will only accept setting the value from the mod's own config

fast gull
odd tundra
fast gull
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oh okay

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hmm thats weird that it does not appear in that config

odd tundra
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well the mod already does have the min and max value for the scrap and stuff inside of the counterplay mod configs so I dont wanna give you work that is un needed ;D

fast gull
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checking on the code seems that the "HeadItem" does not inherit from a scrap object

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so that might be the issue

odd tundra
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ohhhhh

odd tundra
fast gull
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let me dig a bit more to be 100% sure

odd tundra
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sure no worries ;D

fast gull
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Without going too deep on it as I dont remember very well, LCV does check for everything that has an associated "Item" which is like a template containing all its properties such as if the item conducts electricity and other stuff, the Head itself does not have an item, rather is just an instance of the asset (the model) and some functions and its use to create an object which you can grab but has no item associated

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and by the looks of it, seems that even if I add compatibility, it does not have the capability to be hit by lighting

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try to check with the mod author if its possible create the objects as item otherwise it would not have the behavior to be hit by lighting

odd tundra
fast gull
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yea thats right, you can direct the author here for further discussion, also keep in mind even if it showed up in the config, as it does not have an Item it wont work with the game's code for lightings to hit them

odd tundra
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Yes I completely understand, due to it not being classified as a scrap item the game won't know how to hit it by lighting lol.

okay I will mention it to the mod author and see what they say.

fast gull
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perfect, thank you!

odd tundra
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your welcome! 😄

odd tundra
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All done I tryed my best to explain it to the counterplay mod author.

halcyon ocean
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If it wasn't registered as an item it wouldn't be able to be picked up without breaking your inventory

halcyon ocean
odd tundra
fast gull
halcyon ocean
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Oh I thought I was applying it actually, but must've forgotten to

fast gull
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i've not checked in depth in the code, I only see you set the value with a method

halcyon ocean
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Yeah

fast gull
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is more of a question xD

halcyon ocean
fast gull
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i just did a quick search from the thunderstore source

halcyon ocean
fast gull
halcyon ocean
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Thought I was multiplying by it though

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But yeah it's just a regular item, HeadItem does inherit from GrabbableObject, just not directly

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Or uh, a couple layers of inheritance lol

fast gull
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but im not sure what us causign it to not appear, as that way of creating the items is not something i've seen before lol

halcyon ocean
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Not appear in LCV's list of items, or where?

odd tundra
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upon multiple testing I have never seen it appear inside of the item list of LCV's menu page.

fast gull
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yea, that

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im thinking it might also be due to the naming of the mods, my mod creates a Awake method on the Item to then patch it

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maybe the patch is only occuring after your mod has loaded due to the order

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I have no clue tho

halcyon ocean
fast gull
#

patching Item awake method

#

wait no, the GameItemList at first includes a copy of all vanilla items

#

then custom ones are added though that patch

#

in the PatchItem

#

but that gets added to the GameItem._types, the list you mentioned is only for vanilla items

halcyon ocean
#

But you should be able to just iterate through StartOfRound.Instance.allItemsList to find items, might be simpler than doing a preloader patch

#

I'm also wondering if it's being ignored or something due to not being in any moon's spawn lists, not sure if that could affect stuff

fast gull
#

I really can't do that because vanilla items might not be created until you hit play

fast gull
fast gull
halcyon ocean
#

Yeah didn't think it'd be a simple thing to swap stuff over from how you're already doing it

fast gull
#

yea it was a big headache to implement lol

#

but some mods that use Lethallib do appear in the item list, not sure why this mod specifically doesnt

#

I might need to work on the preloader to work with stuff that has already been loaded before the mod

#

not sure why that causes issues with items as it does not with moons

odd tundra
#

oh I also tried to test coil head thing with lethal qualities to see if the head would get hit by lighting but as you already explained it would not be possible but I tested it anyways just to double confirm that fact and yes it does not work at all.

odd tundra
#

I will make sure to test loads of scrap mods later on down the track which should be fine, I will let you know if anything else comes up 😄

halcyon ocean
#

Didn't know it wouldn't show up on LethalQuantities either though, weird

odd tundra
halcyon ocean
#

Ah alright, yeah not sure then

odd tundra
#

perhaps it will be worked out in the future.

fast gull
#

after some debugging I was able to confirm what I suspected, the item is being created before LCV loaded

#

the fix for this will take some time as there are a lot of stuff to replace lol, even so as you mentioned @odd tundra, not sure if even with the config appearing it would work

#

if you want I can send you a debug build so you can check and even play with a fixed version

odd tundra
odd tundra
#

also my late response was due to my time zone I am australian lol so I was asleep when you messaged me but I will always get back to you when I am awake ;D

#

I so appreciate all the work you put into this mod it really is a game changer in terms of customization its the best in my opinion :D.

I was testing so many things yesterday with your mod and everything was working so well for me.

For me the best part about it is how user friendly it is.

native cloak
#

He should be up in a few hours though

odd tundra
#

thanks for letting me know 🙂

native cloak
#

Ya lol

#

I'm normally awake when he is but that's just because I'm up like all night lol

fast gull
fast gull
fast gull
odd tundra
native cloak
odd tundra
fast gull
#

sure I will ping you, however the built will only work for you as a host, is mostly to test functionality

odd tundra
#

@fast gull btw I found a very small issue;

I have tested this multiple times, upon changing the Apparatus min and max values it seems to have zero effect on the apparatus value changes in game.

this may be because the Apparatus itself is one of the only items in the game that actually has a set value of 80 in the base game without a min or max value,

I am guessing that is why its not working anyways just thought to let you know that its not currently working.

fast gull
#

hmm it should change regardless I've taken into account special items such that one

#

maybe it broke and I havent noticed

#

what value have you changed?

odd tundra
#

@fast gull I changed the value of the Appartus to 128 min and max 196 and nothing happpened also just so I was very thorough in testing,

I made sure to disable every single mod in my mod pack and only enable yours to test this apparatus to make sure it was not an issue with other mods I had which I was sure it wasn't

but just to be safe and 100 percent I did the test with only your mod and changed values of the Appratus but nothing happened, the value of the Appartus stayed at 80 in game which is the vanilla value.

fast gull
#

that config is for scrap spawns, it might not be considered a scrap to spawn

odd tundra
odd tundra
#

@fast gull Okay i have tested it with the global scrap value multiplier, upon using that it does work I made it 2 instead of 1 which doubles the vanilla value of the Apparatus making it 160 instead of 80.

however tweaking the Apparatus min/max value individually on its own inside of Items/Scrap Value does not work at all. I thouroughly tested it.

fast gull
odd tundra
#

Also I will note I recently tested another mod today it was actually by fluke it was a simple mod that makes the Apparatus have radiation damage its about 2 months old so it was not that old, it had a option that is meant to tweak the apparatus values from min 50 to max 200,

it does not have any config options so its not ideal and I would not use it for that purpose anyways what was interesting is that apparatus values did not work on that mod either.

#

I just thought to mention this as I thought it was interesting as your not alone with this issue.

fast gull
fast gull
#

so I have time to work on the 4.0.0 update

#

which is taking an insane amount of time

#

just as an extra, you can also use the "report issues" within the game to directly open an issue ticket on the mod github and save you time

odd tundra
odd tundra
#

awesome mate well everyone appreciates this amazing mod that you maintain I do have a suggestion for a future update which I think would be the last thing you would need to add to it to make your mod perfect ;D

fast gull
odd tundra
#

Certainly I just got back from a family dinner so I am free now 😁

Yes my suggestion was to be able to have hazards controlled on every individual moon with its min and max values exactly how vanilla does it, here is the lethal company wiki of what I mean

https://lethal-company.fandom.com/wiki/Turret

As you can see these turrets have min and max values on every individual moon in lethal company its the same with mines and spike traps

Also to add to this I think it would be perfect to not only support vanilla hazards but all modded ones that would be added exactly the same as you have done with scrap and enemy support.

All hazards would be automatically added when modded hazards are added.

Lethal Company Wiki

Turrets are map hazards in Lethal Company. They are stationary, tripod mounted guns that shoot employees on sight. They can be turned off temporarily from the ship's terminal. Turrets operate in 5...

#

I know you currently have hazards global values that are able to be controlled but to have hazards controlled with its min and max values on every single individual moon including modded hazards would be perfect and of course if a new modded moon is added the same applies.

odd tundra
#

I hope this all makes sense lol

#

to keep it simple just having all hazards (vanilla and modded) to be controlled on each individual moon to be able to have min and max values just how the game does it would be the most helpful thing to add and really it would complete the mod and make it to perfection in my opinion ;D

fast gull
#

Yea it makes sense, most of the global configs are just as in older versions (before per-moon stuff was added) I wanted to be able to control those options, so they are just legacy settings for which I didnt have time to create a per-level configuration to control them

#

and the problem with per-level options is that as you might have already seen, the mod is at is limit on the amount of configs

#

thats why I am reworking the whole mod base, to be able to fit more options without the game slowing down

#

and also I want to try to make the core (Configurable Company) more accesible so other modders would use it or even work in other games

odd tundra
#

oh wow you sure do have a lot of work cut out for you, but its gonnna be so damn worth it ;0

#

yes I understand.

fast gull
#

to be wait it stopped being worth long time ago xD, like its a lot of effort, but I wont leave the mod with bugs or issues

odd tundra
#

fair enough, I am sure it will be amazing once you complete it all.

fast gull
#

yea, the idea is to continue adding stuff until you can modify any desirable variable from the game, only then will the mod be considered "completed"

odd tundra
#

Oh wow sounds like a huge amazing goal to work towards!

I am all for that! The more control over the game the better!

#

I so appreciate what you're doing.

#

I am so excited for the update that's coming in the future 😁🙌

fast gull
#

thank you, it wont disapoint!

odd tundra
#

I know it won't your mod rocks ;D

odd tundra
#

Hello @fast gull there is one more thing that I thought of that could be a really interesting idea for your mod in a future update sometime, whats crazy is that nobody else has done it, I have no idea why this is not a thing;

So we all know some mods we love More Company is a good example, as well as MoreSuits very popular mods, my point of bringing this up is that both of these mods have a blacklist in them, which enables the player to disable suits and cosmetics from ever showing up in the game which is fantastic I have 100s of things disabled from sifting through multiple packs that I wanted some things and others I did not.

what is very mind boggling is that there is not a single mod that I have ever found for this same function to be applied to scrap, store items, interiors and moons, as you can imagine when somebody has 100s of scraps massive amounts of moons and interiors it can be extremely overwhelming to even find stuff and swift through some things that you want in packs and others that you don't.

I don't know if you will ever make this a thing but I just thought of it now as it would be like by far one of the most useful things to ever have.

a black list for these 4 options so that it does not show up;

(1) Scrap

(2) Store Items

(3) Moons

(4) Interiors


I got no idea on why nobody has done this but I just thought to put it out there as it would match your mod pretty well since its a overall mod to manipulate almost every general function of the game.

fast gull
#

options for interiors is something that I have not found a way to really modify those, but the other stuff (except moons, im not sure what you want to blacklist there) should be possible with the mod already

odd tundra
# fast gull options for interiors is something that I have not found a way to really modify ...

My apologies for the late reply I did not see your message until just now

Well to better explain what I mean for example lets say I got a scrap pack that had 100 scrap items in it, and lets say that 25 percent of it I felt did not fit the game, it would be so handy if there was a simple blacklist option to remove those items that I did not want in the pack, its the same with interiors packs, moon packs, store items ect.....

you get what I mean its just when you get like 500 scrap items from all sorts of mods but you don't want like all of it it becomes a bit of a problem lol as there is no way to remove it from the game its just gonna sit there unused but imagine sifting through so many scrap items and trying to find anything.

I am gonna have a looooooot of items in my finshed mod pack maybe like over 500 or a 1000s so its gonna be pretty hectic to sort through it all withouot any options of blacklisting some of them/removing it from the game.

it would just be very practical to have a blacklist option for big mod packs I am hoping one day somebody will do it lol.

#

I hope that sort of made sense its kinda like what morecompany mod is doing with cosmetics how there is a blacklist option for items that are unwanted its the same concept really.

#

but this is just a suggestion in general for like maybe something that could be worked out by somebody in the very distance future, your mod is still king in terms of user friendliness and mod compatibility as well as how easy it is to use.

#

btw I hope your going well with figuring out how to apply map hazards min and max values per moon and the apparatus value fix 😄

fast gull
#

I just came here back to the chat, seems the message I sent though the phone never arrived

#

thanks discord

#

I will try to add options to whitelist or blacklist specific things but consider adding it as a suggestion in the github so it does not disappear with time lol

buoyant quail
#

new to this sort of thing, but i've installed this mod on thunderstore, but the config file doesnt generate after i launch the game. what has ignis done wrong?

fast gull
buoyant quail
#

thanks

fast gull
#

no problem, let me know if you need any more help!

buoyant quail
fast gull
odd tundra
odd tundra
fast gull
odd tundra
odd tundra
#

@fast gull Just a note btw I put the info in the github page called Lethal-Company-Configurable-Company-API

I could not find lethal company variables anywhere on github I hope that is okay.

fast gull
#

yea dont worry that is correct, in reality the only public mod is Configurable-Company which is the menu and process that handles all the configurations, Lethal company variables is just an implementation to show the mod's potential which ended up being very liked lol

fast gull
#

Not sure If I ever asked for this, what you guys thing of the new UI buttons vs the old ones

odd tundra
odd tundra
#

I feel like your mod feels like its part of the lethal company game itself.

It reminds me of old school games that used to have customizations in them that allowed tweaks to actual gameplay

From the top of my head Jack and dexter Playstation game comes to mind.

#

I like the new UI buttons way better 😁

fast gull
#

Thanks! Glad you like it, I try to keep the lethal company aesthetic as much as possible with my limited knowledge on frontend design lol

odd tundra
native cloak
#

@fast gull so I played Lethal for the first time in a while, I didn't even know there was a V72 and Idk if you played it yet but I found a bug, I will put it in spoiler just incase you haven't. || The new enemy kind of bugs out when you set the spawns any higher than 1. If you happen to set the spawn limit to any higher than the default, it tries spawning all of the nests on the same spawn automatically killing the Giant Kiwi. This also spawns 5x the amount of eggs on the nest too basically just leaving you with free money. It was kinda funny because I didn't even know there was a new update so my first time encountering it, I had to go back and increase the spawns. || Do you know why this happens and are you also able to fix this next update?

#

For now, I'll just || set the spawns back to 1 ||

#

As for everything else, they seem to work just fine including the mythical floating vents still existing lol

#

I also don't think the floating vents effect the spawns at all or anything (at least from my experience) so it's just a funny bug lol

fast gull
#

@native cloak I haven really played, i dont have much time until next month that my vacation start

#

I was just completing the updste for configurable company and the update broke a small thing with config sync

#

But I will look into your issue among all the other issues after work is done

native cloak
#

I see

fast gull
#

Just wandering as I will try to avoid spoilers for now

#

from 1 to 10, how game breaking is the issue you have?

native cloak
fast gull
#

hmm

#

maybe is just that the menu does not have the new things from latest version

#

which fair enough I should update as it wont take long

native cloak
#

I'm planning on playing a pretty big session on Wednesday so I will let you know if I run into anymore bugs

fast gull
#

a small one

#

I didn't check your spoiler as im planning to playu the game this weekend, is the issue you've encountered related to values of default variables not corresponding or not appearing?

native cloak
#

oh nice

native cloak
#

Once you encounter the new content, you'll probably instantly know what the problem is

fast gull
#

well, I might need to spoil myself to fix it then

#

I have no clue how that issue is happening lol

native cloak
#

I have theories as to why but I'll wait for you to experience it first

fast gull
#

please let me know of your theories

#

as those might provide useful for checking out the erro

native cloak
# fast gull as those might provide useful for checking out the erro

||I'm pretty sure it's just a collision bug. For some reason all of the nests spawn on the same spot (Since the default limit is set to 1, it's just not programmed to work with more spawns). Since all of the nests have collision, I think it's either clipping the enemy through the floor or insta killing it.||

#

For how to fix it, idk. I have no idea how to code lol

#

Also to encounter the bug yourself, just || increase enemy spawns and the spawn cap of the Giant Kiwi to like 5 or more and you should encounter the bug. Idk if it's something that happens all the time or not but it did happen for me twice. ||

fast gull
native cloak
fast gull
#

Hmm, I would require looking into the code of the new version to verify and fix the issue

#

I'd recommend your bugfix while I fix this

#

Update is sadly queued after CC update as i need to rewrite a lot of stuff from LCV

native cloak
fast gull
#

also, did you have the issue when the menu takes to long to load, or does anyone have the issue?

#

I've created some bepinex config to disable modules so it can be significative faster to load

native cloak
fast gull
#

@here Hours ago version 2.7.1 should have released, this has relatively small changes but important.

  • It does now support the latest version of the game
  • You can now diable certain configs from appearing, this will speed up loading if you have a lot of custom moons and dont require some configs
native cloak
#

nice

#

I'll let you know if we run into any other bugs

native cloak
native cloak
#

@fast gull I know we talked about this before but I don't remember what we determined. Does picking up the reactor with Increased spawns multiply how many enemies spawn from it?

#

I'm pretty sure the default is 2 so having spawns multiplied by 10x would make it 20

fast gull
#

hmmm

#

thats a really good question

#

pretty sure it does multiply

#

but the eenemy capacity limits it

native cloak
#

but since I also increase the power limit, they all spawn anyways

#

Also

#

I was watching some old videos on YT and I found a floating vent in vanilla too

#

Problem is, I only seen 1 and it was kinda off to the side on mansion

#

So it might just be a different generation issue

#

They for sure happen waaaaaay more with spawns turned up

fast gull
#

hmmmm

#

wait, maybe vents are a vanilla issue and since you are adding more vents to the level, more psobility for the issue to occur

native cloak
#

That's what I'm thinking but idk if that is true or not

fast gull
#

well thwt would explain why I wasnt able to locate the code causing the issues

#

but still, I can comprehend why would that occur

remote marsh
#

Hmm I've never played around with LethalCompanyVariables, is it able to manipulate spawn curves for Interior/Outdoor/Daytime enemies for a particular moon?

It's mainly for moons like the Mario 64 maps that like, have nothingsauce for outdoor spawn curves lmao

native cloak
#

For outdoor enemies though, idk

#

For indoor enemies, it just adds more vents ontop of each other if you increase spawn limit

native cloak
#

I don't play with custom moons so I wouldn't know as much as you

#

But I'm pretty sure you can

fast gull
remote marsh
#

Hm, duly noted

fast gull
#

let me know if have more questions or any issues

storm wagon
#

so here's a question, what exactly happens during "Updating Configs"? I'm asking cuz with a lot of content, the menu takes FOREVER to load if I want to change anything, so I'm curious if there'd be a way to optimize it so that you can only update what has changed from default. (I know I have a lot of moons but I've been sitting for 15 minutes and am at 40%, I just feel like there's gotta be a better way lmao)

fast gull
#

so yea there is a better way but implementing it is very complex thus why os taking so much time

storm wagon
#

totally fair ^^

fast gull
#

also you can disable certain modules in the bepinex config for lethal variables, i recommend using that in the meanwhile

storm wagon
#

yeah I'll try that and see if that helps

fast gull
#

sure, let me know if that helps or if you would like to disable certain features for it to load faster

#

sorry for the inconvenience

storm wagon
#

all good, I get making a mod like this ain't easy

fast gull
#

btw if you dont want to modify anything you dont need to wait for the configs, just hit play, loading is only the menu, the configs themselves are almost instant to load from the system

storm wagon
#

just unfortunately I think it's hitting memory limits or something cuz it gets to around 44% in my current pack and basically just gives up

#

unfortunately, I need to modify for the first time

fast gull
#

you could modify those from the file

#

or even disable certain moons, edit and then disable other moons and so on

#

configs persist even if the mods change

#

hopefully once I finish with the update there wont be any issues, my current testing showed that loading 30000 configs took like 7 seconds or something

storm wagon
#

holy

#

that's awesome HYPERS

#

even if the final product is like, a good bit slower than that, that's still a huge difference

fast gull
#

yea, I had to think of how many UIs add large collections as unity is not the best lol

fast gull
#

just annoying lol

#

hope disabling modules helps you!

storm wagon
#

do you know what the config file is called? I can't find it in Gale

fast gull
#

gale?

storm wagon
#

alternative to r2modman that's faster

fast gull
#

the config is placed among the save files from the game

storm wagon
#

ahhh okay

fast gull
#

in a folder called like the mod

storm wagon
#

so it's not in the usual BepInEx config location

#

icic

#

I'll go mess with it NODDERS

fast gull
#

yea, otherwise they wont persist sadly

#

the format is a bit weird but it should accept a lot of values, I howver would recomend just disabling half the moons, configuring the other half and then diaabling the other half and doing the same

storm wagon
#

yeah that seems to work well

#

turns out, disabling Wesley's moons helps a lot when trying to reduce moon count for configuration

#

Hmm, slight problem, the Wesley's Moons bundle is literally too big to load lmao

fast gull
#

hmm

#

how many moons does it add?

storm wagon
#

Wesley has no self restraint

#

he just makes more moons

fast gull
#

He seems to have a lot of creativity to create that many moons lol

#

noted to test the update with wesley's moons then

balmy hedge
# storm wagon

you could in theory download all the standalones + galetry to allow progression

#

right?

#

that way you can config them without having to have all 34 enabled at once

storm wagon
#

Theoretically yeah, just tedious for balancing. Luckily I don't really need to rebalance his stuff right now since I know he redid a lot of balancing

sinful bane
#

good afternoon, I have a long loading "Updating the configs". I updated this mod to last version and run into this problem
what can I do to speed it up

#

excuse me for my english

sinful bane
#

It was caused by the mod FreeCammer, I figured it out.

native cloak
#

If you have a ton of moons, it takes a lot longer to load I think

#

Once it loads once though and you set up all of the settings you want, you can skip loading it again. It will save your settings

sinful bane
#

It's become specially long when i download FreeCammer mod. I uninstalled it and loading is fast

balmy hedge
#

oh I just realized I could use this for a modpack idea I have.... delicious

#

my comeback to lcv will be legendary

native cloak
#

@fast gull Everything should still work in the new update right?

fast gull
#

with v73? yep

#

already checked

native cloak
fast gull
#

let me know if you have any issues!

unkempt imp
#

i have 1 issue

fast gull
#

what issue @unkempt imp

unkempt imp
#

so i make a save config on lethal variables

#

i go to load the config and resets to default variables

#

as if i never changed them before i saved it

fast gull
#

hmm, is the same save slot? can you submit what steps are you following to better underatand your issue?

unkempt imp
#

from main menu
:host:
show menu dropdown

#

change variables to random numbers to test them, save. open server, config doesnt work. exit server load save config and re enter new server. still doesnt load save config

fast gull
#

how are you checking it from inside the server?

primal grove
native cloak
primal grove
#

takes like hours, and by then I think memory is too much and it crashes

#

I just disable the moons 1st, do the settings and then re-enable em

native cloak
# primal grove takes like hours, and by then I think memory is too much and it crashes

Ya, it's because it tries loading configs for every single moon. I'm pretty sure the same thing happens if you have a ton of custom scrap and custom enemies too because those also have there own settings but you would need a lot for that to happen. With moons, it attempts to load configs for every enemy, every scrap, chances for stuff, etc for each moon added so it adds up fast.

primal grove
#

stinks but oh well

native cloak
#

It's still a very good mod though, my favorite thing to do is set all of the enemy spawns to like 25x or something and see how far I can make it

native cloak
#

Last time I checked, it was like 20

#

But that was a while ago

primal grove
#

Didn’t check but prolly more than that

#

And iirc a good chunk of those moons have their own entities

sinful prawn
#

Any idea why the spawns of tulip snakes are getting screwed up with this mod? Their spawn rate is crazy high with the default configuration. I tested in a fresh profile (019ba603-545a-747b-746a-2da71cd1f358) with just Imperium and LethalCompanyVariables and they usually hit the cap of 12 as soon as the day starts

native cloak
#

I never really noticed it because I always run lc with 10x spawns

#

Can you try it again without LCV just to make sure?

fast gull
native cloak
fast gull
#

and what aee their names? xD

fast gull
native cloak
#

Idk lol

fast gull
#

maybe, im too disconnected from new mods so i have no clue

#

lol

sinful prawn
sinful prawn
sinful prawn
#

I think I see the issue:

[Debug  :Configurable Company Variables] Enemy power Tulip Snake: [0.5 -> 0]
#

Is it casting the value to an int somewhere

#

With seed 82420791 on Assurance:
Tulip snake power set to 0: 8 spawns
Tulip snake power set to 0.5: 8 spawns
Tulip snake power set to 1: 0 spawns

#

The LCV code isn't available on GitHub, but ILSpy shows that it's being cast to an int:

fast gull
fast gull
#

or maybe I just did it incorrectly lol

#

let me drop a quick update to fix it

sinful prawn
fast gull
#

I havent played in a long time, is it possible that there are new collectables called ||SeveredBone||?

sinful prawn
#

v73 added a bunch of unique loot to Dine

fast gull
#

well

#

imma extract the defaults for those as their values might not be correct

native cloak
#

well "new"

fast gull
#

yea its not that new xD

fast gull
#

I have pushed a small fix as version 2.7.2 for small fixes and the issue for the enemy power. Also default values for every new item in v73 have been corrected

hazy crest
#

just a question: how about add cache config? in wesley's moons, the speed of loading config is TOO slow.

fast gull
#

@hazy crest configs are cached, you dont need to wait for them to load to start a game, thats only the menu

#

once all settings are set you can just ignore it

#

also you can disable modules to make it load faster

hazy crest
#

oh module disable

#

unexpected solution

#

thx

fast gull
#

let me know if that works

wild gale
#

hey @fast gull sorry if this bothers you but I was wondering if you plan on or are adding support for LCV with V80, i really enjoy changing and experimenting with stuff and this is probably my favorite mod

fast gull
#

During the beta version I wont, but then after it gets released I probably will update LCV, the core itself im not sure as due to changes in unity I had to rework a lot of stuff and right now I dont have the time to promise it, however as said, count on it being updated for V80

wild gale
#

yippie

native cloak
#

I guess we'll find out when I end up giving it a try

fast gull
#

yea my current problem with the updates is that im not sure how worth the effort is, like, i really want to update but my time is limited and I am unsure whenever the game will receive more updates

native cloak
#

Hopefully everything isn't too broken

fast gull
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@here
Release 2.7.3 is now uploaded to work with v81

native cloak
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I thought it was only 80

fast gull
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yea although not sure what it adds I havent even played v73 sadly...

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my friends are no longer capables of playing lol

hazy crest
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trap spawning/mob spawning not modified. intended?

hazy crest
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literally modifying them doesn't work

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even if you modify it to zero they're always spawned

fast gull
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can you check in the console if there are any errors?

hazy crest
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mm nah

hazy crest
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so no solution?

fast gull
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Hii, I wasnt able to replicate your issue at all

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which game version and mod version are you using, and which mods do u have

hazy crest
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v81, 2.7.4. and you need profile code?

fast gull
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that works yea

hazy crest
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019ddda2-09b5-c91f-b8d7-7217488fe1d2

thunderstore mod manager, 65 mods

hazy crest
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um so what should i do

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just waiting?

fast gull
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during the week I need to attend my job duties but during the weekend im free to investigate the issue

hazy crest
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oh ok

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i'll wait

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take ur time :3

fast gull
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thanks, will let you know whenever its possible, however in the meantime you can check if without mods it works

fast gull
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hey @hazy crest do you mind opening as a github issue to better profile the issue?

steel oxide
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yo, i was wondering if being able to edit a moons special enemy slot a planned feature

native cloak
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You should be able to

steel oxide
steel oxide
native cloak
# steel oxide

Huh weird. Didn't realize that was a thing. I normally run with 10x enemy spawns so I always have enemies spawning at 7:39 lol

fast gull
steel oxide
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base game feature added in v80

fast gull
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ohh, I didnt see that feature

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then its probably overriden