#How to Make a Custom Moon in Lethal Company | Lethal Level Loader
1 messages · Page 5 of 1
Good!
also is it possible to use occlusion rendering? to increase performance?
For the exterior yea, just place an occlusion area around your intended playable space, then bake it
thank you I def need it on my moon or else it will lag badly
@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?
Woah could this prevent my sky from being this affected by my global fog?
To both questions: I have no idea 🤭

Perhaps you know how to export the bundles then 
I covered that in the tutorial, did I not???
Oh shit
Or are you talking about to upload to TS
I may have forgotten that part from the video my bad
I can’t find it, weirdly
The export part I mean
.
Oh well kind of yes
I wanted to try it in game so I guess it’s the same steps yes
Just put the bundles where all of your other mods go
Set up a profile in r2modman, settings > browse profile folder > put bundles
Oh so I just copy the files?
Yup
You can look at any other LLL mod for reference, mine at least just has the icon, manifest, readme, changelog, and the bundles
v simple
Perfect! Thank you :))
could someone help me fix the issue with my outside ambience playing inside the facility?
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
Ohhhhh
you can adjust the rolloff in the audio source so that you can only hear it in the playable exterior, but I haven't quite figured out the best way to disable and then re-enable the ambiences
oh alr
so when you leave the facility the noise will stop playing?
Setting the rolloff to be shorter would make it so you can't hear it from inside the facility
how would you do that?
wdym by roll off?
so do you change the volume rolloff to custom?
how did u adjust your curve
Just lower the max distance
oh ok ty I appreciate the help
both of these right
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
Yeppers
alr thx, I just changed my noises to cut based on how a lethal company player would play
actually ur way worked
ty!
You're welcome :3
well my game instantly crashed lmao
is it fine to have multiple moons under 1 project?
oh I forgot about the occlusion thingy, could that be it
That's what I do
But there's extra considerations that need to be... well, considered lol
@knotty narwhal
and what are those, currently I am doing that without any issues
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
oh alr
alr ty
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?
Yee
It’s marked draw instanced and I don’t really have much grass
Hm. Any logged error?
once v50 comes out, how will the projects be updated to v50?
also, how do i find the textures that basegame moons use for terrain?
Make a backup of the project and re-run Nomnom's patcher. Textures you should be able to find by looking at the materials on the terrain meshes
thanks!
Strange, the stuff I mentioned above is usually the cause of crash-on-load
Are you testing in a sterile profile (with just the necessary mods)?
Oh? Are you able to adjust a coat mask slider somewhere?
Maybe I messed up my files somehow
not that i can see, but setting a mask map to something other than none causes the shininess to vanish
Interesting
Let me see your selectable level
shoutout to TexturesCom_Nature_Moss_512
i sure would like to actually see my project some time
Night?
heavily forested
You could try increasing the indirect light's intensity
scene view
playtesting takes years to load so i just build the project and load it ingame for playtesting
Sorry, by playtesting I just meant playing in editor in this case
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
lmao
I'm so sorry, I've been working on this moon for so long that i forgot what this is 😭
Yeah frr it’s been too long
I’ve been on this moon for 2 months lmao
And it doesn’t even feel complete or good imo
I mean it looks great
Once it's playable, getting it out into the world will help it become better
Yeah true..
I think I’ll stop adding stuff and just post it as a beta version so I have a way to get instant feedback
@outer pendant
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 🤭
Alright let's try this out! thank you :))
Why'd my navmesh only generate on the ship? The boundwalls are out of the way too
I'm having so many issues it's kind of discouraging 😅
Idk what I'd do without you Knight
Did you accidentally disable the navmesh surface on your environment object?
Did you disable the visualization in the bottom right of the scene view?
mmk is your terrain nested under the Environment object?
yep
the navmeshsurface can't generate navmesh on an object that it's not connected to :P
did you rebake it?
ah okay
Auralis for reference
oh wowww
So that's a very big yes
you do not want to see my hierarchy
it is hell
none of my objects have parents
they're let loose
it's probably legally required to be censored
time for a little cleanup
Big advice is to get organization going early
yeahh
I think my switch from LE to LLL made me give up
but hey I guess I found something to do for the next hour
Go listen to Audio Knight on Spotify and get to organizing :P
Does this include scrap as well?
Screenshots I know ur cooking
I believe so, I have all of mine duplicated
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 🔥
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
It's mainly just that I haven't worked on it every single day or for more than 1-2h a day
Well even 20 min a day is a lot
Gotcha ty!
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.
alternatively
"my moon my design"
Added just now to the appendix :p
I'll spare you the context but in this case I agreed with the feedback and I'm generally happy with the end result
Fair fair
I didn't expect this to actually take an hour
what a pain in the ass
so do I have to select every enemy again manually
so I have 3 different moons in my project, I need 3 different folders and reselect every enemy? in the respective folder?
Unfortunately yea
oh man the navmesh is perfect
time to try this out
Pretty much just any basegame scriptable object you reference. Mapobjects, enemies, scrap, and anything else that fits that criteria
If I just copy my projects and keep 1 moon each project and delete the other ones, would that work?
honestly both of those might not have had anything to do with it, as borked as your hierarchy was lol
I guess in theory yea
alr will try that
how come I cant see fog on vanilla moon scenes
my moon is going to be very simaler to experimentation so i just want to copy the scene and add/remove props
I'm not 100% sure about vanilla scene stuff
alr I will just copy everything needed then, hopefully it will work fine
but im still confused about the prop structures
how you have the slip the mesh
cause when I do that, the model gets all broken
Select the object, right-click the mesh in the inspector, and there's an option to split the combined mesh
yea when I do that, the mesh gets all messed up
man why are the vanilla scenes so unorganized 😭 is that how zeekers made it, or just how the asset ripper works?
this thing right?
before:
after splitting combined mesh
since when did experimentation have a whole interior 💀
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.
yea I just wont use those models then sadly
is there a way I could spawn scrap outside?
Not yet I think
ehh
you can
if you put the spawn scrap setup the dungeons useo n the surface
it should see it
but itll cut into the dungeons pool of scrap
putting the actual prefab from the assetrip outside should work too right?
Nope, it ends up breaking the value
Not even 'value: 0'
It turns into like 'value: ' without anything
Oh? I thought I remembered you telling me it wouldn't work for w/e reason lol
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
I have scrap spawns for affliction's exterior, it works Ive noticed
if you could share how that would be appreciated
or is it what audio knight just talked about
because artifice showed me just how much fun outside scrap spawns could be
ecplised, old birds, and nut crackers would go hard
and then i could also randomly generate props such as buildings so every game will feel fairly fresh
@sour pier this is basically how i did it
alr ty
yo i might try this then, basically artifice, but way bigger and randomly generated
and then allowing for hazards and traps soawning outside
if I were to click run game in unity editor, would that let me see if props could generate?
Yeah it should be just like playing the actual game
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?
what i did was lower the temperature in emission components of SunWithShadows, and Indirect*
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
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 ^^
in case i misinterpreted, what is the sun animator? do i need something different ^o^ (disregard the renames, that was to be sure it was referencing mine)
Will try to come back to this later in case u reply. i have to do something
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?
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
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'
The second method is what I use
ty!
personally Im probably going to use the first method since my moon wont even have an interior
well at least its not going to be accessible, is it possible to just have it just not generate?
or is that going to break everything
Not sure
Woo, very fun
I can delete the ones that I wont use and extend them and everything
Should work nicely
Oops
Wrong channel T-T
Red power marble looking mfer
xD
it actually does a bit pfft
we gonna make it out of the jaffa factory with this one
Would anyone else know?
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
if you don't have an interior you'd need custom code
True
Nope lol🤣
i mean yeah but then you have a whole ass dungeon running aswell
I will just make it really small and disable enemy spawns there
is there a way i could disable the ecplised shader and fog?
Make sure your grass isn't casting shadows
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
Oh true I’ll try that
How does one do that? I tried messing around in the terrain settings but i can’t find
It'd be in the mesh renderer of the grass prefab
My shadows still show up in the editor. Do I have to place all of them back or they won't cast shadows in game?
?? you've changed the actual prefab and it's not propagating?
Yeah
oh wow okay nvm it just took a bit
thanks unity
Now I need to bake the occlusion or something
lmao
make sure gizmos are turned on, then select the occlusion area and small handles should appear on each face
DAMN IT i keep forgetting the gizmos
What are all those blue squares that spawned everywhere
Oh, I think that might be occlusion
oh it is!@
why do these exist tho
i've never baked it lol
I think my navmesh may have drank too much
¯_(ツ)_/¯
Wait what the hell you’re right
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
No relevant logs from either of you?
I'll see in a sec. Shifted my focus for a bit to just finishing the map before I pinpoint the exact issue
[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
Oh yeah they're totally empty in Vanilla scenes it seems
Prob the audio changes then
Possibly, report back if it fixes it
10-4
going to try this tomorrow for nom noms
also will use this for the moon that comes along with my interior
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.
And it just crashes right after?
Yep no other lines
You have the terrain set to draw instanced?
gpu instancing my beloved
oh also @warped sandal this is where you'd wanna be if you wanna spread your gospel of static renderers
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
I actually did that already, completely arbitrarily without knowing the benefits, but good to know it's useful and I'm not just obsessive
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
More like base lame moons 😎
Looks really good
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.
multiple scene files in a single bundle? @golden osprey
Yes
cant use variant labels doing that
for insanely niche reasons
build without the variant label and rename add the extension manually
(or release as two bundles)
What exactly do you mean by variant labels?
myassetbundlename.lethalbundle
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.
Woah 
Thats very useful
I’m starting to think that I didn’t correctly set mine to draw instanced
like multiple moons in 1 project?
also how tall is a player in lethal company? I want a cube where I can compare to player height
Yeah that's what I meant.
Also the custom moon tutorial shows you how to make a player height reference cube
ye I remembered it
also that is debatable, it being more user friendly
#1210653206225363018 message
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.
ah ok
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.
How do you guys find some test subjects to play test your moons lol
I’d do it with my friends but they have no LC knowledge
I'm guessing to rip v50 assets I switch my steam to the beta and then use nomnom's asset ripper?
dont forget to update but i think so ye
Got it
ive done that, so woo
yep it worked!
noice
@golden osprey were you the one having shiny terrain issues? Because I think I’m having this problem too
It looked good in Unity but its terrible in game
Nah I meant this one. Don't have the know how to quite get it. I can still work on things but I think it isn't updating assets I change in the bundle when building.
Bet
no way I fixed my shiny terrain
Did you put custom scripts into the project, or when does this occur??
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
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?
Make the max distance in the 3d volume settings of an audio source small and set the spatial blend to 3d
everytime i click on the project on unity
it wioll show me this safe mode warning
and i didnt put custom scripts in
Was this after following the tutorial?
yep
its the first time after i guess 2 weeks i created my moon thta the safe mode pops up
@empty anvil could this possibly be remedied by deleting the library folder and letting Unity rebuild it?
Oh so this popped up out of nowhere then. Hm.
Did you introduce any new assets or make any project changes before this happened?
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 🙂
Is Lethal Casino an interior?
Sorry i forgot something this happened after i clicked on build and then selected the "initscenelaunchoptions" and i couldnt click on play because it tells me compiling error
If you ignore and don't go into safe mode, does the project work?
wouldn't hurt, should try that first
yeah but my scene is all pink
and as i said before The tools dropdown menu got removed and only the lc project patcher is installed as packet
so the assetbundler is removed and idk why
Well did you do what audio suggested
he means this folder in the project Folder right?
Yes. Close Unity and delete that folder. Then reopen Unity
sure give me a minute
It's going to take longer than a minute 
yeah probably ^^
still got the safe mode warning
no tools dropdown back
scene is still pink
I'm really not sure in this instance. I don't understand how it would suddenly corrupt itself like that
yeah idk it just happened after i clicked on build
When you say "build", you mean in the asset bundle window right?
yeah
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
is there a way to get my scene into a new project i created one and it works totaly fine
ahhhh i was so close to finish it only the lighting setting was missing
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
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
can say specific folders like Only the assets folder
oh im dumb i guess you mean the assets folder
I guess specifically if you were following the tutorial's organization, it'd be the "Mods" folder and whatever asset store stuff you imported in
It will be Just The mods folder never used The Asset Store
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
nope:(
oh wait actually I might have the same exact file in multiple folders
is there a easy way to figuire that out?
Hey sorry, got caught up with something after sending that this morning.
It is a building we spawn in on the company moon with everything inside it
The “LethalCasino” mod on thunderstore
check your level scripts and make sure the scene name matches
Is having a scene inside a scene normal? or like I'm just dumb and I don't know how this works
also is it cap sensitive
For the scene name in your SL (or EL idr which) I would err on the side of caution and cap-match
oh wait
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?
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 😭
Yea I'm not sure what to do there
@sleek saddle ?
Well, I tried testing my moon & it crashed on land
Not sure why
There isnt any errors
I could send the logs, but i really dont see anything thatd be an issue
@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
Got it
The terrain might be the isue
Yuppp
Called it
ty!
Yw, if it's not instanced it's the problem 99% of the time 🤭
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
:((
?? Like, the holes disappear at runtime?
Yeah, atleast visually
They function as holes but still have the texture painted on
Comparison

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
Uhhh maybe? I have no idea lol
Report back!
same thing happened to me
Yeah, i swear I clicked instanced but we all make mistakes xD
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?
cant make a blank texture for terrain layers :((
I have no idea why the holes are being holes
The newest version of Nomnom's patcher can re-patch in place. Just make sure to back up your existing project
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
Oh you have terrain2mesh?
nope xD
but ill figure it out
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 🤭
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
Oh nice, what's the setting for anyone else that wants to do so?
I set my SunwithShadow's temperature to 7000k,but the game kept reseting it to 4400k, any idea which script is doing this?
Iirc you have to enable terrain holes in the HDRP asset or some like that
I had to do it too since I have caves
HDRP > Rendering > Terrain Hole
The vanilla sun animation has its own color and temp keyframes
Thanks, after reading your previous comment, I found out the animator was causing all of this. gonna have to remake one
bet i actually needed that for something
Alright, ty
so i tried this and it was not possible the scene was even more buggy and i couldnt even move a thing so ill do it again from the beginning
or
could it be possible
because of version 50
?
I dreamt that I fixed my issue. I was pretty disappointed when I woke up lol
I'm not sure, but at this point it seems like remaking it would be quicker than continuing trying to debug
yeah might be true but i guess ill wait for LLL update for version 50
what are SpawnDenialPoints?
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)_/¯
@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
It's unfortunately a hard-coded thing ATM, I'm not sure how to change it on the moon-creator side
Ah thanks, I just found the script for it, its also played randomly, making things so hard to test lmao
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
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
Sounds like a bug with your selectable level, maybe your map objects. Make sure nothing says "missing" or "none" in it
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
How exactly do I publish my moon to thunderstore? I've only been building it directly into my game
Build your moon, take your lethalbundle files. It should be yourmoonname.lethalbundle and yourmoonnamescene.lethalbundle
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
Yep
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
Here are the details of what your package should include
Amazing, thanks
Np
did figuriue it out?
no
Is it normal for items just clip in ground like that? feels like my box collider is not working
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
still trying diffrent things, but nothing works
do you have something called MapPropsContainer
or something like that
i saved, rn i'm disabling all of the rocks and bushes, because that's where it started to happen
it worked before
after disabling all the rocks and bushes it works now, but i still want these
i've fixed it i just used broken models that somehow prevent from entering the level
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
LMAO I did not know unity explorer had to be used in the actual game, I thought unity editor was sufficient
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
Perhaps your global light and fog settings
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
That was this! thanks! :)
I still haven’t figured it out lol
My map just won’t work at all
There doesn’t seem to have any actual folders in my files
I can create more but I can’t go back
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.
I still don't know why this error occurs, but I managed to fixed by moving 'Plane' out of 'Environments'. The game cannot generate nav meshes on the thin side of the 'Plane'.
Oh? Let me see if I actually have something like that
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
Okay might have it
Batby was right just didn't comprehend what was meant at the time
I realized all my custom scraps for my moon disappear after a reload while the vanilla scraps stay, how do I fix this?
is there a easy way to figuire out duplicates in folder
since i still have the issue
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
Yes as long as it is set to "Draw Instanced" in the terrain settings
its a blend file how would I turn it into terrain?
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.
I dont intend on changing anything about it on unitys end
I dont think it bakes a nav mesh tho so uhh
The environment object is what lets you bake the navmesh. Any child object of the environment will have a navmesh baked onto it.
oh oops
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
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
Is there one of the global lighting needed to make the default light in the dungeon? Because now the dungeon is completly dirk when there isn't lights
I have no clue
I've never seen that happen before lol
Are you testing in a sterile profile?
yea its brand new
Post some screenshots of whatever errors/weird messages pop up when you can
this is literally all I have
and maybe this but this could be unrelated
Yea that error is an unrelated base game thing
It says it's loading the scene lethalbundle, but what about the other one?
huh
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
oh do I have to add the uhh asset bundle to the extended level? It didnt mention that in the tutorial unless I somehow missed it
im not super experienced with unity so I thought when in the tutorial the folder got marked it would do eveyrthing inside
does bro know
Oh I know
currently the textures are uhh yea
and its all white
even tho in blender its fine
but im gonna worry about that later
Yeah things can look off between modeling software, unity editor, and actual in game tests
the voices
It's good timing that v50 basically is adding ||Stone Golems|| for moons like this
Ayoo
Fair enough
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
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||
real
gonna setup the enemy pools once I fix the major issues of uhhh:
- textures not working
- navmesh not working
- no collider
Did you try adding a mesh collider to your "terrain" model
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
I tried it again and it didnt appear to bake
Not sure about Blender specific stuff, I only did Maya
wait do I have to set a mesh in the mesh collider even tho I added it under the model so true?
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
Is the blue navmesh visual underneath the surface a little bit maybe? Sometimes it clips underneath in some models
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
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
how can I make sure it is
also bounds walls are fine I moved them out
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?
Ah okay, now I remember. Do you have any materials set up by chance
yea
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
So no materials imported to unity yet like the one selected here?
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
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.
Dang, that's about as much as I got then with experience in these issues unfortunately
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
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
In theory it should just work
idr exactly how I did it in the tutorial, but select your ExtendedLevel, mark it as one bundle, select your scene, mark it as another bundle, and then they should auto-bundle whatever they respectively need
I got that part working now yea
nope
the asset bundling part was the most stressful part for me in the tutrioul lmao
whats wrong witht he navmesh?
it just doesnt bake
is your terrain nested under the Environment game object, and is it in the room layer?
also make sure ur bound walls arent covering your terrain that happened to me once
they arnt covering I checked
yes and yes
it is a blend file like I mentioned so do I have to do something silly
Do you mean an fbx? Isn't a blend file a blender project?
should I have exported it as an .fbx? ever time ive modded in unity ive always been able to use .blend files just fine
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!
where do I check that
Clicking on the asset itself, not the game object, should bring up import settings in the inspector
it didnt have readwrite so I reimported it as that
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
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
Idk about the black scene, but top right of the scene window you accidentally changed to iso
I did a full reset in the layout window
Click iso and you'll change back to perspective
what is iso, also it wanst a black screen, just a weird perspective
ye it was the iso, I freaked out lol
Iso is short for isometric, it's a style of camera view. All good?
yep thank you
if anything great, my dungeon generation is going great, my interior is starting to look good
ive deadass spent so long trying to make my mesh actually collidable and bake the nav mesh
what was the issue with the mesh?
what is ur goal?
???
wdym
I can try to help but I don’t get what the mesh isn’t working
I fall through the floor
and it also doesnt bake the nav mesh
Like your terrain?
yea
Maybe try remake it, does the navmesh only not work on that terrain?
its a blend file
becasue its external terrain
i think im just gonna make a new scene and start fresh
why some terrain textures got removed from the assets?
Hmm
Did u add the mesh collider properly
And click convex
In blender try baking ur terrain into a height map,and then use that height map in unitys terrain system
any specific steps to make a project using thee tutorial video use the v50 version of LLL?
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
Replace the old LLL dll with the experimental one and add this to the project alongside the other plugins https://thunderstore.io/c/lethal-company/p/MaxWasUnavailable/LethalModDataLib/
what's it for?
New LLL dependency
should i add it to tools/plugins/bepinex too?
that does not sound like adding it to the project
Yes, put it alongside the other project plugins from the tutorial
Misread whay you were trying to do lol
You could alternatively toggle ignoring references
is there any way to fix all the meshes being mulched
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?
probably not, you should have saved the split meshes somewhere in your own folder :B
I'm not sure how that would work tbh, but all I cover here is moon-making, not interiors. You can try asking in https://discord.com/channels/1168655651455639582/1206155878647078912, but as always I won't guarantee you'll get a useful response
ah i see will ask there thnx thnx!
what the hell are you doing why are you orange
New materials & stuff were added in LC v50 so it messed up materials & stuff
I had the same thing happen xD
Unless you arent in a v50 project
i am
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
@outer pendant imma start this in a bit, anything i should know that isnt in the videos?
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
bet
And ofc feel free to pop back if you have any questions
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
@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
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
Oh ok, good point. I just have to pull it into a different project. Are prefabs able to be pulled into a different project?
right-click on the prefab and "Export package"
then you can pull it into a different project no problem
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
good thing I caught ya 🤭
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
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
Yeah makes sense
bottom right of scene window
ty
ye
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
that's progress for ya 🤭
top right of scene window
pog ty
its alright, class starts in like an hour for me anyway lol
Terrain To Mesh is 50% off at $22.50, which could boost performance for some moons
https://assetstore.unity.com/packages/tools/terrain/terrain-to-mesh-195349
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.
@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
you should turn off gizmos so the object is actually visible 🤭
Lol im not really sure how to do that
It looks like something with the materials didnt get transfered over right
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
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
when trying to use AssetRipper on the folder with the lethalbundles in it
oh sorry you misunderstood
i was vague off an assumption
download assetripper the program
not nomnom's tool using it
We did something else a while back. Probably wouldnt hurt to do it another way now... But it works and we host it on github lol
I meeeannn its in there but something is a bit off lol
Even if you're not making a moon, I'd recommend using my tutorial to set up your project just so it has close parity with actual LC
Yeah this issue with that is that we set it up in february when we first made lethal casino
So re-setting it up would probably break alot of stuffs
Have you used nomnom's patcher to rip your assets?
Or have you just been using regular AssetRipper?
Yeah I used nomnoms patcher to have a working project of the actual game
shiny
shiny object
mmmmmmmmmmmmmmmmmmmmmmmmmmm
I cannot for the life of me figure out why it is so damn shiny lol
Odds are it probably doesnt look like that in game. I should test
probably
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
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
Good to know lol
Try placing a oldbird nest prefab instead
Seemed to work alright for me
not sure if the old birds activate though, ill check
where is that located?
LethalCompany > Game > Prefabs > EnemyAINestSpawnObject > RadMechNestSpawnObject
Oh nice good to know
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
Idk, try to make a terrain prefab maybe XD
Idk if it would work, but go ahead
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
Woo
how to get v50 assets? i started making my mod before v50 (v47 or v49)
If you mean in the Unity project I made a pr with Eva's unity template, just check that pr and download it, should be v50
There's prolly better ways though
Like ik xilo has a template, dunno what it has on it though
Wdym
what do you use from that template
oh the csharp assembly stubs probably
that's likely just it tbh
it doesnt really have much in it
wait there is a template?
its not really a template, just something you can use with a blank state
but theres prolly better options seeing what batby's saying
though there is an example enemy template
and an example scrap template
u dont need stubs cuz nomnom rip gives you the whole thing
Oh but I'm assuming there's no setup gitignore for the rip that'll ignore the important stuff? Though ig that wouldn't take more than a few minutes
@empty anvil do my work for me :3

I guess it would ignore the main sorted rip folder (Game I think), what else would need to be ignored
Assets, dlls, uh idk tbh I just follow example enemy's stuff
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
i used nomnom's lethal company project patcher
i misread what you were asking for anyway lol, nomnom's patcher was what you needed
yeah but the v50 stuff
my moon cannot run on v50, thats what i want fix
i runned the patcher again but still
you gotta wait for lethallevelloader update
ok thanks!
added it to the patcher, there is also a utility button for it in the foldout 👍
Yaay
@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
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
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?
Hello, @scenic sparrow, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
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?
moon prefab?
whoops that's not the best example cuz the moons aren't prefabs, but yea any gameobject prefab hahaha
not your examples
but if your SelectableLevel references enemies in its spawn pool lists
LLL will auto replace those yeah
and stuff like that
oh actually
i misread your question
no
LLL does the opposite
if you reference content from the assetrip, LLL will replace that reference with the real thing
ohhh so if i want to for example edit the Level3Vow scene or the 4x4BigStairTile prefab for something more simple to start modding rather than create new moons/interiors, then i shouldn't use LLL yet?
probably yeah
your free to make an edited version of a vanilla level and make that like custom level though
can anybody help? enemies on my map doesn't attack (and everybody can see the dress girl)
Ayo
somebody got from the v49 project the grass terrain asset?
@outer pendant heads up looks like moon devs will need to adjust their foggy variables
for v50
Yea, var1 and var2 correspond to min and max fog distance for foggy weather
Gotcha thx moon overlords
Only?
That's my understanding yeah. There's still no way to adjust the size of the fog volume
@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
are you a programmer homie
anything after StartOfRound.Awake() should be fine but ill say maybe RoundManager.Awake() Postfix just to be sure
can get a list of vanilla levels in LethalLevelLoader.PatchedContent.VanillaExtendedLevels
and then you can play with ExtendedLevel.SceneSelections
which is the assocciated string scenename, int rarity used for each level
baller, alrighty, thank you lol, i'll start messing with that then
how do I update the LLL in unity again? do I just use that video and rip everything one more time?
i swear to god
does anyone knows how does the mesh of shipping containers looks like?
The item drop ship?
Ohh
red and blue
i can't find this shit in mesh list
and im not really into splitting it from combined mesh 💀
Why not?
sometimes splitting something from combined mesh doesn't work
eg: shipping containers loses its rubber
Ahh gotcha, if you want I'll link you to the ones I use on Auralis
those aren't vanilla ones?
Nope
dang it
Auralis was made before splitting combined meshes was available lol
The asset is free tho
sure, you can link me it
thanks
can't test my moon in game
cause
everytime i try to launch lobby
even in LAN
💀
wth
Oh yea thats annoying
where is 3d hdrp
ty
@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
This might sound silly, but if you recently re-patched, make sure your moon prefab isn't missing in your Selectable Level
How does it work?(extended mod)
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
To me, it's a nice way of only needing to mark one thing for a bundle (besides the scenes)
I'll try this later
What are content tags
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
Gonna add all the wrong tags to my moons
Infernis is definitely a snowy moon
ur a butt
hm
wdym
Sorry, Planet Prefab
ah
I thought it was the forest moon
No it's the ocean moon
alright, my moon now loads
