#How to Make a Custom Moon in Lethal Company | Lethal Level Loader

1 messages · Page 5 of 1

sour pier
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oh crap i forgot to change the terrain settings, ty

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yep that was the issue

outer pendant
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Good!

sour pier
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also is it possible to use occlusion rendering? to increase performance?

outer pendant
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For the exterior yea, just place an occlusion area around your intended playable space, then bake it

sour pier
knotty narwhal
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@outer pendant do you think there’s a way I could do this with my sun? Like an actual ball in the sky instead of a 2D image?

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Woah could this prevent my sky from being this affected by my global fog?

outer pendant
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To both questions: I have no idea 🤭

knotty narwhal
knotty narwhal
outer pendant
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I covered that in the tutorial, did I not???

knotty narwhal
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Oh shit

outer pendant
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Or are you talking about to upload to TS

knotty narwhal
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I may have forgotten that part from the video my bad

knotty narwhal
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The export part I mean

outer pendant
knotty narwhal
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Oh well kind of yes

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I wanted to try it in game so I guess it’s the same steps yes

outer pendant
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Just put the bundles where all of your other mods go

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Set up a profile in r2modman, settings > browse profile folder > put bundles

knotty narwhal
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Oh so I just copy the files?

outer pendant
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Yup

knotty narwhal
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There’s no export tabs like in premiere pro

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Got it

outer pendant
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You can look at any other LLL mod for reference, mine at least just has the icon, manifest, readme, changelog, and the bundles

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v simple

knotty narwhal
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Perfect! Thank you :))

sour pier
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could someone help me fix the issue with my outside ambience playing inside the facility?

knotty narwhal
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like that?

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or I'm about to mess stuff up

outer pendant
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don't remove them, just mark them in the bottom right like you did with the scene file, but put them in the "lethalwilds" bundle

knotty narwhal
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Ohhhhh

outer pendant
sour pier
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so when you leave the facility the noise will stop playing?

outer pendant
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Setting the rolloff to be shorter would make it so you can't hear it from inside the facility

sour pier
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wdym by roll off?

outer pendant
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In the audio source at the bottom

sour pier
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how did u adjust your curve

outer pendant
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Just lower the max distance

sour pier
knotty narwhal
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both of these right

outer pendant
# sour pier oh ok ty I appreciate the help

I overlooked a couple of things actually, you'll need to make sure the spatial blend is set to 3d for those settings to apply, and you'll need to have Min Distance set to just below Max distance to that the sound doesn't vanish as you move away from the game object itself

outer pendant
sour pier
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actually ur way worked

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ty!

outer pendant
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You're welcome :3

knotty narwhal
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well my game instantly crashed lmao

sour pier
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is it fine to have multiple moons under 1 project?

knotty narwhal
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oh I forgot about the occlusion thingy, could that be it

outer pendant
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But there's extra considerations that need to be... well, considered lol

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@knotty narwhal

sour pier
outer pendant
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In editor I think there's no issues, but in game you have to have unique references for any scriptable object due to the way LLL works for now

outer pendant
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That was me helping someone else with the same thing

sour pier
sour pier
# outer pendant

so If I have certain enemies spawning on moon A, they cant spawn on moon B unless I create a duplicate and select those enemies?

outer pendant
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Yee

knotty narwhal
outer pendant
cinder wasp
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once v50 comes out, how will the projects be updated to v50?

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also, how do i find the textures that basegame moons use for terrain?

knotty narwhal
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Very weird

outer pendant
cinder wasp
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thanks!

outer pendant
# knotty narwhal

Strange, the stuff I mentioned above is usually the cause of crash-on-load

cinder wasp
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OH I FOUND THE CAUSE OF THE SHININESS I THINK

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it's the lack of a mask map?

outer pendant
knotty narwhal
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Yes

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I have the four dependencies and view extension

outer pendant
knotty narwhal
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Maybe I messed up my files somehow

cinder wasp
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not that i can see, but setting a mask map to something other than none causes the shininess to vanish

outer pendant
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Interesting

outer pendant
cinder wasp
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shoutout to TexturesCom_Nature_Moss_512

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i sure would like to actually see my project some time

cinder wasp
outer pendant
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You could try increasing the indirect light's intensity

cinder wasp
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that is! a very good idea

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hope i remember to set it back later

outer pendant
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oh if you just want it for the editor

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wait, in scene view or while playtesting?

cinder wasp
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scene view

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playtesting takes years to load so i just build the project and load it ingame for playtesting

outer pendant
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Sorry, by playtesting I just meant playing in editor in this case

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but if it's just for scene view, in the top right of the scene view you can click the camera and override the exposure

cinder wasp
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👍

outer pendant
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lmao

knotty narwhal
outer pendant
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Bruh 😭

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You need to go rewatch the tutorial lmao

knotty narwhal
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Yeah frr it’s been too long

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I’ve been on this moon for 2 months lmao

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And it doesn’t even feel complete or good imo

golden osprey
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I mean it looks great

outer pendant
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Once it's playable, getting it out into the world will help it become better

knotty narwhal
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Yeah true..

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I think I’ll stop adding stuff and just post it as a beta version so I have a way to get instant feedback

knotty narwhal
outer pendant
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Hm, not really seeing anything weird. Try removing the leveliconstring. I'm pretty sure that gets sanitized at runtime, but I could be wrong. If that doesn't do anything (which it probably won't) try backing up and deleting the description. Maybe it's too long? I don't know all the break-cases 🤭

knotty narwhal
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Alright let's try this out! thank you :))

knotty narwhal
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Why'd my navmesh only generate on the ship? The boundwalls are out of the way too

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I'm having so many issues it's kind of discouraging 😅

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Idk what I'd do without you Knight

outer pendant
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Did you accidentally disable the navmesh surface on your environment object?

knotty narwhal
outer pendant
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Did you disable the visualization in the bottom right of the scene view?

knotty narwhal
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I think I should be able to see it, right?

outer pendant
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mmk is your terrain nested under the Environment object?

knotty narwhal
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Wait it has to be?! lmaooo

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like that?

outer pendant
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yep

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the navmeshsurface can't generate navmesh on an object that it's not connected to :P

knotty narwhal
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true...

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but it's still not working sadly

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I don't know why

outer pendant
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did you rebake it?

knotty narwhal
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NVM

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I turned off gizmos

outer pendant
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ah okay

knotty narwhal
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My man. Thank you for this 🙂

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should my whole moon be under environment btw

outer pendant
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Auralis for reference

knotty narwhal
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oh wowww

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So that's a very big yes

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you do not want to see my hierarchy

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it is hell

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none of my objects have parents

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they're let loose

outer pendant
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it's probably legally required to be censored

knotty narwhal
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time for a little cleanup

outer pendant
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Big advice is to get organization going early

knotty narwhal
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yeahh

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I think my switch from LE to LLL made me give up

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but hey I guess I found something to do for the next hour

outer pendant
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Go listen to Audio Knight on Spotify and get to organizing :P

knotty narwhal
golden osprey
sour pier
outer pendant
sour pier
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That’s crazy I finish my moons on 1-2 days and if i have been working on this moon for 2 months then it will be fire 🔥

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Personally, this might sound weird, but I like “mid moons”,since it will be more consistent with unless I can just remove the vanilla moons

knotty narwhal
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It's mainly just that I haven't worked on it every single day or for more than 1-2h a day

sour pier
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Well even 20 min a day is a lot

golden osprey
golden osprey
# sour pier Personally, this might sound weird, but I like “mid moons”,since it will be more...

I was actually requested to make one of my moons more in line with vanilla visuals (alongside some realism with textures) so I ended up spending a lot of time making my textures dirtier and worn down and then finding a balance between dirty and clean.

Personally I like how unique moons can be, and with modding in mind it's up to the modder to make what they want. I will say realism and fancy visuals do appeal more broadly though it seems.

outer pendant
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"my moon my design"

golden osprey
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Added just now to the appendix :p

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I'll spare you the context but in this case I agreed with the feedback and I'm generally happy with the end result

outer pendant
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Fair fair

knotty narwhal
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what a pain in the ass

sour pier
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so I have 3 different moons in my project, I need 3 different folders and reselect every enemy? in the respective folder?

outer pendant
knotty narwhal
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oh man the navmesh is perfect

sour pier
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any thing else i gotta change?

outer pendant
# sour pier alr thx

Pretty much just any basegame scriptable object you reference. Mapobjects, enemies, scrap, and anything else that fits that criteria

sour pier
outer pendant
sour pier
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alr will try that

outer pendant
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oh my god Unity has Vertex Snapping

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This could have saved me hours

sour pier
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how come I cant see fog on vanilla moon scenes

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my moon is going to be very simaler to experimentation so i just want to copy the scene and add/remove props

outer pendant
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I'm not 100% sure about vanilla scene stuff

sour pier
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but im still confused about the prop structures

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how you have the slip the mesh

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cause when I do that, the model gets all broken

outer pendant
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Select the object, right-click the mesh in the inspector, and there's an option to split the combined mesh

sour pier
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man why are the vanilla scenes so unorganized 😭 is that how zeekers made it, or just how the asset ripper works?

outer pendant
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The scenes are Zeekers' setup lol

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And idk why it would mess it up for you

sour pier
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this thing right?

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before:

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after splitting combined mesh

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since when did experimentation have a whole interior 💀

valid umbra
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Always

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It's experimentation

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In the name

outer pendant
# sour pier

Hm. @empty anvil is there any way to prevent this?

empty anvil
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Nah, the model splitter isn't perfect, especially for a bunch of the models as they are weirdly submeshed more than normal so it gets confused on what the mesh actually is. So currently, no, if it doesn't work for something then it has to be handled in some other way manually.

sour pier
sour pier
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is there a way I could spawn scrap outside?

outer pendant
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Not yet I think

sleek saddle
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ehh

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you can

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if you put the spawn scrap setup the dungeons useo n the surface

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it should see it

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but itll cut into the dungeons pool of scrap

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putting the actual prefab from the assetrip outside should work too right?

grave lodge
sleek saddle
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ohhh

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that makes sense

grave lodge
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Not even 'value: 0'
It turns into like 'value: ' without anything

sleek saddle
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yeah

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cuz its itemproperties is not the right oner

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ill have to think about that

outer pendant
sleek saddle
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it might

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i forget things ngl

outer pendant
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It'd be easy enough to test if anyone wanted to. Just make a barebones interior with no scrap spawns, put some scrap spawns on the surface and see what happens

grave lodge
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I have scrap spawns for affliction's exterior, it works Ive noticed

sour pier
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or is it what audio knight just talked about

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because artifice showed me just how much fun outside scrap spawns could be

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ecplised, old birds, and nut crackers would go hard

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and then i could also randomly generate props such as buildings so every game will feel fairly fresh

grave lodge
sour pier
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yo i might try this then, basically artifice, but way bigger and randomly generated

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and then allowing for hazards and traps soawning outside

sour pier
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if I were to click run game in unity editor, would that let me see if props could generate?

outer pendant
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Yeah it should be just like playing the actual game

late ravine
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might be another basic lack of unity experience here. but after changing some light settings in my scene and building, the light didnt update in-game. is there a separate button for building lights or do i have to do something special? does it have to do with hdri sky being set to dynamic?

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what i did was lower the temperature in emission components of SunWithShadows, and Indirect*

outer pendant
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The sun properties are actually controlled by the sun animator. If none of the basegame suns fit your needs, you can copy the sun animator and related animations and adjust them from there (make sure to set the new stuff to reference the copies, otherwise you're just changing basegame stuff again and it won't work

late ravine
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i do have a SunAnimContainer (followed your setup video) and it seems to already point to the things i edited. clearly i am missing something tho ^^

late ravine
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Will try to come back to this later in case u reply. i have to do something

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The daylight is how i want in the editor scene but when i build it looks like march lighting, to reiterate u_u does the game not use the sunanim thats in the scene?

outer pendant
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If your sunanimcontainer is referencing the animations that were ripped from Lethal Company, they'll just get replaced by the game at runtime. So you need to make your own copies, ideally in your mod folder for organization ofc

late ravine
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oh yeah its that simple

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appreciated

sour pier
grave lodge
# sour pier im still kinda confused how I would do that

You should be able to create an object with Spawned Synced Object script and choose your scrap prefab. OR if you want the scrap to be out of a pool like it is for normal scrap spawns, use the Random Scrap Spawn, find the item group you want to spawn and either set the item spawn range or check mark 'Spawned Items Copy Position'

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The second method is what I use

sour pier
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personally Im probably going to use the first method since my moon wont even have an interior

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well at least its not going to be accessible, is it possible to just have it just not generate?

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or is that going to break everything

grave lodge
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Not sure

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Woo, very fun

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I can delete the ones that I wont use and extend them and everything

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Should work nicely

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Oops

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Wrong channel T-T

sleek saddle
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Red power marble looking mfer

grave lodge
sleek saddle
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we gonna make it out of the jaffa factory with this one

golden osprey
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You could in theory just make a custom dungeon that's super tiny and won't spawn scrap and have that ship with your moon

sleek saddle
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if you don't have an interior you'd need custom code

sleek saddle
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if you don't have an interior you should need custom code

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😛

sour pier
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True

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All I need is to bring scrap spawns onto the surface

sleek saddle
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i mean yeah but then you have a whole ass dungeon running aswell

sour pier
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I will just make it really small and disable enemy spawns there

sour pier
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is there a way i could disable the ecplised shader and fog?

knotty narwhal
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well my moon still crashes

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Maybe my grass really is making it crash

outer pendant
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Make sure your grass isn't casting shadows

golden osprey
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Out of curiosity, trying routing to a different moon first, land on that moon, and then go to your moon and see if that works

knotty narwhal
outer pendant
knotty narwhal
outer pendant
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?? you've changed the actual prefab and it's not propagating?

knotty narwhal
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Yeah

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oh wow okay nvm it just took a bit

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thanks unity

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Now I need to bake the occlusion or something

outer pendant
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lmao

knotty narwhal
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okay I tried but idk how lol

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I just don't know how to resize it

outer pendant
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make sure gizmos are turned on, then select the occlusion area and small handles should appear on each face

knotty narwhal
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DAMN IT i keep forgetting the gizmos

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What are all those blue squares that spawned everywhere

outer pendant
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navmesh

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probably

knotty narwhal
outer pendant
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Oh, I think that might be occlusion

knotty narwhal
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oh it is!@

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why do these exist tho

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i've never baked it lol

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I think my navmesh may have drank too much

outer pendant
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¯_(ツ)_/¯

knotty narwhal
golden osprey
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So good news, you got it to work. Bad news, I don't know why that issue actually happens and I'm having the same issue lol

outer pendant
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No relevant logs from either of you?

golden osprey
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I'll see in a sec. Shifted my focus for a bit to just finishing the map before I pinpoint the exact issue

golden osprey
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[Warning:LethalLevelLoader] Audio Restoration Warning: Cube (25) Has Missing ReverbPreset
[Warning:LethalLevelLoader] Audio Restoration Warning: Cube (30) Has Missing ReverbPreset
[Warning:LethalLevelLoader] Audio Restoration Warning: Cube (17) Has Missing ReverbPreset
[Warning:LethalLevelLoader] Audio Restoration Warning: Cube (18) Has Missing ReverbPreset
[Warning:LethalLevelLoader] Audio Restoration Warning: Cube (28) Has Missing ReverbPreset
[Warning:LethalLevelLoader] Audio Restoration Warning: Cube (29) Has Missing ReverbPreset
[Info :LethalLevelLoader] Restoring ReverbPreset: SmallRoomReverb In AudioReverbTrigger: shipWindTrigger
[Warning:LethalLevelLoader] Audio Restoration Warning: shipWindTrigger Has Missing AudioChange AudioSource
[Warning:LethalLevelLoader] Audio Restoration Warning: shipWindTrigger Has Missing AudioChange AudioClip
[Warning:LethalLevelLoader] Audio Restoration Warning: shipWindTrigger2 Has Missing AudioChange AudioSource
[Warning:LethalLevelLoader] Audio Restoration Warning: shipWindTrigger2 Has Missing AudioChange AudioClip
[Warning:LethalLevelLoader] Audio Restoration Warning: Music1 Has Missing AudioMixerGroup
[Warning:LethalLevelLoader] Audio Restoration Warning: Music2 Has Missing AudioMixerGroup
[Warning: Unity Log] LadderTrigger is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn!
[Warning: Unity Log] LadderTrigger is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn!
[Warning: Unity Log] [Dissonance:Recording] (02:43:51.630) BasePreprocessingPipeline: Lost 960 samples in the preprocessor (buffer full), injecting silence to compensate

Mine was easy, just gotta fill in those presets it seems

sleek saddle
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most of these don't like matter matter btw

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i do be yelling at you abit

golden osprey
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Oh yeah they're totally empty in Vanilla scenes it seems

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Prob the audio changes then

outer pendant
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Possibly, report back if it fixes it

golden osprey
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10-4

unborn marsh
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going to try this tomorrow for nom noms

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also will use this for the moon that comes along with my interior

golden osprey
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Doesn't seem to fix it, though the log for the non-wind-trigger cubes now have an extra line. I'll keep messing with it. To clarify this is a project with multiple moons, but I have swapped out all the selectablelevel prefabs with duplicates.

outer pendant
golden osprey
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Yep no other lines

outer pendant
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You have the terrain set to draw instanced?

golden osprey
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Nope, testing now

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Yep that did it

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Thank you QA engineer Audio Knight

sleek saddle
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gpu instancing my beloved

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oh also @warped sandal this is where you'd wanna be if you wanna spread your gospel of static renderers

warped sandal
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m, thanks
Basically, setting your non-moving objects to static gives a nice boost in performance for little cost. On my machine at least, I saw a 20-25% fps improvement, but ymmv of course. Static objects can be culled more aggressively by Unity, and can have their meshes batched together to reduce draw calls and data transfers to the GPU

golden osprey
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I actually did that already, completely arbitrarily without knowing the benefits, but good to know it's useful and I'm not just obsessive

warped sandal
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Yeah, it's definitely a notable difference. The base game moons don't appear to be set to static, which puts a decent amount of extra strain on the system

golden osprey
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More like base lame moons 😎

sour pier
golden osprey
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Not sure why but my builds seem to break now? Didn't mess with file structure prior to this issue. Temp has "unitystream.unity3d.tmp" which I'm assuming isn't quite the right file, though no idea where the proper one would be then. Going to make a copy of it and remove the .top extension and hopefully nothing breaks.

sleek saddle
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multiple scene files in a single bundle? @golden osprey

golden osprey
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Yes

sleek saddle
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cant use variant labels doing that

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for insanely niche reasons

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build without the variant label and rename add the extension manually

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(or release as two bundles)

golden osprey
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What exactly do you mean by variant labels?

sleek saddle
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myassetbundlename.lethalbundle

golden osprey
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Not sure what weird thing I did to get things working before then. It definitely doesn't like it now after getting building to work. I'll probably swap to multiple bundles though since that's more user friendly anyways.

knotty narwhal
sour pier
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also how tall is a player in lethal company? I want a cube where I can compare to player height

golden osprey
sour pier
golden osprey
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I meant that publishing multiple packages could be more user friendly - I don't plan to mess with my actual workflow. And by user friendly I mean users of the mod(s) won't have to set unwanted moons as hidden or worry about extra storage space. With that being said everything is magically working right now so I'm not worried about it.

golden osprey
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Okay so my workaround doesn't seem to be as effective as I thought. I would like to maintain multiple scenes in my project for workflow, but I seem to not know enough about asset bundling/the package manager to do that.

knotty narwhal
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How do you guys find some test subjects to play test your moons lol

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I’d do it with my friends but they have no LC knowledge

grave lodge
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I'm guessing to rip v50 assets I switch my steam to the beta and then use nomnom's asset ripper?

valid umbra
grave lodge
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ive done that, so woo

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yep it worked!

valid umbra
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noice

knotty narwhal
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@golden osprey were you the one having shiny terrain issues? Because I think I’m having this problem too

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It looked good in Unity but its terrible in game

golden osprey
sour pier
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Ect

grave lodge
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Yeah

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I made a new project and ripped the assets

sour pier
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Bet

knotty narwhal
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no way I fixed my shiny terrain

sour pier
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I cant build my moon

unkempt gale
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Ill get this error and the tools dropdown menu is removed from my unity

outer pendant
outer pendant
# sour pier

Did you resolve this? Usually the thing that prevents bundles from building properly is something like having the exact same file in multiple folders, like when I tried to use an audio clip that I had in two separate folders, but was referencing both in one scene

knotty narwhal
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I tried finding the answer on google but I can't find anything: is there a way to make an object emit a sound that you can only hear if you're near it?

outer pendant
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Make the max distance in the 3d volume settings of an audio source small and set the spatial blend to 3d

unkempt gale
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it wioll show me this safe mode warning

unkempt gale
outer pendant
unkempt gale
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its the first time after i guess 2 weeks i created my moon thta the safe mode pops up

outer pendant
# unkempt gale

@empty anvil could this possibly be remedied by deleting the library folder and letting Unity rebuild it?

outer pendant
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Did you introduce any new assets or make any project changes before this happened?

topaz nymph
#

Hi all, nomnom mentioned this would be a good place to ask. We are looking to pull the disco ball (or something similiar) into the Lethal Casino mod. Any idea of the best way this could be done? It could be a prefab that is imported in and then is animated and run with a script we create. (I would assume most of this has already been made, but it just needs to be spawned in a different location (in the casino) and then another light switch to control just the one in the casino would need to be added. Let me know what you all think 🙂

outer pendant
unkempt gale
outer pendant
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If you ignore and don't go into safe mode, does the project work?

empty anvil
unkempt gale
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and as i said before The tools dropdown menu got removed and only the lc project patcher is installed as packet

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so the assetbundler is removed and idk why

empty anvil
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Well did you do what audio suggested

unkempt gale
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he means this folder in the project Folder right?

empty anvil
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Yes. Close Unity and delete that folder. Then reopen Unity

unkempt gale
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sure give me a minute

empty anvil
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It's going to take longer than a minute heh

unkempt gale
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yeah probably ^^

#

still got the safe mode warning
no tools dropdown back
scene is still pink

outer pendant
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I'm really not sure in this instance. I don't understand how it would suddenly corrupt itself like that

unkempt gale
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yeah idk it just happened after i clicked on build

outer pendant
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When you say "build", you mean in the asset bundle window right?

unkempt gale
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yeah

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and then i got the compilinmg error then i restarted unity and then the tools dropdown menu was gone and the asset bundle in the package manager too

unkempt gale
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is there a way to get my scene into a new project i created one and it works totaly fine

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ahhhh i was so close to finish it only the lighting setting was missing

outer pendant
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Without being able to access the tools in the toolbar, unfortunately the only way to migrate to a new project is make a new project and copy everything over. You'd need to set scripts and stuff back up tho

unkempt gale
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i did that

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and

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it was the same

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like The safe warning Pink scene

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etc

outer pendant
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Sorry I wasn't clear, you should only copy over your mod assets, not all of the packages and stuff, just your moons and whatnot

unkempt gale
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oh im dumb i guess you mean the assets folder

outer pendant
unkempt gale
outer pendant
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Yea if you do that you should largely recover what you have I think. Like I said you'll probably be missing scripts, but it's better than nothing

sour pier
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is there a easy way to figuire that out?

topaz nymph
#

It is a building we spawn in on the company moon with everything inside it

#

The “LethalCasino” mod on thunderstore

knotty narwhal
#

How did I even do that?

#

The moon just doesn't load anymore lol

outer pendant
#

check your level scripts and make sure the scene name matches

knotty narwhal
#

also is it cap sensitive

outer pendant
#

uhh

#

I have no idea how you did that lmao

knotty narwhal
#

Yeah. I wish I knew

#

how the hell did I manage that lmao

outer pendant
#

For the scene name in your SL (or EL idr which) I would err on the side of caution and cap-match

outer pendant
#

that's a unity bug, not a game log

#

uhhhhhh

#

yea find out how you did that bundle-in-bundle thing

#

maybe you made a variant in the assetbundle window?

knotty narwhal
#

Is this how it normally looks

#

o boy I messed something up real bad that's for sure

#

Okay yeah I don't think that folder is supposed to be there?

#

oh god I'm creating an inception

#

I can't move the poor fella out, he's stuck there

#

I'm so sorry 😭

outer pendant
#

Yea I'm not sure what to do there
@sleek saddle ?

grave lodge
#

Well, I tried testing my moon & it crashed on land

#

Not sure why

#

There isnt any errors

grave lodge
#

I could send the logs, but i really dont see anything thatd be an issue

outer pendant
#

@grave lodge make sure terrain is set to draw instances and if you have a bunch of grass or other similar small details, disable their ability to cast shadows

grave lodge
#

The terrain might be the isue

#

Yuppp

#

Called it

#

ty!

outer pendant
#

Yw, if it's not instanced it's the problem 99% of the time 🤭

grave lodge
#

Got to keep that in mind pfft

#

Noooo

#

I thought using the paint holes for the terrain would work for making buildings go into the terrain without having weird clipping issues

#

but it only seems like it removes the collision

#

:((

outer pendant
#

?? Like, the holes disappear at runtime?

grave lodge
#

Yeah, atleast visually

#

They function as holes but still have the texture painted on

#

What if I do a weird fix

#

I paint the areas with a invisible face texture and then paint the holes so even if it renders itd be an invisible face

#

Idk xD

outer pendant
#

Uhhh maybe? I have no idea lol

grave lodge
#

xD

#

Well, i'll see if it works xD

outer pendant
#

Report back!

sour pier
grave lodge
#

Yeah, i swear I clicked instanced but we all make mistakes xD

green spear
#

Guys, its been a while since i've been here
I have a new moon already started on a old version of asset ripper and LLL
Should i port my moon to newer version or something or just continue to make moon on that specific version?

grave lodge
#

I have no idea why the holes are being holes

outer pendant
grave lodge
#

Had anyone found a way to make holes in their terrain?

#

Since apparently the paint holes thing doesnt work at all

#

Alright

#

So i came up with an idea, I am going to make the terrain a mesh & then manually remove the faces I dont need to make holes

outer pendant
#

Oh you have terrain2mesh?

grave lodge
#

nope xD
but ill figure it out

outer pendant
#

oh lol

#

there are some free methods but Batby said they're finicky

#

so let us know if you figure it out, you can make a tutorial 🤭

grave lodge
#

if only the paint holes thing actually worked T-T

#

Trying something that isnt what I said xD

#

Figured it out!

#

Theres a setting in project settings that renders terrain holes or not

outer pendant
#

Oh nice, what's the setting for anyone else that wants to do so?

cerulean ember
#

I set my SunwithShadow's temperature to 7000k,but the game kept reseting it to 4400k, any idea which script is doing this?

knotty narwhal
#

I had to do it too since I have caves

grave lodge
outer pendant
cerulean ember
sour pier
unkempt gale
#

or

#

could it be possible

#

because of version 50

#

?

knotty narwhal
outer pendant
# unkempt gale ?

I'm not sure, but at this point it seems like remaking it would be quicker than continuing trying to debug

unkempt gale
leaden shell
#

what are SpawnDenialPoints?

outer pendant
#

Not 100% sure tbh. It's likely in the code somewhere and maybe prevents enemies or random map objects from spawning in its immediate area.

#

Of course, it's also possible it's a placeholder tag that wasn't fully implemented

#

¯_(ツ)_/¯

leaden shell
#

ok thanks

#

ill put them near areas where i dont want enemies to spawn

cerulean ember
#

@outer pendant I was pulling my hairout trying to find where the ambient music was coming from in the game, then I found out via reverse reference search that the game spawns a sound manager on launch and the outside ambient music is in there. But I can't access it in my scene, any idea how to deal with this? it kept overlaping with my current ambient music

outer pendant
cerulean ember
knotty narwhal
#

Can’t loaforc’s sound api do what you’re trying to do? Not saying I know how by any means, but I think it can @cerulean ember

leaden shell
#

i categorize my gameobjects in my scene and it would just be stuck on seed screen and won't load it

#

all of the scan nodes work like they are would normally, but the door won't open

outer pendant
#

Sounds like a bug with your selectable level, maybe your map objects. Make sure nothing says "missing" or "none" in it

leaden shell
#

the selectable level is the problem, i'm trying moving the bushes and rocks out of the prefabs and just be on their own

also forgot to mention i deleted couple of prefabs that seemed unimportant, so maybe thats it

cerulean ember
#

How exactly do I publish my moon to thunderstore? I've only been building it directly into my game

green spear
#

Then you need to create manifest.json file and readme.md

#

You can create those by online creators, those are free

#

Lastly make icon for your mod

cerulean ember
#

Ahhhh TY SO MUCH

#

that should also include all my custom scraps right?

green spear
green spear
#

If your moon uses it, then you should pack it up too

#

I don't know how LLL handles custom scrap rn

#

Just need to ask other

green spear
cerulean ember
green spear
#

Np

leaden shell
cerulean ember
#

Is it normal for items just clip in ground like that? feels like my box collider is not working

royal void
#

do items even use colliders?

#

my understanding is that they pick a location to fall to based on a ray cast and then animate falling

#

I believe you need to set up your item to have a position and rotation offset

leaden shell
sour pier
#

or something like that

leaden shell
#

i just added this, and it didn't change anything

sour pier
#

then built bundles

leaden shell
#

i saved, rn i'm disabling all of the rocks and bushes, because that's where it started to happen

leaden shell
#

after disabling all the rocks and bushes it works now, but i still want these

leaden shell
#

i've fixed it i just used broken models that somehow prevent from entering the level

cerulean ember
#

Anyone have a guide on how to install/use the Unity explorer? I've tried the BIE 5.X Mono, and the thunderstore version none works, also the Editor version kept giving out errors due to name mismatch

cerulean ember
cerulean ember
leaden shell
unkempt saffron
#

Does anyone know what causing the dungeons to be more dark than the outside? Because on my map it seem to be less dark than on vanilla maps and it's kinda anmoying

green spear
#

Try changing it to a local
In your global lighting and fog object you should find a dropdown menu where you can change its way of rendering from global to local, then you just need to add a box collider and adjust the position of boundaries

#

Try if it works

#

If that's not the case, then you need to search further

unkempt saffron
knotty narwhal
#

My map just won’t work at all

knotty narwhal
#

There doesn’t seem to have any actual folders in my files

#

I can create more but I can’t go back

golden osprey
# leaden shell

Had same issue. Batby explained a fix here #1210653206225363018 message but I got very busy and haven't gotten to delve into it. I'm also not that knowledgeable in asset bundling in the first place. Theoretically Audio Knight should also know how to manage this.

leaden shell
golden osprey
#

Oh? Let me see if I actually have something like that

golden osprey
#

No dice unfortunately. Going to see if I can get it working by not building the main mod lethal bundle and then building it later or something

golden osprey
#

Okay might have it

#

Batby was right just didn't comprehend what was meant at the time

cerulean ember
#

I realized all my custom scraps for my moon disappear after a reload while the vanilla scraps stay, how do I fix this?

sour pier
#

since i still have the issue

hot furnace
#

at 14:00 it says to create terrain
If I already have terrain I can just use that and it wont matter id assume right

golden osprey
#

Yes as long as it is set to "Draw Instanced" in the terrain settings

hot furnace
golden osprey
#

Oh that's what you meant. Idk if you can turn models into actual terrain because Unity terrain is a very specific object with distinct properties from regular models. With that being said, you don't really need terrain on a moon, so you can use your model as is. You just won't be able to manipulate it in the same way as terrain.

hot furnace
#

I dont intend on changing anything about it on unitys end

#

I dont think it bakes a nav mesh tho so uhh

golden osprey
hot furnace
#

oh oops

golden osprey
#

If you take your Blender model, add collision to it, and have the Environment from project setup parented to it, you'll be all set when you bake the navmesh

hot furnace
#

in the console lethal level loader says it loads my stuff
no errors in the console
trying to type moon name into the terminal just makes it say data corrupted or overwritten
any idea what I managed to mess up

unkempt saffron
green spear
#

I have no clue

outer pendant
#

Are you testing in a sterile profile?

hot furnace
outer pendant
#

Post some screenshots of whatever errors/weird messages pop up when you can

hot furnace
#

this is literally all I have

#

and maybe this but this could be unrelated

outer pendant
#

Yea that error is an unrelated base game thing

#

It says it's loading the scene lethalbundle, but what about the other one?

outer pendant
#

You need two bundles. One that has just your scene(s) marked for bundling, and the other has your extended level(s) marked for bundling

#

Or selectable level

#

I'll check in a min

golden osprey
#

PETRICHOR V?!?!?!

#

This is so hype

hot furnace
#

im not super experienced with unity so I thought when in the tutorial the folder got marked it would do eveyrthing inside

hot furnace
golden osprey
#

Oh I know

hot furnace
#

currently the textures are uhh yea

#

and its all white

#

even tho in blender its fine

#

but im gonna worry about that later

golden osprey
#

Yeah things can look off between modeling software, unity editor, and actual in game tests

hot furnace
#

the voices

golden osprey
#

It's good timing that v50 basically is adding ||Stone Golems|| for moons like this

hot furnace
#

oh true

golden osprey
#

Ayoo

hot furnace
#

not naming it titanic plains btw

#

using its internal name

golden osprey
#

Fair enough

hot furnace
#

because that will make it annoying to type out with titan probably

#

no textures + I fall through the map

#

real

#

in blender the textures are real but unity is like nuh uh

golden osprey
#

In terms of enemy equivalents, we have:
||Golems|| = ||Old Birds||
Eyeless Dogs = ||Blind Vermin||
Manticoils/||Tulip Snakes|| = ||Blind Pests||
Hydrogeres = ||Gups||
Maaaaybe Circuit Bees = ||Jellyfish||
Hoarding Bugs = ||Beetles||
Leviathan = ||Worms||
Maaaaybe Baboon Hawks = ||grounded Alloy Vultures||
Giants = ||Parents||

hot furnace
#

real

#

gonna setup the enemy pools once I fix the major issues of uhhh:

  • textures not working
  • navmesh not working
  • no collider
golden osprey
#

Did you try adding a mesh collider to your "terrain" model

hot furnace
#

oh I have dementia

#

I meant to do that but didnt

#

now I just need textures + nav mesh to bake onto it

#

does unity not like more complex blender nodes

#

because thats what I have

golden osprey
#

Nav mesh should work when collider is on

#

After baking*

hot furnace
golden osprey
#

Not sure about Blender specific stuff, I only did Maya

hot furnace
#

wait do I have to set a mesh in the mesh collider even tho I added it under the model so true?

golden osprey
#

Just to make sure, you have the nav mesh visual setting checked on right? And the terrain is grouped under the Environment?

#

You shouldn't need a mesh as long as the collider is added as a component to your custom terrain prefab thing

golden osprey
#

Is the blue navmesh visual underneath the surface a little bit maybe? Sometimes it clips underneath in some models

hot furnace
#

I dont see nothin no matter the angle

#

im so confused why the textures wont work tho

#

I know unity can be crabby about shader nodes in blender but i feel like this really isnt that much

golden osprey
#

Are there bound walls overlapping the entire map maybe? Also you could maybe toss in a basic cube with collision and see if the navmesh work on it just to test your baking and narrow down where the issue is

#

With the texture I'm honestly not sure. Make sure your model is set to HDRP/Lit maybe

hot furnace
#

also bounds walls are fine I moved them out

golden osprey
#

It's going to take me a bit to set up Unity and show you, can you send me a screenshot of the details panel with your model selected?

golden osprey
#

Ah okay, now I remember. Do you have any materials set up by chance

hot furnace
#

in blender

#

I also realized the model has so much stuf below it that its gonna clip into the facility but I can easily fix that later lmao

golden osprey
#

So no materials imported to unity yet like the one selected here?

hot furnace
#

yea its just the blender file no materials
you can click this little arrow and it shows all the meshes + materials but they dont have stuff on them for some reason

golden osprey
#

Hmm, this is really out of my area of expertise in a couple ways, but one last thing rq

#

So with those materials, they need to have HDRP as their shader (as seen at top). From there, you will likely need to add in textures manually (base map is your albedo/main texture). But if your actual textures aren't showing up either I'm not sure how to go about this.

hot furnace
#

they all hav ethis

golden osprey
#

Dang, that's about as much as I got then with experience in these issues unfortunately

hot furnace
#

normally I would just create new materials in unity

#

however that wont work

#

due to how weird risk of rain does there textures

#

I have to make some jank blender node setup

#

to attempt to make the textures actually apply properly

golden osprey
#

Yeah dealing with specific game assets and getting it to transfer properly gets into some weird stuff that I'm not really familiar enough with Blender to know about

hot furnace
#

In theory it should just work

outer pendant
hot furnace
sour pier
#

the asset bundling part was the most stressful part for me in the tutrioul lmao

hot furnace
#

To make it functional it’s just

  • fix textures
  • fix nav mesh not baking
#

So close

sour pier
hot furnace
outer pendant
#

is your terrain nested under the Environment game object, and is it in the room layer?

sour pier
hot furnace
hot furnace
#

it is a blend file like I mentioned so do I have to do something silly

outer pendant
#

Do you mean an fbx? Isn't a blend file a blender project?

hot furnace
#

should I have exported it as an .fbx? ever time ive modded in unity ive always been able to use .blend files just fine

outer pendant
#

I didn't think unity took blend files, but every asset I use is an fbx

#

before that tho

#

if you click on your mesh, make sure it's read/write enabled

#

if that doesn't work, then try the fbx export instead

#

I'll be away from my pc for a bit, so good luck!

hot furnace
outer pendant
#

Clicking on the asset itself, not the game object, should bring up import settings in the inspector

hot furnace
#

and made some other changes

#

but now the ship doesnt even bake

#

the arrows appear but none of the blue stuff that normally appears on it

sour pier
#

okay

#

my unity editor is messed up

#

the whole scene is just black

#

I also cant select anything either

#

ok so I just doubled clicked somewhere but my camera is super weird

#

cant change my fov

#

like my thing is so weird

#

I am in a different viewer or something

#

very much need help this is so bizarre

#

fixed it

outer pendant
#

Idk about the black scene, but top right of the scene window you accidentally changed to iso

sour pier
#

I did a full reset in the layout window

outer pendant
#

Click iso and you'll change back to perspective

sour pier
#

ye it was the iso, I freaked out lol

outer pendant
#

Iso is short for isometric, it's a style of camera view. All good?

sour pier
#

if anything great, my dungeon generation is going great, my interior is starting to look good

hot furnace
#

ive deadass spent so long trying to make my mesh actually collidable and bake the nav mesh

sour pier
hot furnace
#

its not fixed

sour pier
hot furnace
#

???

hot furnace
sour pier
hot furnace
#

and it also doesnt bake the nav mesh

sour pier
hot furnace
sour pier
#

Maybe try remake it, does the navmesh only not work on that terrain?

hot furnace
#

its a blend file

#

becasue its external terrain

#

i think im just gonna make a new scene and start fresh

unkempt gale
#

why some terrain textures got removed from the assets?

sour pier
#

Did u add the mesh collider properly

#

And click convex

sour pier
cinder wasp
#

any specific steps to make a project using thee tutorial video use the v50 version of LLL?

cinder wasp
#

that's troublesome. every un-combined mesh in the scenes was obliterated when the project patcher was re-run

#

the meshes that survived have been scrambled

#

ah yes. door. how does this even happen

outer pendant
outer pendant
#

New LLL dependency

cinder wasp
#

should i add it to tools/plugins/bepinex too?

valid umbra
#

Just download it

#

On thundersrore

cinder wasp
outer pendant
valid umbra
#

Misread whay you were trying to do lol

#

You could alternatively toggle ignoring references

cinder wasp
spark ferry
#

hi! idk if this has been asked elsewhere already but is it possible to add new tiles/rooms to existing facility/mansion maps using nomnom's patcher without needing DunGen or is DunGen needed for the new tiles/rooms to work/be recognized?

outer pendant
outer pendant
spark ferry
cinder wasp
#

what the hell are you doing why are you orange

grave lodge
#

I had the same thing happen xD

#

Unless you arent in a v50 project

cinder wasp
#

i am

grave lodge
#

yeah, then thatd be why

#

you can just simply change the material

#

Its material.001 that is changed iirc

#

should just the material over when selecting

valid umbra
#

@outer pendant imma start this in a bit, anything i should know that isnt in the videos?

outer pendant
#

Check the pinned comment, make sure you click "Draw Instanced" on your terrain settings, and if you wanna put down a bunch of grass or other foliage, turn off their shadows in their mesh renderer

valid umbra
#

bet

outer pendant
#

And ofc feel free to pop back if you have any questions

valid umbra
#

ik @dry kettle loves making scripts that add to stuff as well, i wonder if anyone's made a list of stuff like that anywhere

topaz nymph
#

@outer pendant Im about to take a swing at replicating the disco ball again for lethal casino. Do you think you might have a second to look at it with me?

#

I figured you would probably know best about pulling it and then replicating it in a mods scene

outer pendant
#

Unfortunately I have some chores to take care of, but you can post and I'll reply when I can!
You should just have to pull the prefab of the disco ball into your scene and it should work though, unless I'm misunderstanding your goals

topaz nymph
#

Oh ok, good point. I just have to pull it into a different project. Are prefabs able to be pulled into a different project?

outer pendant
#

then you can pull it into a different project no problem

topaz nymph
#

Oh dang, that would be alot easier then draging over all of the dependents wouldnt it haha

#

that is what I was starting to do

outer pendant
#

good thing I caught ya 🤭

topaz nymph
#

Lol, trying to import it into the folder where I wanted to created 999+ errors

#

Odds are it might be easier to do by hand, because it is trying to take over a TON of scripts I dont think it needs

outer pendant
#

Oh when you export it, remove any scripts from the process. You can compare as needed to replace the scripts, or get the NG Script Recovery tool

#

But yea you don't wanna overwrite the scripts from one rip to another

topaz nymph
#

Yeah makes sense

valid umbra
#

@outer pendant

#

how do i get the whatchamacallit out of my eyes

#

the navmesh

outer pendant
#

bottom right of scene window

valid umbra
#

ty

outer pendant
#

ye

valid umbra
#

lol i like how a big part of the tutorail with doors and moving stuff around is invalidated by adamance

#

cuz that stuff is actually done well now

#

i didnt have to touch the doors and move em where they should be

#

ah, except the spawn blockers >:3

#

oh lol adamance doesnt have a story log

valid umbra
#

@outer pendant

#

do you know where i can find always refresh?

outer pendant
#

top right of scene window

valid umbra
#

pog ty

outer pendant
#

np

#

Heading to bed soon, so you'll be sans-Starlancer for a while :P

valid umbra
#

its alright, class starts in like an hour for me anyway lol

outer pendant
golden osprey
#

Sometimes with the assets I grab, I think that moon development is an expensive hobby, but at least I'm not into Warhammer or Legos or something super pricey like that.

topaz nymph
#

@outer pendant Yeahhhh... this discoball is not going to well haha

#

I cannot get it to port over to a different unity project

#

Original:

#

Transfered

outer pendant
#

you should turn off gizmos so the object is actually visible 🤭

topaz nymph
#

It looks like something with the materials didnt get transfered over right

outer pendant
topaz nymph
outer pendant
#

Just to make sure, you're in Unity Version 2022.3.9f1?

#

but they don't look all that different, your version just needs some smoothness taken off

topaz nymph
#

Yeah, the version is all good. I'm just not sure why it is glowing so crazy

#

It seems like all of the settings are the same too

#

It might just have something to do with the rendering options in this project

#

Bc the lighting is very harsh in our project but not that way in game

outer pendant
#

very possible

#

Did you set your project up using my moon tutorial?

ornate wagon
#

when trying to use AssetRipper on the folder with the lethalbundles in it

sleek saddle
#

oh sorry you misunderstood

#

i was vague off an assumption

#

download assetripper the program

#

not nomnom's tool using it

topaz nymph
#

I meeeannn its in there but something is a bit off lol

outer pendant
topaz nymph
#

So re-setting it up would probably break alot of stuffs

outer pendant
#

Have you used nomnom's patcher to rip your assets?

#

Or have you just been using regular AssetRipper?

topaz nymph
#

Yeah I used nomnoms patcher to have a working project of the actual game

hot furnace
#

shiny object

#

mmmmmmmmmmmmmmmmmmmmmmmmmmm

topaz nymph
hot furnace
#

nuh uh its funny

#

keep it shiny

#

I need my shiny object

topaz nymph
#

Odds are it probably doesnt look like that in game. I should test

hot furnace
#

probably

topaz nymph
#

Because if it doesnt look like that in game, then it is fine. I just have to make it drop from the ceiling and turn off all the lights in the casino with a press of a button and then play disco music lol

cinder wasp
#

if i place an old bird prefab object, they're always active when the scene is loaded, and also tend to get stuck in this animation upon spawning which prevents them from doing much

outer pendant
#

Good to know lol

grave lodge
#

Seemed to work alright for me

#

not sure if the old birds activate though, ill check

cinder wasp
grave lodge
#

LethalCompany > Game > Prefabs > EnemyAINestSpawnObject > RadMechNestSpawnObject

grave lodge
#

Any idea if its possible to have terrain settings be a default?

#

Like I dont want to check Draw Instanced everytime since I forget half the time

#

I dont even remember a lot of the other settings for the terrain xD

green spear
#

Idk if it would work, but go ahead

grave lodge
#

I made a terrain data that is just the simple settings without any extra stuff and copied it over for new terrain datas it seemed to work

sleek saddle
#

scene templates exist

#

click new scene in top of unity, its got a cool menu

grave lodge
#

Woo

leaden shell
#

how to get v50 assets? i started making my mod before v50 (v47 or v49)

valid umbra
#

There's prolly better ways though

#

Like ik xilo has a template, dunno what it has on it though

sleek saddle
#

wha

#

why are you still using unity templates

valid umbra
sleek saddle
#

what do you use from that template

valid umbra
#

that's likely just it tbh

#

it doesnt really have much in it

cerulean ember
#

wait there is a template?

valid umbra
#

but theres prolly better options seeing what batby's saying

#

though there is an example enemy template

#

and an example scrap template

sleek saddle
valid umbra
sleek saddle
#

naurrr i dont think so

#

cool thing to ask @empty anvil

#

😛

valid umbra
#

@empty anvil do my work for me :3

empty anvil
#

I guess it would ignore the main sorted rip folder (Game I think), what else would need to be ignored

valid umbra
empty anvil
#

I can poke something tomorrow. Probably nab the default unity gitignore when running the patcher/add a button for it, and append it with custom stuff

leaden shell
valid umbra
#

i misread what you were asking for anyway lol, nomnom's patcher was what you needed

leaden shell
#

my moon cannot run on v50, thats what i want fix

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i runned the patcher again but still

sleek saddle
leaden shell
empty anvil
valid umbra
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Yaay

valid umbra
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@dry kettle what would be really cool is making a mini weather script, where it takes a particle system, creates sort of an umbrella with a specified radius, and it depending on what "weather" you specified it does things like lightning, rain, both, maybe fog.
I'll try making it in a few days if you aren't interested

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I wanted to make my giant summon lightning bolts but for some reason some vanilla stuff was just corrupted so I couldn't properly copy the setup

scenic sparrow
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I need help, i'm trying to use nomnom's project patcher but the log is FULL of errors, i can't even run the game in the editor, what do i have to do?

mellow beaconBOT
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Hello, @scenic sparrow, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.

spark ferry
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hi noob question here, if i edit a dungeon tile prefab, moon prefab, or any other prefab and include that in the zipped bundle to be uploaded to thunderstore, will the modding framework recognize that it's an edited prefab and replace the original or do i have to script it to replace the original? or is this what LethalLevelLoader supposedly does already?

sleek saddle
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moon prefab?

spark ferry
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whoops that's not the best example cuz the moons aren't prefabs, but yea any gameobject prefab hahaha

sleek saddle
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not your examples

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but if your SelectableLevel references enemies in its spawn pool lists

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LLL will auto replace those yeah

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and stuff like that

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oh actually

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i misread your question

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no

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LLL does the opposite

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if you reference content from the assetrip, LLL will replace that reference with the real thing

spark ferry
sleek saddle
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probably yeah

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your free to make an edited version of a vanilla level and make that like custom level though

spark ferry
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that's true i guess hahaha

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thnx thnx!

leaden shell
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can anybody help? enemies on my map doesn't attack (and everybody can see the dress girl)

unkempt gale
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somebody got from the v49 project the grass terrain asset?

sleek saddle
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@outer pendant heads up looks like moon devs will need to adjust their foggy variables

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for v50

outer pendant
golden osprey
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Gotcha thx moon overlords

outer pendant
# green spear Only?

That's my understanding yeah. There's still no way to adjust the size of the fog volume

raw oriole
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@sleek saddle Is there any way to swap vanilla moons in the latest update? And if there isn't, where would be a good place to patch that wouldn't completely bork what LLL does lol

raw oriole
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ye

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not a unity one though, this has been quite a learning curve lol

sleek saddle
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anything after StartOfRound.Awake() should be fine but ill say maybe RoundManager.Awake() Postfix just to be sure

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can get a list of vanilla levels in LethalLevelLoader.PatchedContent.VanillaExtendedLevels

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and then you can play with ExtendedLevel.SceneSelections

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which is the assocciated string scenename, int rarity used for each level

raw oriole
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baller, alrighty, thank you lol, i'll start messing with that then

cerulean ember
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how do I update the LLL in unity again? do I just use that video and rip everything one more time?

green spear
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i swear to god

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does anyone knows how does the mesh of shipping containers looks like?

outer pendant
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The item drop ship?

green spear
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no

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ship containers that are present at the company

outer pendant
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Ohh

green spear
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red and blue

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i can't find this shit in mesh list

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and im not really into splitting it from combined mesh 💀

outer pendant
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Why not?

green spear
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sometimes splitting something from combined mesh doesn't work

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eg: shipping containers loses its rubber

outer pendant
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Ahh gotcha, if you want I'll link you to the ones I use on Auralis

green spear
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those aren't vanilla ones?

outer pendant
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Nope

green spear
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dang it

outer pendant
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Auralis was made before splitting combined meshes was available lol

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The asset is free tho

green spear
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sure, you can link me it

outer pendant
green spear
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can't test my moon in game

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cause

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everytime i try to launch lobby

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even in LAN

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💀

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wth

green spear
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also, my moon doesn't load again

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geez

sour pier
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where is 3d hdrp

empty anvil
sour pier
green spear
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@outer pendant can you show me in free time how does your extended level looks like?
I can't get my moon to exist at all and I have no clue what went wrong

outer pendant
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This might sound silly, but if you recently re-patched, make sure your moon prefab isn't missing in your Selectable Level

ancient meadow
outer pendant
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It's sort of like the root of your mod, where you can gather up everything. If one isn't bundled, LLL will create a temp one for you at runtime

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To me, it's a nice way of only needing to mark one thing for a bundle (besides the scenes)

ancient meadow
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I'll try this later

green spear
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What are content tags

outer pendant
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Ways to dynamically inject your mod into other content. Like say you have an interior you only want to appear on snow moons, or a scrap item you only want to spawn on forest moons, etc

jolly pecan
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Gonna add all the wrong tags to my moons
Infernis is definitely a snowy moon

outer pendant
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ur a butt

green spear
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hm

outer pendant
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Sorry, Planet Prefab

green spear
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ah

ancient meadow
jolly pecan
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No it's the ocean moon

green spear
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alright, my moon now loads