Now I found only two other mods that dont appear at monster list.
https://thunderstore.io/c/lethal-company/p/Sparble/FacelessStalker/
https://thunderstore.io/c/lethal-company/p/RiskiVR/BaldiEnemy/
#Lethal company variables [Configure everything to your liking]. (formally LethalCompanyVariables )
11746 messages · Page 12 of 12 (latest)
Ya, those 2 for me too
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
as I know he appears after a page is collected
I looked it in Imperium
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
How's trimming the mod to cut down on config load times coming along?
Rather than removing stuff, im reworking the whole base mod to handle that many configurations with no problems, thus remaking the whole mod, internals and interface, is coming along but takes some time
im working on it, I can share progress if you all want (altrough is gonna be a bit technical)
I'll always be here to help test anything
Glad to hear that, you will be the first one to receive the built once is ready for testing lol
Is it going to auto convert presets or would those have to be remade?
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
its likely that all settings will be resetted, I will try to auto convert everything and support legacy code as always
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
I mean it wouldn't be the end of the world if you have to reset it, my presets are kind of a mess currently anyways lol
the issue is that files also get a bit big
pretty sure new update will optimize sizes at lest x3 times
hmm, what do you mean
Are you planning on just getting the new layout done for now or are you also adding more configs suggested from your github?
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
Makes sense
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?
I will release Configurable company as soon as posible
as there are a lot of people having issues with loading many configs
so its kinda critical
True
Even I have slower load times and I'm not even using custom moons lol
It's not that much slower though
yea, with the high amount of configs that LCV allows, there is also the problem of unity and computer memory optimizations
the big issue starts happening at +15000 configs
Fair
Lol
Since I run with Increased enemy spawns, running modded is hard to optimize (for fps lag not load time)
Also wait. Did I ever add custom traps support to your github?
all the configs from CC should not lower fps, only increase loading time as everything is removed and memory is released to the game once you start hosting
I think so, I have it annotated but im notsure
I mean as long as you have the idea noted somewhere, I just didn't remember if I added it or not
Ya, that's what I thought
Yea, its not on the github hto
Well at least you got it planned already
is there a way to make indoor enemies spawn outdoors yet or nah
kept wondering which CC you ment
Control company
Central config
then i remembered its configurable company..
Ya I would probably use it if I ever learned how to mod lol
thats neat to hear xD
Idk why but this chat disappeared for me
I see
Happy new years mates, best luck completing new quotas
Happy new years
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
nvm i just tested it again and it worked
😭
lol, well, ask any issue you encounter no problem, glad it was resolved :)
Ya, for future reference, I normally set the value, click save config, then I make a preset for it. I also click save config a lot while I'm editing stuff but I think that's just me lol
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
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
seems like there is a mod that adds an scrap that causes the mod to fail loading, can you enable debug traces in the modmanager and check the console again? It shuld tell more information about the issue
oh yes i'll do that now! also sorry was at work!
uhh, it seems i cannot find said option in modmanager. unless i'm missing something? 🤔
but i found a mod that helps show better debug messages! it was called "BepInEx_MonoMod_Debug_Patcher"
it should appear in the bepinex config under logging as categories
but seems that also works
not sure where the error is coming from, do you have any mods that add scrap to levels?
Yes, since a friend made this pack. there's some goofy scrap mods here and there, even for custom maps
would you like the code for it? 😮
tho, is yes, here! ||01948d16-3926-1a80-865b-04b842d992aa||
seems like there is a scrap with missing information
will take a look as soon as posible, thanks
No prob! take your time!
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!
Ya, it depends on how the mod creator implemented The Fiend so sadly it's out of AMRV's control
ah i see, thanks for the heads up! 🙏
yoy might need to talk to that developer to check if he is adding it as a normal enemy with a specified enemy type
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!
thats sad
I heard there are a lot of modders who stopped their work
which is fair tho since they dont get paid xD
you deserve to be paid
well, I have a job and never wanted people donating me for the work I do so I have some objections xD
I see
why is this loads too slow?
Depends on how many mods you got
Mainly custom moons
Ya, it just has to load a ton of configs for each moon
But once you load it once, you don't need to again unless if you want to change any settings
You can just load in and it will run whatever preset you had on last
k
It's quite annoying to be patient to enjoy the different moons lol
I hope it will be optimized someday
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
wdym?
It shouldn't cause frame drops
oh wait
it might
It's just because it's loading like thousands of configs
my frame got lower excessively in this screen
yea maybe
Ya, that probably normal
k thx
There shouldn't be any in game though unless if you mess with laggy settings like setting enemy spawns to like 100x
No frame drops will occur ingame
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
ok
well seems cooljs does know all of the stuff going on, everything he said is correct
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
@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
Also @fast gull did you ever actually find a way to optimize the loading times anyways or were you still looking into some ideas
I already have a method
which should make the menu loading a O(1)
or close to it
Oh wow
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
yet im in progress, but without help I cant say how much it will take
sadly pretty much the test im doing is just performance benchmarks and check for regression errors
will let you know when everything works and is ready to be used
oh
[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
this never goes away, is it smething to worry about? because sometimes the applied changes dont work
I mean, if it works for you once with those messages, it should work always
fair enough
most times is just a warning about another mod modifying the same stuff this mod is modifying
and is not important
its mostly in case you see any weird behavior, you can check these and maybe the issue comes from this
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
thing is there wasn't a single mod editing those values but the error still came, even in a clean install, i wonder if it has smth to do with the save file.
because that's the only thing that remained untouched
these are only caused by other mods/game updates
oh
so if with only this mod they dont appear, then another mod is modifying those
wow, a lot of people call this mod lethal variables rather than lethal company variables
Really?
I guess it doesn't sound bad
yea
im not that good at naming things so glad to see people using a better name other than lcv
I don't even know where lethal variables came to mind
Maybe a youtube video? I just started using it like it was second nature.
lol
maybe i should start calling it like that and embrace the name
btw for the interested, progress with the mod rework and optimizations is almos finished
huge
what % would you say it's done?
i hope so too lol
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?
@native cloak thst forces the amount of enemies to spawn to be within that range
so you can force to have always 1 enemy spawning at least
the multiplier goes afterwards
oh ok
so for example if you set it to 1 to 10 and have spawns set to 10x, it's basically 10 to 100?
well kind of
it wouldn't be like 63 and only numbers dividable by 10?
so like 10, 20, 30, 40, etc?
depends on the max enemy power and capacitu
Ya, all those are also multiplied by 10
then yea
So ya, I probably shouldn't mess with the range then
yea, it is mostly to enforce a minium spawn amount
wait another question
if I set it to 0 - 100 do I even need to set spawn multiplier?
well in thar case it can still spawn 2 enemies
or 78
if you want consistant high spawns use multiplier
I might try it and see what happens
hmmm
i cant remember
but pretty sure it did
just keep in mind that enemies would be enqueued to spawn at a random interval
Ya, I think having spawn multiplier set to 10x and starting spawns set to 1 is my best bet
It's so funny starting a public lobby with like 25x enemy spawns and not telling anyone.
I'm such an evil person
They are always cool with it in the end though
wow, poor people
just imagine someone wakes up ready to meet some quotas and finds out hes not even going to survive a day
average high risk job in europe
Lol
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
Huge news
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?
hello, you should not worry about it, if you set a high value the facility will be filled regardless, thats just means that if you set a very high value, it will become impossible for landmines to not spawn as it sets a minimum, is just to make the setting more coherent but you shouldn't really worry about it
if you set a high value the facility will be filled regardless
i tested it 3 times, with 3 different numbers (100, 1_000_000 and 1_000_000_000_000_000) - and i encountered only a single mine deep into the facility every time. I thought perhaps i misunderstood the description, but judging from what you said, i suppose it actually was supposed to work as i expected?
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)
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
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
dont worry
it actually shows as italic those that are not saved but yea, very easy to miss lol
popups will come in the next version dont worry
ya lol
Adding LCV causes the ship to not be able to load experimentation. Not sure if it is due to conflicting mods or not,
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
Yea seems like a mod did add some scrap incorrectly, you can share your profile code privately for me to look at it if you prefeer
Sure, if you're down for that Id be grateful. I can dm it or just post it here
up to you, you can share it here or if you dont want your profile code public you can share in dms
01954e07-f743-3beb-ebdf-d7db30ab55c0
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
you seem to not have downloaded the preloader or have misplaced it, what is your current file structure?
did you use a mod manager to download the mod?
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.
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
you should also be able to see in the console something like "LCV Patcher" mentioning some methods that it patches
alright thank you! ill try it out, i aappreciate the help
glad to help! let me know if this fixed your issue or if you need any more help!
The mod manager did work :) I was avoiding it because I've had issues with mod managers in the past but all is good!
dont worry, totally understandable, have fun!
will an enemy that has 0 power always spawn if the power level is at max?
it depends on the chance of spawn of that enemy
but i think obuga wont spawn regardless
not sure tho
i made him spawn
i had to change a couple settings
hes kinda stupid though
xd
and my kinda stupid i mean real stupid
he doesnt even move half the time lol
also he cannot open doors
fair enough lol
seems he is not coded right lol
lol
he moves very slowly if he cant get somewhere (due to doors or blast doors)
pretty sure thete is a mod to fix thst
a lot of the time he doesnt move even if he can get to a target
is it RedPillEnemySpawn?
or another mod
also he cant go up or down staircases without going very slow
and he gets stuck on other enemies lol
i still got a couple people with him tho (they ran into him and didnt even know what they died to)
that is another enemy
lol
to make him smarter
i dont really know, there been issues with it but i dont know the mods rn
but you can sesrch by the name
obunga
alr
red pill is the lasso like enemy
im only seeing 1 mod
when i search it up
when i search up obunga lol
and its the mod i was talking about
uh
no
i just realised
redpill is obunga
its named redpill cuz it used to just be a red pill lol
but redpill is obunga
lasso is lasso man
If you truly wanna mess with people, up the enemy spawns by like 25x (including power limits) and host a public session.
Works everytime lol
just have ghost girl spawn 999x more often and have their max like 15
YO the only obunga mod updated an hour ago 🤑
what happens if another mod also edits the enemies power, ect
oh yeaa i got confused sorry
what happens if 2 mods try to edit an enemies power?
alright
some configs override some others add one value to the other or multiply them
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
hmm depends on the level power and spawn chance
its spawn chance is like
decent
for every moon
like its not gonna spawn every time, but it will most times
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
not many times
i dont know how imperium works
fair enough
Do y'all think this is to much blizzard fog for artifice?
nahh that seems fair
it is the truth
What about giants

Or just not being able to see anything
Besides litteraly right infront of you
what do i do if i dont want this mod to affect anything but a few things (while another mod changes more stuff)
leaving that stuff aa default shouls work
some configs allow to uncheck them, those ones you might need to uncheck
my 'updating configs' when i load in takes like
5 minutes
any reason for that
I assume its a mod on mod incompatibility
its because you mostly have a lot of custom moons
you dont really need to wait for it to load unless you wanna modify something
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
This is super useful cool, okay so, usually when I load in a click on the preset and then we start our run, are you saying I can change like the default preset to always be applied even right after starting up the game?
ALSO AMAZING MOD BTW! Like super high quality with the menus and stuff, super awesome.
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)
so yea, change something, save and that change will remain
i always make a new save file when we play hut yeah that makes sense
Sweet thanks!
Thank you, glad you like it
if its the same slot the settings will remain modified, to save you time
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.
Glad to hear you like the mod, let me answer your questions:
-
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
-
Not sure if the tooltip shows the different algorithm descriptions, I think you should use
Simple(I dont remember the name 100% right now) -
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!
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/
its just simply a coils head being removed and then its counted as scrap it has a price and everything.
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?
seems that how the mod is done it will only accept setting the value from the mod's own config
I can try but I think you should also notify the mod owner to scale the scrap value with the map scrap value multiplier and such
ahh yes I really only wanted to tweak the ability to make that scrap able to be hit by lighting the rest I can simple do inside of the counterplay mods configs ;D
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
checking on the code seems that the "HeadItem" does not inherit from a scrap object
so that might be the issue
ohhhhh
so its not classified as a scrap item?
let me dig a bit more to be 100% sure
sure no worries ;D
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
and by the looks of it, seems that even if I add compatibility, it does not have the capability to be hit by lighting
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
ahhh okay I understand, so its the way the mod author has created the mod itslef, so its not really classified as a scrap item in the game which would make sense on why it did not show up on your mod, no worries thanks so much for looking into it, I will contact the mod author and see what they can do about it.
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
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.
perfect, thank you!
your welcome! 😄
All done I tryed my best to explain it to the counterplay mod author.
Look for CoillessCoilhead 
If it wasn't registered as an item it wouldn't be able to be picked up without breaking your inventory
Also yeah it's not an item that can be found on moons (unless you add them there, in which case it would take the min/max values from the Item class), its value is set as it spawns
oh true well it would be super cool if there was a way to make this mod compatible with this one ;0
what about picking it up from the enemy? shouldn't it apply the moon value multiplier?
Oh I thought I was applying it actually, but must've forgotten to
i've not checked in depth in the code, I only see you set the value with a method
Yeah
is more of a question xD
Should check on github actually, this is pretty hard to parse 
i just did a quick search from the thunderstore source
Oh no I mean I did check, and I'm not applying it
oh I understand
Thought I was multiplying by it though
But yeah it's just a regular item, HeadItem does inherit from GrabbableObject, just not directly
Or uh, a couple layers of inheritance lol
yea I saw that
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
Not appear in LCV's list of items, or where?
upon multiple testing I have never seen it appear inside of the item list of LCV's menu page.
yea, that
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
maybe the patch is only occuring after your mod has loaded due to the order
I have no clue tho
How are you filling up GameItemList.Items?
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
Oh, hmm, not sure why it wouldn't be added to that then, I'm registering through LethalLib normally: https://github.com/karyol/More-Counterplay-Mod/blob/master/MoreCounterplay.cs#L71
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
I really can't do that because vanilla items might not be created until you hit play
should not really matter as for now it detects the Item Awake method
i mean, I had to do the system for GameItem, GameLevel, GameEnemy etc because order of asset loading and registering
Yeah didn't think it'd be a simple thing to swap stuff over from how you're already doing it
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
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.
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 😄
I think I made it non-conductive due to being 'Coil-less', but it does make spring noises so it probably should attract lightning lol
Didn't know it wouldn't show up on LethalQuantities either though, weird
oh it did show up in LethalQuantities 😄 on the item list, however upon turning on the ability for it to be conductive, it did not work at all unfortunately.
Ah alright, yeah not sure then
perhaps it will be worked out in the future.
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
I did test the coilless head with LethalQualities mod and I did enable it to be struck by lighting, the conductive value was set to true and it still did not work, I think it might be a issue with counterplay mod itself as you did state that it might be an issue with the code.
sure I don't see why not I can try to test it out and see what happens ;D
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.
Ya, pretty sure AMRV is sleeping right now
He should be up in a few hours though
all good yep time zone differences 😄
thanks for letting me know 🙂
Ya lol
I'm normally awake when he is but that's just because I'm up like all night lol
yea, it wont really change anything but at least the item appears in the config lol
Glad you like my work, i really appreciate it! Also dont worry for the late response, will send you a bild once im home
I was, in fact, sleeping lol
ah okay nice no worries 😄 yea really love your work man I will be using it to make a enourmous mod pack.
yea lol 😄
lol
please ping me once you send it 😄
I am working on a big mod pack every day pretty much your mod has made my life so much easier.
sure I will ping you, however the built will only work for you as a host, is mostly to test functionality
awesome mate thank you.
@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.
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?
@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.
can you check using a multiplier for the scrap value rather than the apparatus scrap value?
that config is for scrap spawns, it might not be considered a scrap to spawn
sure mate I will test that now for you give me a moment.
@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.
I will work to fix that, not sure why it stopped working, thanks for the effort!
No worries mate, your mod is awesome, I will help you as much as I am able ;D
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.
I am not aware of that mod but yea, modifying the values of the apparatus or other non-scrap items can be a bit complex and easy to break
yea, thankfully I dont have to worry for the game updates breaking my stuff for now
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
indeed yes it seems that way ;0
yes that is for sure a relief ;D
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
feel free to suggest anything, right now im developing an update to fix a lot of issues with the mod and make things easier to use so maybe right now is the time to do that suggestion lol
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.
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.
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
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
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.
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
fair enough, I am sure it will be amazing once you complete it all.
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"
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 😁🙌
thank you, it wont disapoint!
I know it won't your mod rocks ;D
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.
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
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 😄
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
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?
the config is ingame, select host nd a savefile and you will se on the top left cornee a button to open the menu
thanks
no problem, let me know if you need any more help!
Question: is it possible for me to send these configurations to someone else so they can host? My group has a usual host but i wanted to see if this worked myself since they were busy
You can copy configs to your clipboard and he can then paste from clipboard, you can also save them as a preset which will be shared with the profile code
oh opps I only just seen your message lol all good I will add it as a suggestion in github 😄 thanks mate.
I just added the suggestion on github for a future update 🙂
Thank you!
will check it in a second, thanks for your time!
No worries mate thank you for the amazing mod 😁
@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.
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
Not sure If I ever asked for this, what you guys thing of the new UI buttons vs the old ones
Okay excellent thanks for explaining!
Looks good to me! 😁
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 😁
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
Your welcome ;D yea it really fits aesthetic so well.
@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
@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
I see
Just wandering as I will try to avoid spoilers for now
from 1 to 10, how game breaking is the issue you have?
Probably a 3, it doesn't break the entire menu just one thing
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
I'm planning on playing a pretty big session on Wednesday so I will let you know if I run into anymore bugs
Tonight you should be able to see an update on LCV
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?
oh nice
The bug happens when I increase the default variable
Once you encounter the new content, you'll probably instantly know what the problem is
well, I might need to spoil myself to fix it then
I have no clue how that issue is happening lol
I have theories as to why but I'll wait for you to experience it first
please let me know of your theories
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. ||
That might need a very big fix as it would require either || modify the map to allocate more spawn positions || or || tweak the enemy in a weird way to prevent him from colliding with other versions of himself||
Ya that was my thought, || I think there may be more than 1 possible spawn position but for some reason they all spawn in the same spot. I thought I had one game on Vow where it spawned at a different spot. ||
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
I mean, it's not a huge deal, I can just || set the spawn limit back to 1 for them and it will work just fine. I'm sure the 27 dogs will kill me anyways lol ||
lol, yea I think thats the only solution for now
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
I don't have custom moons or anything so no
@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
Haven't played any long sessions yet but so far, Haven't found any new bugs
Thats pretty good!
Thanks!
@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
hmmm
thats a really good question
pretty sure it does multiply
but the eenemy capacity limits it
That's what I thought
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
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
That's what I'm thinking but idk if that is true or not
well thwt would explain why I wasnt able to locate the code causing the issues
but still, I can comprehend why would that occur
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
Yes
For outdoor enemies though, idk
For indoor enemies, it just adds more vents ontop of each other if you increase spawn limit
@fast gull
I don't play with custom moons so I wouldn't know as much as you
But I'm pretty sure you can
spawn curves not (yet) but you can modify the enemy spawning to a point where the curves are not a big deal
Hm, duly noted
let me know if have more questions or any issues
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)
updating configs is when CC is creating the config items in the menu, it takes a lot of time because the implementation and unity limitations, a change is in progress but it is taking a lot of time as it needs a whole rework of the menu.
so yea there is a better way but implementing it is very complex thus why os taking so much time
totally fair ^^
also you can disable certain modules in the bepinex config for lethal variables, i recommend using that in the meanwhile
yeah I'll try that and see if that helps
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
all good, I get making a mod like this ain't easy
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
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

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
holy
that's awesome 
even if the final product is like, a good bit slower than that, that's still a huge difference
Dayum!
yea, I had to think of how many UIs add large collections as unity is not the best lol
yea, unity wont be a problem anymore
just annoying lol
hope disabling modules helps you!
do you know what the config file is called? I can't find it in Gale
gale?
alternative to r2modman that's faster
the config is placed among the save files from the game
ahhh okay
in a folder called like the mod
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
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
He seems to have a lot of creativity to create that many moons lol
noted to test the update with wesley's moons then
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
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
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
It was caused by the mod FreeCammer, I figured it out.
Most the time it's caused because of how many moon mods you have.
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
It's become specially long when i download FreeCammer mod. I uninstalled it and loading is fast
oh I just realized I could use this for a modpack idea I have.... delicious
my comeback to lcv will be legendary
@fast gull Everything should still work in the new update right?
Nice, thanks
let me know if you have any issues!
i have 1 issue
what issue @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
hmm, is the same save slot? can you submit what steps are you following to better underatand your issue?
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
how are you checking it from inside the server?
Just joined the DC saw this, tqsm
Had.... Wesley's moon mod....
You can still use moons, it will just take a lot longer to load
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
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.
stinks but oh well
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
How many moons does Wesley's moon mod have now?
Last time I checked, it was like 20
But that was a while ago
Didn’t check but prolly more than that
And iirc a good chunk of those moons have their own entities
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
Actually now that you mention it, that might be a bug
I never really noticed it because I always run lc with 10x spawns
Can you try it again without LCV just to make sure?
I am not familiar with that display of tuplis, what are they?
Pretty sure it's just a mod to display enemy count
and what aee their names? xD
can you show the logs when you start a game?
No idea about that one. Maybe the mod gives them names so it's easier to tell the same enemy apart?
Idk lol
It's from imperium, the debugging mod. It allows you to display all entities present in the current level along with a bunch of other stuff
The same seed without LCV has normal spawns
Gimme a sec
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
Full log file
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:
can you check enemy powers?
I think that was because before it used ints for power
or maybe I just did it incorrectly lol
let me drop a quick update to fix it
Everything was at the defaults. The default Tulip snake power is 0.5
I havent played in a long time, is it possible that there are new collectables called ||SeveredBone||?
v73 added a bunch of unique loot to Dine
I haven't played the new update yet but I do know what was added
well "new"
yea its not that new xD
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
Nice
just a question: how about add cache config? in wesley's moons, the speed of loading config is TOO slow.
@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
let me know if that works
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
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
yippie
Was about to ask the same thing. Beta looked good but did seem like it changed a bunch with the game so no clue how well enemy spawning would work.
I guess we'll find out when I end up giving it a try
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
Yep, that's Zeekers for ya lol
Hopefully everything isn't too broken
@here
Release 2.7.3 is now uploaded to work with v81
Wait, there was a version 81?
I thought it was only 80
yea although not sure what it adds I havent even played v73 sadly...
my friends are no longer capables of playing lol
trap spawning/mob spawning not modified. intended?
wdym?
literally modifying them doesn't work
even if you modify it to zero they're always spawned
can you check in the console if there are any errors?
mm nah
so no solution?
Hii, I wasnt able to replicate your issue at all
which game version and mod version are you using, and which mods do u have
v81, 2.7.4. and you need profile code?
that works yea
019ddda2-09b5-c91f-b8d7-7217488fe1d2
thunderstore mod manager, 65 mods
during the week I need to attend my job duties but during the weekend im free to investigate the issue
thanks, will let you know whenever its possible, however in the meantime you can check if without mods it works
hey @hazy crest do you mind opening as a github issue to better profile the issue?
yo, i was wondering if being able to edit a moons special enemy slot a planned feature
Wdym by special enemy slot?
You should be able to
youre not
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
is that from a mod?


