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

6621 messages · Page 7 of 7 (latest)

sour pier
#

trust me I got to your point once

#

where I couldnt evn get past the most simple step of downloading the patcher

#

but im glad i pushed thu

gusty kite
#

okay

gritty slate
#

I wanted to thank Pedro and AV because their discussions allowed me to set up the project. last night I stayed up until 4am but I missed the update so it didn't work. But now I can create my own moon: "Loon". I will keep you informed! Pinged 👍

gritty slate
gritty slate
#

Assistant I'm rly motivated and first time I try to land on "Loon", it worked ! Pinged

So I move on and decide to put a hill on the terrain, I also moved the ships, lootship etc.. to fit to top on the hill. I build again and put the folder in my profile plugins. And now it's broken ! I can't see my moon I tried to delete the lethalbundle content and build again but nothing ... I'm rly tired I watched the tuto 10 times ! (My moon is set up for snow environement)   

There is a manipulation that I missed to 'update' your assetbundle/mod ? Did I touch something I shouldn't ? Did I have to watch the vod again ?

🇭 🇪 🇱 🇵 😭 🏳️

gritty slate
#

I don't understand why it doesn't work, of course I read the comments ..

lavish pelican
#

the ship?

#

okay

#

Check Pinned Comment!!!
A tutorial on how to set up Unity for Lethal Company content creation, specifically covering moons in this video, using Nomnom's Lethal Company Project Patcher and IAmBatby's Lethal Level Loader.

This is the first tutorial I've ever made, so the process was a bit nerve-wracking, but I think it came out pretty well!

Bu...

▶ Play video
#

can you do me a quick favor and watch this again real quick?

#

i timestamped it to make it easier to figure out what you did wrong
when you think you found it just ping me to say

crystal kraken
#

Ship stays!

lavish pelican
#

or you can just

crystal kraken
#

You can terraform around it

lavish pelican
#

tell them the

#

answer

#

and not let them figure it out for themself that works too

crystal kraken
#

right

#

Making a moon isnt as easy as one might think at first glance

sleek saddle
#

Tldr you can’t move the ship

crystal kraken
#

Btw im still having the same issue @grave lodge 🤔dont know if you could look into it 😅 cant seem to figure out how to spawn in a reskinned model for an enemy

crystal kraken
grave lodge
#

Its a bit hard to explain

crystal kraken
#

It’d just need a ton of unnessecary work lol

grave lodge
#

give me a second, I need to finish this and then I can help

crystal kraken
#

You have all the time you need baby

#

Im headin to sleep 😅

gritty slate
sleek saddle
crystal kraken
#

I tried to just add the new prefab to the og script but that didnt do the magic

crystal kraken
sleek saddle
#

with some magic on my end and a rewrite to the project patcher yes

#

Rn no

crystal kraken
#

Not needed tbh

lavish pelican
crystal kraken
#

Tho i’d be lying if id say custom landing wasnt crossing my mind lol

#

I mean the animation

gritty slate
#

I want to cry, so I have to do it again.. 😂 I will show you my moon soon ty for the help

sleek saddle
#

Animations in the project patcher are corrupted

#

Keyframe 0 gets lost

crystal kraken
sleek saddle
#

It’s fine for most animations but gamebreaking for ship animations

crystal kraken
#

Dont need to redo all of it

gritty slate
#

how ?

#

oh !

crystal kraken
gritty slate
#

I get it from assurance scene

crystal kraken
#

Yas

#

Btw Batby do you know what are the anomalies on experiment?

sleek saddle
#

Unused

crystal kraken
#

Alrighty

gritty slate
#

Ok I have one other issue

#

I do the tuto again.. still No BundleFound ...

gusty kite
# gritty slate

if main entrance is down the hill please dont add flooded weather :)

#

unless its static and halfway tall of main to atleast lower player speed

gritty slate
#

Ok, I'll try later and if this isn't working .. I'm going to keep going, I'm going to keep trying, I'm going to try again and again and again and again AND YOU WILL BE WITNESS TO MY VICTORY AHAAHAAAHAAAH

sour pier
#

its an amazing video

#

i forat watched it fully without actually doing it, the 2nd time i watched it, then i started to follow

crystal kraken
#

yeah but im talkin about stuff outside of the tutorial

sour pier
#

and people to ask

#

but yea it still is hard

#

but making a simple moon is very easy, but trying to make a moon like the big 3, it very hard

gritty slate
crystal kraken
#

all i know it has to do something with naruto - bleach - one piece

lavish pelican
#

People

#

Likely either Wesley, Audioknight, sfDesat, Tolian, Rosie, etc.

crystal kraken
#

i might need to attend math class more

#

been counting eversince and i cant figure out how is that 3

lavish pelican
#

Just sayin it’s probably 3 of those people i mentioned

#

That the dude’s talking about

crystal kraken
#

yeah im just foolin around

gritty slate
#

I'm stuck at 25:30 bc my folder path doesn't look like this. For me Assets/LethalCompany/Tools is empty and Plugins is in lc folder. Did I install bepinex wrong and should I re-dl it? Or this is normal bc of update ? Pls help I'm very motivated !

empty anvil
#

If you are using the new patcher, then put mmhook/etc into mods. Tools is more meant for non-mod tools, of which I forgot to write a note about.

gritty slate
empty anvil
#

If it's a plugin that requires loading via bepinex, put in mods. It it doesn't, put in tools.

gritty slate
gritty slate
#

So Assets/LethalCompany/Mods/LethalBundle is a correct path for build a bundle !?

grave lodge
#

I have absolutely no clue what happened. These just started showing up out of nowhere

#

nvm fixed it

#

that was simple

outer pendant
grave lodge
#

Unity Asset scripts downloaded which conflicted with those scripts

#

Just deleted them since I dont use those

gritty slate
#

4 days I've been trying to create a moon on lethal, 5 times I've started from scratch, 15 times I've watched the tutorial and it's too much! I'm abandoning this side quest, it must be at least lv.20 while I'm barely lv.7.. Thank you very much for your wonderful work ! And remember I didn't give up, I just prioritize other victories ahahah

hearty tree
#

Hello, I put my .lethalbundle and .lethalbundle.manifest into my plugins folder, but when I launch the game, it gives me the error
[Info :LethalLevelLoader] No ExtendedMod Found In Bundle: labyrinthmod.lethalbundle. Forcefully Loading ExtendedContent!
[Error :LethalLevelLoader] Could Not Find Scene File For ExtendedLevel: LabyrinthLevel, Unregistering Early.
Selectable Scene Name Is: LabyrinthMoonScene. Scenes Found In Bundles Are:

valid umbra
#

Did you not use extendedmod?

hearty tree
valid umbra
#

Hmm I'll try making an updated version of the tutorial soon if @outer pendant doesn't

hearty tree
#

i can try sending a screenshot of the level folder if that would help

valid umbra
#

Its a bit complicated, but the tutorial uses LLL right? #1238598452137562223 I have an LLL tutorial in there for items but you could try and make sense of what im doing and do it for levels

outer pendant
#

The ExtendedMod thing isn't an error, it's just letting you know that you don't have one. LLL creates a dummy EM in that event.
The actual error means that the scene name you're using in your SelectableLevel doesn't match up exactly with the actual name of the scene

#

or

#

you're not exporting a bundle of your scenes

hearty tree
#

it doesnt show up in the terminal

outer pendant
#

It's not showing up bc it's not loading bc something is set up incorrectly. Doublecheck your scene name and your ExtendedLevel asset

outer pendant
hearty tree
#

I checked the name and its correct and here is the ExtendedLevel since i cant tell if somethings wrong

outer pendant
#

show me your SelectableLevel

valid umbra
outer pendant
valid umbra
#

Pog

hearty tree
outer pendant
#

Disable LockedForDemo, and you're exporting two bundles correct? One with just your scenes marked, and the other with the LLL assets?

hearty tree
#

It Worked Thanks

outer pendant
#

Glad to hear it :3

idle raven
#

sorry if this is a dumb and/or already asked question, but how can I move where the ship lands? I tried moving the PlayerShipNavmesh but that didn't seem to work

idle raven
hard monolith
#

Been having a really confusing problem lately. For some inexplicable reason the dungeon on my custom moon doesn't generate. I found the problem is that RoundManager.dungeonGenerator isn't being set to the dungeonGenerator script in my scene, but I'm not sure why.

#

It wasn't always like this, it was working fine before today, and I never touched this script except to try and fix this problem

leaden shell
#

why does my ropes in diffrent orientation when playing?

gritty slate
#

Hello, my fog is stopping prematurely. I enlarged the occlusionAreas, the volume of the fog but nothing changed. Is it hard coded in the game? ty for your help

outer pendant
grave lodge
#

Whats a good way to disable particles per person when inside the facility?

valid umbra
#

Wrote it on phone so potentially might have some syntax errors

sleek saddle
#

lll has events in your level and dungeon for when players enter and exit the dungeon

valid umbra
#

Oh even better ye

grave lodge
grave lodge
# valid umbra ```cs foreach (PlayerControllerB player in StartOfRound.Instance.AllPlayerScript...
{
    [SerializeField] public ParticleSystem[] particleSystem;

    // Update is called once per frame
    void Update()
    {
        foreach (PlayerControllerB player in StartOfRound.Instance.allPlayerScripts)
        {
            if (player.isInsideFactory)
            {
                foreach (ParticleSystem particleSystem in particleSystem)
                {
                    particleSystem.Stop();
                }
            }
            else
            {
                foreach (ParticleSystem particleSystem in particleSystem)
                {
                    particleSystem.Stop();
                }
            }
        }
    }
}```

Would this work?
valid umbra
#

I would do particleSystem.gameObject.SetActive(false);

#

And then you'd add an "else" that turns them on again

grave lodge
#

got it

#

Is isInsideFactory also set to true when the player goes into a reverb trigger which has Set Inside Atmosphere to true?

valid umbra
#

IsInsideFactory is a boolean the game turns on when you're inside the interior

#

It's probably some sort of reverb trigger

#

I dont know the actual ingame code for what calls it

grave lodge
#

ill look

valid umbra
#

Whether it's entrance teleport or whatever

grave lodge
#

alright, it seems like its a different thing, ig ill add some more stuff that checks for that

royal void
#

you said you wanted to disable the particles per player right? what you wrote there seems like it would disable all particles if even one player (local or non local) entered the interior

grave lodge
#

Wouldnt it just disable all particles in the SerializeField, and would it disable the particles globally for every player?

#

It works for me in single player but I cant really reliably test multiplayer so idk

grave lodge
#

welp

royal void
#

all the particles in the field would be disabled if any player entered, or with an else statement, only the last player would influence it

#

do you want the particles to be associated to players?

#

as in one to one?

grave lodge
#

the particle containers have MatchLocalPlayerPosition

#

So I just need to do that but instead of matching the player position, I need it to disable them when the local player is at certain location, eg. Inside factory

royal void
#

and MatchLocalPlayerPosition is from the toolbox I assume

grave lodge
#

Thats vanilla

royal void
#

oh

grave lodge
#

The Sun uses it

royal void
#

I've never seen that lol I see

grave lodge
#

Im just using it for something else

royal void
#

interesting

#

well, if you're making a SerializeField I assume that you can attach your components in the editor, so you could pretty much just remake that component with just a little extra functionality to disable the particle if the player is in the interior

#

and replace the MatchLocalPlayerPosition with that

#

with that change, you have each particle associated with a player in your code

grave lodge
#

Got it

#

It seems that MatchLocalPlayerPosition just uses GameNetworkManager.Instance.localPlayerController to do its stuff. Would that work or would the functionality be different?

royal void
#

oh wait, I brain farted reading that class name, it's only interacting with the local player

grave lodge
#

Yeah

royal void
#

well.. that complicates it a bit

#

you'll need a prefab for your particles and you'll have to instantiate and associate them based on the number of player scripts in StartOfRound.Instance.playerScripts or whatever it's called

grave lodge
royal void
#

right

#

so as it is, if you have multiple of the particles, they'll all be attached to the local client's player, regardless of the number of other players

#

or particle emitters I suppose

grave lodge
#

yeah

#

that stuff works fine as it is

royal void
#

oh, snow? is this just falling snow particles?

grave lodge
#

Yeah basically

royal void
#

maybe you would only want one emitter on the local player then

grave lodge
#

Or rain in Eve's case

royal void
#

right?

grave lodge
#

hm?

royal void
#

well, the local client can generally only see the particles around its player or the spectated player

#

so I assume you wouldn't really need to have multiple emitters

grave lodge
#

yeah

royal void
#

only downside is that OpenBodyCams won't have your particles sad

grave lodge
#

Only the client can see their own snow

grave lodge
#

I just want something to work atm xD

royal void
#

yeah I won't say you have to support that lol

#

I'm not even sure how that would work

grave lodge
#

xD np

royal void
#

but yeah, in light of that, your old design seems like it would be fine if you make it only store one particle emitter, you can just make it refer to the same player that the MatchLocalPlayerPosition script does

#

(does MatchLocalPlayerPosition check the spectated player?)

grave lodge
royal void
#

hum

#

that's an interesting choice

grave lodge
#

yeah, its like 12 lines of code in total

royal void
#

that means that your snow particles would stop after the local player dies (or fall above a position that is out of bounds where the despawned players go)

grave lodge
#

got it

royal void
#

you could make your own component to take the spectated player into account though

grave lodge
#

how much more complicated would that be?

royal void
#

it's only like 30 more characters of code max

#

lemme see if I have an example in OpenBodyCams, I don't have decomp here atm

grave lodge
#

got it

royal void
#

maybe a little more than 30, I think I had issues with the scene unloading causing it to throw an exception here

grave lodge
#

Ah

sour pier
crystal kraken
#

make it big 6 then

sour pier
grand prawn
#

so i followed the tutorial and im floating from something

#

its just a empty map

#

the box colliders have is trigger checked

crystal kraken
sour pier
#

i gotta get back into moon making, prob gonna scrap my old ones cause they werent very good, gonna finish working on ombra

valid umbra
grand prawn
sharp shuttle
#

Hey so I tried making a moon, followed the tutorial, but when landing, I get stuck on the random seed pop up and nothing more happens, any pointers please ?

grave lodge
gritty slate
# sharp shuttle Hey so I tried making a moon, followed the tutorial, but when landing, I get stu...

-> check that the name of your scene is STRICTLY the same as in your selectable object, in the Scene name field
->Follow the tutorial carefully
-> Be careful with the different GameObjects, make them your own. The first time I moved the ship and I had your problem
->Check where you place your lethalbundle files, that you place the correct ones and if they are loaded correctly (on the terminal)
Keep us informed

cinder wasp
#

how do you add the snowy moon blizzards to your own moon?

idle raven
#

How can I make enemies have collision with meshes on my moon? The meshes have mesh colliders and player collision, but enemies can run through them.

hard monolith
#

those meshes should be parented by the environment gameobject, and you need to bake the navmesh on environment

#

but they shouldn't let enemies through them still, are the colliders set as triggers? edit: no that would work, I don't think enemies have collision with anything really

idle raven
hard monolith
#

yeah np

idle raven
#

yeah that was 100% the issue lol

sleek saddle
#

do you have two navmeshsurfaces

idle raven
# sleek saddle wait huh

Yeah, for some reason I didn't put my terrain under environment and just had a nav mesh surface on the terrain

sleek saddle
#

the settings zeekers uses has it only bake children of the navmeshsurface parent

#

youll want to only use 1

#

as the game re-bakes at runtime and will only do that for the first one it finds

idle raven
#

I see

#

Thanks for letting me know, I'm not familiar with Unity and I'm learning as I go

sleek saddle
#

no worries

crystal kraken
#

any idea how i could make sure the sun is behind the mountain?

#

i know it follows the player

#

but when its setting down it just gets infront of the mountain

cinder wasp
grave lodge
#

Thats what i did

crystal kraken
#

Got it working :3

#

And more :p

gritty slate
#

Hi guys, my moon has a big crater and I would like to kill the player who falls inside, is there a gameobject that does this? water would not be coherent and quick sand isn't working on my scene for no reason

hard monolith
#

you probably need a trigger + script for that. I don't know if there's one that already exists in the game for a killbox but it's not a difficult piece of code

using UnityEngine;
using GameNetcodeStuff;

public class KillBox : MonoBehaviour
{
    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            PlayerControllerB component = other.GetComponent<PlayerControllerB>();
            component.KillPlayer(Vector3.zero, spawnBody: true);
        }
    }
}

The part where it gets involved is that you need to compile this into its own assembly first, rather than just making it a script, so you need visual studio or at least the build tools installed.

#

Actually there is a better solution

#

Open the prefab CatwalkTile2x1 and copy the interact trigger component from the killtrigger object

balmy thistle
#

Hi there!
Is this a good(appropriate) place where to ask questions about "my first map's not working" - or there's a better place? ^^
(I watched the video, published the bundles but I'm getting an error)

#

AFAI understand, a "map mod" consists in 2 assetbundles.
I followed the tut about configuring the Scrip/objs but I believe something's missing?

#

the "no ExtendedMod found line".
I believe it causes a chain reaction that makes the player initialization to fail when starting a game:

hard monolith
#

the line about finding an extended mod you can ignore, that's not the problem.

#

if you followed the video you aren't using an extendedmod

balmy thistle
#

I'm stuck in a chain of nullrefs tho. I thought it was because I ran it from the editor but - I'm getting the same behaviour when running the game from the modmanager.

Is throwing the 2 assetbundles in a subdir of Plugins in the profile folder/bepinex enough?

hard monolith
#

yeah that would work. Though tbh I'm not familiar with the error, IAmBatby would probably know.

balmy thistle
#

I wonder if it has something to do with tags or some field I nulled in the Scr/Objs. I was honestly hoping everything was going to run smoothly :S

hard monolith
#

I followed the tut about configuring the Scrip/objs but I believe something's missing?
Also, what tutorial are you talking about on this part

balmy thistle
#

AudioKnight's. Are there others? I thought the topic was about this very precise video as the names match https://www.youtube.com/watch?v=dnZG5464ZcE

Check Pinned Comment!!!
A tutorial on how to set up Unity for Lethal Company content creation, specifically covering moons in this video, using Nomnom's Lethal Company Project Patcher and IAmBatby's Lethal Level Loader.

This is the first tutorial I've ever made, so the process was a bit nerve-wracking, but I think it came out pretty well!

Bu...

▶ Play video
hard monolith
#

oh sorry you were talking about the same thing still

#

I thought you were referring to another tutorial

balmy thistle
#

No no, that's the one. There are a few skips so I wonder if I missed something.
Where do people go to get some general direction when they're starting? is there a hub about mapmaking/deploying it on thunderstore?

balmy thistle
#

I'm suspecting this could be the offender. I probably was expecting to find the "official" tags ready to use and forgot to remove the empty tag ref.

#

just wondering -since we're not really using it, should we leave the "prefab" "template" inside the folder when deploying the level?
Is it ok to organize extra content (sound/textures/models) into subfolders or there are some special rules?
Also, most importantly, am I missing some quite essential docs about deploying maps with LLL?

hard monolith
#

you can remove it if you want, the one in your scene is unpacked. Just I don't think it matters since if it's not used it won't get bundled

#

LLL doesn't have anything super comprehensive yet in the way of docs, I can't think of anything off the top of my head for what's essential. There are no rules for where you store your assets, the bundling process finds whats used and bundles it

balmy thistle
hard monolith
#

I haven't used that setting myself, there are some fields that just don't work as expected, so that could be one but it's worth looking it up in the server

idle raven
grand prawn
#

How would i take like the light poles from rend and be able to have them on my moon cause just copy pasting doesnt let me move it properly, it just leaves the mesh in its spot

hard monolith
#

either find their mesh in the files and add it to a new gameobject with a new mesh renderer, or use lc-project-patcher's combined mesh splitter

cinder wasp
#

how do i lock a door on my moon? i tried setting it to not interactable but keys can't unlock it

turbid fern
balmy thistle
#

Just wondering - has anyone got this issue so far while buildin a moon?
most enemies (not all the times tho) seem to spawn with their foot attached to the nearest wall?
shouldn't enemies always spawn Y up?
What could be causing this? I'm quite clueless as there are no mods >_<

balmy thistle
#

Ok, maybe I'm onto something.
I remember that - since I own a DunGen license, I followed @outer pendant advice to import it before using @empty anvil patcher IIRC. So I ended up with some missing script refs.
I fixed "ma way" as I knew from the video that was a Unity NavMesh Adapter - drag&dropping the appropriate script while the inspector is in Debug mode.

And yet. Now I wonder if the values/settings for the navmesh adapter I have here are the appropriate one.

On the left column: Rend. On the right, my "fixed" version.

Are those settings correct? Maybe they're spawning sideways as there's no navmesh/the links are borked?

#

I'm using DunGen v2.16

balmy thistle
#

Ok, maybe I found the proper settings from the vid - even if the inspector looks quite different:

#

Fact is - using Full Dungeon Bake, everything else is grayed out.
So I'm assuming - these are the proper settings?

balmy thistle
#

solved ^^

unkempt saffron
#

Does anyone know what can cause this to happend?

valid umbra
balmy thistle
unkempt saffron
valid umbra
#

:3

fallow scroll
#

Hello! Does anybody have an idea why would scene lighting disable itself after exiting the dungeon interior? The sun texture is still in the sky, but it's dark as if both Indirect and SunWithShadows are disabled. And it stays disabled even after reloading the level by going there on the next day.

unkempt saffron
fallow scroll
grand prawn
#

so i have ai points and i built a nav mesh is there anything else i would need for enemies to work outside cause they kinda just arent for some reason

cinder wasp
#

how do you make a scrap item spawn on the surface of your moon? trying to place the prefab itself makes the item disappear when taking off and also not have a value

sleek saddle
#

Custom scripting

cinder wasp
#

hm.

sour pier
cinder wasp
#

@grave lodge perceive

grave lodge
#

Eh depends

#

You can do what interiors use but it takes from that pool and may decrease the inner scrap amount. Batby is right about needing custom scripting if you want it to be its own thing

cinder wasp
#

unfortunately i don't know scripting

sharp cave
#

Heya, I noticed when building the lethalbundles for my moon, it seems to create duplicate items with. ie "double barrel" shows up twice in the imperium spawn list when the moon is loaded in.

#

I'm trying to figure out what causes it and how to avoid it.

sleek saddle
#

its likely an "issue" with Imperium unfortunately

sharp cave
#

I'm not sure, just to make sure, I unloaded my custom moon and loaded other custom moons that use LLL such as Orion and the issue didn't occur.

sharp cave
#

I don't know the best place to ask so I thought I'd ask here in hopes of any other level developer who knows about this.

shy quartz
#

hi there! uh, i suddenly started having this issue when i tried to use the build button in the assetbundle browser. would anyone know how to fix it? i am very new to unity (using this mod that im making as my way of learning)

turbid fern
shy quartz
#

then after i tried adding water to one of my moons, i get this error when i try to build

#

this was yesterday. i had been working on my custom moons for about week at that point

#

i can also provide console if it would help

#

the only thing that i can think that may have messed something up was that i used the package manager to attempt to import some git link which i dont think did anything...

#

but any help at this point would be awesome

#

(or i did it wrong)

sleek saddle
#

@shy quartz try with no bundle variant

#

If you have multiple scenes in 1 bundle

#

you’ll have to add the extension post build manually

#

Niche bug in Unity

shy quartz
#

@sleek saddle you mean to build with just the moon scenes? and not build with the mod folder?

sleek saddle
#

You have multiple moons ye?

shy quartz
#

yes

sleek saddle
#

Either have the scene bundle be 1 bundle per scene or if you want them all in 1 bundle you gotta remove the variant tag (the lethalbundle tag that’s like the second one)

#

and then add that file extension manually to the build that is no longer using it

#

so instead of mycoolbundlename lethalbundle

#

just mycoolbundlename

#

then add the .lethalbundle to the file in file explorerer

shy quartz
#

let me see if that works

sleek saddle
#

Basically the whole variant thing (the second tag) is kind of for a completely seperate feature but in this community we just use it to add the file extension that we wanna use

#

It’s convenient

#

Except for this 1 bug

shy quartz
#

that didnt work i dont think

#

just making sure im understanding you correctly

#

you are talking about this bit here

sleek saddle
#

Ye

shy quartz
#

i have my one moon set like this

#

the other like this

#

and i still get the same error

#

ok ok so if i....

shy quartz
sleek saddle
#

it’s only for bundles with more than 1 scene file

#

that have this problem

shy quartz
#

AH okay i understand i think

#

so you are saying that i should like split my mod into two?

#

(or just manually change the file extension every time i bundle)

sleek saddle
#

either split into multiple bundles or do the file extension thing

#

Ye

shy quartz
#

okay let me test this just to make sure everything is working

#

okay that seems to have fixed my issue here

#

im having a new issue but i think its something separate

#

thank you so much

turbid fern
#

What an odd quirk. Glad you all figured it out!

sleek saddle
shy quartz
#

what im curious about is

#

i got it to build like two or three times with the multiple scenes no problem

#

how tf did i do that

#

okay, so im not entirely sure what the problem was, but im going to go ahead and say this here in case anybody has the same issue. i did have to split the mod up. some kind of null exception was happening causing my game to be stuck on displaying the seed.

shy quartz
shy quartz
#

okay, so, my next question is about water. i know this has been addressed here: #1199473521265475745 message but either things have changed since then or i dont understand the directions or something. the third point nomnom mentions i cannot follow as the lc project patcher does not have a runtime/water folder.

crystal kraken
#

Okay so peeps! If you ever find yourself in this situation -> delete the model you wanted to use. I'm still trying to figure out if I can somehow use it, but the issue has something to do with the model. You won't be able to build the assetbundle. You can uninstall unity and reinstall it, IT WONT FIX IT. If I do find out how to fix the issue AND use the model i want, i'll inform you peeps. For now i think this is an important info for anyone who could face the same thing later on...

( Moving Temp/unitystream.unity3d ) - just added this if anyone tries to search for it later

sleek saddle
#

It’s nothing to do with models

crystal kraken
#

When i deleted the model and everything the was with it that i prepped up i could build the bundle again. Found the solution on a japanese forum (i dont actually speak it lol) on that page they showed the issue with a 2D sprite -> so I reimported my model, changed the material with a force apply on the prefab and now i have my model too ^^

unborn marsh
#

yo, how do i make the terrain itself? I've been following the tutorial, but as you said in it, you didnt clarify how to make the terrain.

#

im kinda new in unity tho and i havent used any terrain tools

turbid fern
# unborn marsh yo, how do i make the terrain itself? I've been following the tutorial, but as y...

I used Unity’s built in system. Over on the Hierarchy tab where all your scene’s objects are, right click and then 3D Object > Terrain. That’ll give you a blank terrain. I think I set its position to -500 -100 (roughly) -500 and that should center it well below the ship. With the terrain selected, you should have terrain options visible on the Inspector tab. I select the “paint terrain” button and then set the drop down menu below it to “set height”. Set the “height” field to about 100 and then with just one terrain tile either of the flatten buttons (this is to set the thickness of the terrain if you will. You can’t lower terrain below its bottom, only raise it so if you want dips this is how to work around that. Its bottom is technically at -100 while the surface is at 0 now, so you can add dips that extend down into the negatives if that makes sense).

The other options in that drop down are pretty self explanatory and have instructions. “Paint texture” and then “edit terrain layers” > “add terrain layer” allows you to add what it looks like and you can pick from some vanilla ones, though I don’t think grass and sand were in there and I had to recreate them on my own (I can share how if you’d like).

In the “terrain settings” (right-most of the things like “paint terrain”) there’s a few things you need to do. “Draw instanced” should be checked and at the bottom for “rendering layer mask” make sure you have layer 0, 8, 10 selected (quicksand for instance exists on one of those layers).

There’s a lot of text there I know, and probably some more details I didn’t cover. I myself don’t know what everything is but I can try to help more if you want it.

grave lodge
#

Neverrrr mind T-T

#

this is so strange

unborn marsh
#

i just need to do trees and spawns and its finished!

turbid fern
glass forge
#

So what is the easiest way to update your Unity project files to v55 without breaking your moon? Or is creating a new project and importing the old one really the best way?

crystal kraken
#

Time to assemble the minds of the mooners

valid umbra
#

dont bother doing it now

#

wait for the beta to finish

glass forge
#

That's fair, though the question still stands

valid umbra
#

i can probably give an answer when i update mine in full release

green spear
#

now im really confused

#

how do i set up enemy curves properly?

#

like, im really having troubles to set things up correct

#

im not really interested in wasting 4+ hours just to make enemies spawn just fine

turbid fern
# green spear how do i set up enemy curves properly?

I’d have to look again to be certain but I’m pretty sure I usually copy/paste from a vanilla level and then alter it. I think they run from 0-1 along the horizontal axis. 0 is start of day, 1 is end. Vertically is how many enemies spawn, but there is another variable to account for (I think it’s called enemy spawn range?) that I believe means that it can offset from the curve by that amount. Example: if you set the variable to 2, at a point on your curve that has 2 as the vertical unit the spawns can be randomly between 0-4. As far as editing the curve itself, I think you can just right click along the curve and it’ll bring up something that allows you to add a key, which is a point at that place on the curve. You can then drag said point around to reshape or I believe right click to manually enter exact values.

It takes some tinkering to figure out, but I don’t think it should take 4+ hours.

green spear
#

Honestly

#

For me

#

Lc code is a spaghetti

#

And there is a lot of undocumented stuff that does opposite to what I assume based on its name

#

So

#

This helps a lot at this point

rain hemlock
#

looking for some help if possible. I followed the video tutorial as well as the comments added below, and I am running into an issue. Whenever I go into the game (loaded with thunderstore, all of the described mods from the video, the mods mentioned by OP in the comments, plus the LethalBundles folder created from the Unity project in the plugins folder of the thunderstore profile which would contain the moon I wish to add) I can see the name of the moon in the terminal, but the game hangs at the random seed shown below (left).

Also below is the error I receive in the BepInEx console window (right).

If anybody has any suggestions, I'd greatly appreciate it!

smoky storm
#

Hey, I was working in the moon and in the terminal, the custom moon doesn't appear, what do I do? Do I need to complete the terminal route override settings?

rain hemlock
buoyant flare
#

Hi! i reimported my old LC using lethal level loader recently and noticed that the file size is 80 times larger than what it was with lethal expansion. Can I just remove these assets that are already in the game? Or do I have to manually figure out which ones i happen to use in the scene and remove the rest?

sour pier
#

cant land ship on my moon

#

nvm fixed it

sour pier
#

how do i make it so there can be holes on moons?

#

when I go in game

#

they are still covered lol

turbid fern
# sour pier how do i make it so there can be holes on moons?

Could you elaborate on what you mean by “holes”? There’s some tool in the terrain stuff like raise/lower that puts a hole in the terrain object I think, but haven’t used it. Are you trying to use that and the terrain is regenerating for some reason in game?

turbid fern
# crystal kraken uhh maybe quicksand?

If it is quicksand, there was some setting in the terrain for what layers it renders and I had to add one for quicksand to show, but I don’t remember off the top of my head. I don’t have access to my laptop so can’t check currently. You also don’t sink in quicksand if it’s on terrain that’s been tagged a certain way from what I can tell (like “concrete”).

sour pier
#

I use the unity terrain tools to put a hole

#

but then in game it regenerates

turbid fern
# sour pier but then in game it regenerates

Oh. That’s odd. I haven’t messed with it yet so unfortunately I don’t have any tips. I have a moon idea that might use it though, so I hope there’s some way to do it.

sour pier
#

im trying to make a cave here

#

looks fine in editor

#

in game, it is covered by the terrain

turbid fern
# sour pier looks fine in editor

Just because I can’t think of a logical reason for this, I want to make sure, you have saved the scene, built the assetbundle, and moved that bundle into your mod or whatever for testing, right? Because a few times I think I’ve made a change and saved it, built the updated bundle again, but didn’t move it into my testing mod so the changes wouldn’t show in-game.

sour pier
#

So im trying to place down cubes inside terrain, and there isnt any collision witht hem

turbid fern
sour pier
#

im probably just not gonna do the cave system lol

#

how do I fix this boxy texture

#

when trying to paint terrain

old cobalt
#

anyone active rn? i'm trying to start modding by making a moon

#

i have zero experience with unity or programming

#

or any of this stuff

crystal kraken
#

You should watch the video that Starlancer aka Audioknight made

#

Its a bit outdated but its still good for starters

old cobalt
#

Also I'm currently following the tutorial

sour pier
turbid fern
# old cobalt How outdated?

I don’t know exactly, but I think he’s been putting stuff in the comments as things update. Not sure if he still does though. Like, I know the most recent version of the game has a mold attraction point on each moon and I don’t know if he covers that, but you can look at vanilla scenes as well and just see what’s there.

sour pier
turbid fern
# sour pier how do I fix this boxy texture

Not sure why the collision issue you were experiencing would be a thing. Could they be tagged weirdly or on an odd layer? In regards to the texture painting boxy, I think it kind of always will but you might be able to adjust the brush opacity or see if there’s some settings in the terrain stuff for it. I can’t remember but I remember having to Google for it.

sour pier
#

I’m close to finishing that moon, all I need to do is make the read me which I’m to lazy, thx for the help to mate appreciate it

sour pier
old cobalt
#

whys it called mold

turbid fern
turbid fern
# old cobalt whys it called mold

I haven’t been able to play the newest version yet but from my understanding there’s some mold-like bushes that start to spread (like mold) on moons you visit frequently (or just in general over time?). Eventually that fox spawns from them.

sour pier
#

for some reason I cant build my bundle

#

there is an error

#

if I change the fodler same error

#

just to that folder

shy quartz
#

yeah okay, i had this issue too, do you have multiple scenes in your mod?

sour pier
shy quartz
#

yeah, apparently its a unity bug or something, cant build the mod with multiple scenes in it so you need to split your mod up if you want to do that

shy quartz
#

then ah, i dont know

sour pier
#

alr thx for the help tho

#

I did tried copying the fog trigger from rend

#

issue happened after that

#

but even if I removed that it still breaks

#

ok I deleted that file

#

seems to be working fine

sour pier
#

im having trouble uploading images

#

here are my images

#

onto thunderstore btw

old cobalt
#

tutorial

#

my end

#

i dont have the same textures

#

why?

#

and why does everything look like this

#

but the tutorial looks like this

turbid fern
# old cobalt i dont have the same textures

Yeah, for some reason I can only assume Zeekerss deleted those terrain layers from the vanilla game and that’s why they don’t port. The textures are still there but you have to make the terrain layer yourself. I don’t know exactly how to make the one from the tutorial, but I think I recreated a grass and sand one like what vanilla levels use.

old cobalt
#

i cant find any grass textures or anything anywhere

turbid fern
turbid fern
old cobalt
#

is anyone up?

#

i have no idea how to actually test the mod in game outside unity editor

#

the starlancer tutorial doesnt show how to actually get the test moon into the real game

#

so now i'm just left here having zero clue what to do next

old cobalt
#

i figured it out

#

checked the comments

#

someone else had the same questions

crystal kraken
# sour pier Eh not really

Its outdated cuz LLL has now ExtendedMod where you would put your ExtendedLevel and everything else you’d make

#

Such as ExtendedItems if you have scraps

#

These need Level Matching Properties

#

And ContentTag

valid umbra
#

it also uses teh wrong unity patcher

#

pretty outdated lol

old cobalt
#

i have a working moon now :3333

#

does anyone wanna test it with me tomorrow?

#

well

#

later today

#

i stayed up until 8:30 am working on it

old cobalt
#

nevermind

#

9am

#

i'm still working on it

turbid fern
# old cobalt so how do you go about creating them?

Create a terrain layer somewhere in your project (In my case I have everything in the Mods folder, then I have subfolders assets -> materials for terrain layers and things). Fill out the stuff like I have and that should be the grass one. I set the alpha min and max to 0. I think that's how much light can reflect, so a max of 1 means 100% of the light that hits it reflects. I originally had that and the ground was really shiny. You can mess around with that stuff though. Once you have created your terrain layer, it should show up in the list of terrain layers that you asked about earlier.

crystal kraken
#

Got this error on one of my next moon and i have no clue why i cant land on it 🤷‍♂️

valid umbra
#

check the moons item list

#

or scrap list

sour pier
#

does anyone have a death plane I could borrow

crystal kraken
#

fixed it - got a scenenaming convention issue

turbid fern
outer pendant
valid umbra
cinder wasp
#

would it be possible to add a permanent rainy effect to my moon, no matter the weather?

outer pendant
#

Sure, use particle effects

cinder wasp
outer pendant
#

Ah, not sure then. There was an attempt at one point to use the MatchLocalPlayerPosition component or w/e it's called on a particle system to maximize performance while having a decent number of particles. If you can find how to disable the particle system upon entering the facility that could work.

fallow scroll
outer pendant
old cobalt
old cobalt
outer pendant
old cobalt
#

That's my biggest concern

#

Also thanks for that link :3

#

I had no idea where to find that

old cobalt
outer pendant
old cobalt
#

this is everything in the lethal bundles folder

#

just the two that are lethalbundle files?

outer pendant
#

Yep. Meta and Manifest files created by the asset bundler are only for use by Unity, all you need are your .lethalbundles

old cobalt
#

how do i add LLL as a dependecy?

#

also thank you so much for the personal help

#

i think i found out

outer pendant
old cobalt
#

ye :3

#

thanks for confirming

#

wuh

#

its literally not???

#

anyone have advice for thunderstore gaslighting me?

#

i figured it out

#

nevermind

#

fixed the formatting error and its still gaslighting me

#

this is gonna make me punch a hole in my monitor

#

its impossible to be user error

#

i tried copying someone elses manifest and it still just said

#

"nuh uh"

turbid fern
# old cobalt fixed the formatting error and its still gaslighting me

Maybe it’s a syntax error? Can we see it’s contents? Also, your file extension seems to say the type is “json source file” but the one from Starlancer is “json file”. Don’t know if that’s just a different name for the same thing or those are actually different file types.

#

Just saw your newest comment. By copying, was it the file or the text within?

old cobalt
#

i got it working by directly copying the actual file from another moon mod

#

that was annoying

#

thanks for helping

turbid fern
old cobalt
#

feels super cool having a mod i made public

crystal kraken
#

Gotta try it out tomorrow ^^ you should probably make a mod-release thread for it

old cobalt
#

i have no idea how to do that

turbid fern
# old cobalt feels super cool having a mod i made public

It is a cool feeling. The one image looks cool. At some point you might want to add a few more, and a post in the mod-release area like the other person mentioned might be a good idea. Then you can put a link to it in the README.

#

Ah, one of the channels is mod releases. I think you can just go there and create a post there.

crystal kraken
#

Yeah you just need to have a small info for what the mod is about and place the thunderstore link in there + add tags to the thread

cinder wasp
cinder wasp
#

if adding permanent rainy particles isn't possible, i guess the best i can do is replacing clear with rainy. will have to find a way to make quicksand not spawn because quicksand would suck on the moon.

sour pier
#

I want to make another moon but I just dont know to do tbh

sour pier
#

but then you cant do other weather conditions

cinder wasp
#

override weather only overrides clear

sour pier
#

yea

cinder wasp
#

so i can still have other weathers

sour pier
#

you can also make rain particlies and place down mud

#

idk how you could randomize the placment of the mud

#

I would look into that

#

and bam, makeshift rainy weather

cinder wasp
#

i'm not trying to remake rainy weather i'm trying to just have the rain effects

sour pier
#

so just get rain particlies, and mud

cinder wasp
#

i mean the particles

sour pier
#

oh then find a tutrioul on how to make rain

crystal kraken
#

You will need lethal toolbox for that

cinder wasp
crystal kraken
#

Oh you are not talking about the rainy weather but having a constant rain on the moon?

sour pier
#

hello would anyone know how to spawn in scraps on the moon surface?

#

or would I need to make my own script

#

I remember it was possible to do it, but it would take it from the interior spawns as well, but I dont mind doing that

sour pier
turbid fern
sleek saddle
#

people talking here can use #dev-moons now

sour pier
sour pier
outer pendant
#

I don't really get anything from people posting in this thread 🤭

sour pier
#

but yea I feel like people should move to the devolopment of moons, since its less hidden, and more people will see it

old cobalt
#

if i wanted to follow the tutorial, but use rend to keep the blizzard effect, what would i do differently?

outer pendant
#

I think Rend uses a local volumetric fog with the 3D Smoke texture for a scrolling effect

old cobalt
#

i dont really know what i'm looking for

#

to copy

sour pier
#

I will show it in devolopment moons

sour pier
sour pier
turbid fern
old cobalt
#

And mask maps

#

To create more unique textures

crystal kraken
#

Fun fact: That is also what zeekerss did for a material on the dropship ^^

outer raft
#

i may start making mods honestly i have nothing else to do

#

learn unity and blender so i can start modding

#

omg i specifically set unity to NOT install on my c drive but it did anyways

outer raft
#

i cant find thge template in the video'

old cobalt
#

That's why I started

outer raft
outer raft
old cobalt
#

same

#

until like 3 days ago

outer raft
#

im so overwhelmed already omg

turbid fern
# outer raft im so overwhelmed already omg

Don’t worry. It takes time but you do figure it out. I’m still not great but I definitely know more now than when I started. Plus, this is a good place to ask questions/get help.

outer raft
#

omg it takes so long to set up unity

sour pier