#Lethal Level Loader (Fixed)
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Nah
That’s a different debate
oh okay
The fact is that AC works with LLLFixed, and there are no game breaking issues and everything functions as it should
so no problems with AC and LLLFixed
oh sick okay
are there any KNOWN incompatibilties that AC has? like popular mods like MoreCompany, ShipLobby, etc etc
AC has a compatibility list on its wiki on thunderstore
Common sense applies, if AC does said thing, and other mod does the same or similar same thing, it’s kinda redundant
Unless you want to disable AC from doing said thing, so other mod can do the thing
@vague crest sorry for the ping but I’m really curious if I’m doing something wrong or just stupid
i think being wrong would entail being stupid, and vice versa
woops i meant set custom prices on any moon
as a host not mapper
a lot of moons feels over priced and it would be nice to have your own balancing
launch once with LLL, makes config, then remove LLL, LLLFixed uses config
Thank you
That’s so real
Did my config fix broke the config gen ? Didn't know that
Oh so I’m not stupid
Not implying that you’re stupid
But for now can I just use LLL to generate a config and then use that one?
I didn't tested every case, in fact, poeple are here for that lol
I love being a lab rat
I guess, but it's still a bit wierd, i don't remember that was a thing
I mean I can show you my modpack and that without LLL, LLLFixes does not generate a config on its own
Gimme
as long as the first config created ain't broken then it should be fine ig
Works fine if both LLL and LLLF are installed.
I have issues when I have both enabled
People keep claiming that causes issues, but I don't believe it because BepIn literally skips loading LLL at all due to LLLF being a newer version.
hey man, idk its weird
Using both LLL and LLLFixed I got interior desyncs, got rid of LLL played for 3 hours with 8 people, same desyncs never occurred
Was mostly talking about cfg generation.
of course
of course when i go to show my issue to the mod dev, it suddenly wants to gen a config for me
when it wasnt doing so in the past week
now i look stupid
I'm over here still getting horrible desyncs with LLL disabled 😭
Well gg Refract, it seems to want to work now, thank you for your help
that was a variable in your original question
Make sure everyone have the same mods (moons/interiors) installed, also check your logs, you have the list of every moons and interiors, make sure they are 100% identical
I account for my own error very much
Desync sounds cursed and I hope I continue not encountering it.
everyone is using the same profile code, doesn't that share configs too? I'm confused cause wouldn't that mean we're all on the exact same game
or should I do a clean wipe of the profile maybe?
and I've checked the lll config, no dupes
even my friends
i remember one time mirage was borked. so i just loaded another copy of the same exact modpack from code and it worked again.
same exact mods and config and somehow it fixed shit
In theory, yes, in fact, everyone have different hardware/os/os settings/network/game path, we figured out that someone had a missing mod on our side because a moon mod was corrupted for some reasons, the map didn't correctly downloaded but thunderstore and log didn't show any error, except that the map wasn't on the list, and that was causing some desync
For me it's the first thing to check
damn alright, I guess I wasn't really looking for an entirely missing moon when looking at their config. I'll check that later
Does the moons/dungeons config have to be in the exact same order or just as long as everything is in there it's fine?
They'll be exact same when sharing a profile.
I created a small backlog to list everything i have to fix that poeple are reporting me, so i do it when i have some times.
If you guys have anything else to report, go ahead, i didn't noted everything, for now i have weather desync, config gen, a setting to disable custom terminal and a feature/standalone mod to check for moons/interior list desync (a bit like modlist hash checker)
(my config gen started working
)
so i think it was a skill issue on my end
Are you talking about LLL config ?
yes
My only wish is something to ease integration of custom scrap/entities on custom moons. But that's far from being a fix or anything like that.
It doesn't cost anything to add it in the backlog, but i don't know if that's in the scope of this mod
I loaded up the lethal quantities web UI, got overwhelmed, and proceeded to play my pack without custom scrap lmfao
I will probably bother with that later, was not prepared for that amount of customization
With how things are going, who knows what the scope will be in the future. 
Is LLL fixed better than ALL
Yes
ALL doesn't need to exist in the first place. It's pointless.
How
ALL is just modified LLL by author of advanced company and its used with AC
It has no reason to exist really
They had disagreement and Potatoe concluded that LLL will no longer be compatible with AC, which is not the case. So he made his own version.
In a perfect world, there is only one mod that load levels and poeple create MR to enhance compatibility and fix bugs.
In a more perfect world, Zeekers add a mod API to the game so it handle that itself
What a dream
I kind of just wish AC hadn't come back to the Thunderstore, then we wouldn't have this whole mess
It should have just stayed gone.
but this is not a prefect world
LLL was never actually incompatible with AC btw, he’s known this for 11 days
That's what I said.
yes
i want to know if there’s any incompatibilities between LLL and LECore. i hadnt ran into any issues using both, but i just want to make sure. just wondering since they both add capability of adding custom moons and im lil worried of any potential conflicts.
o ok thanks for the clarification. i assume this is also the same case for scraps between LECore and LethalLib.
idrk about scrap
can lethal quantities configure for both LECore and LLL?
Thank you man
@vague crest aaaanyway, yesterday two of my friends had interior desyncs when latejoined. Any ideas how desyncs can be related to latejoin?
It stopped desyncing only when i rehosted
We're using lobbycontrol for latejoin
LobbyControl has had a lot of issues after you have more than 4 people with people seeing unknown names and such, so not surprised some desyncs there coild happen
Well, i can try to switch to shiplobby for sure, but isn't lobbycontrol originally a shiplobby fork
also, yeah, fun kind of desyncs
parts of correct dungeon was loaded
correct dugeon on host was scoopy's castle, and incorrect one was hospital
It's related to latejoin probably because the game wasn't made with latejoin in mind.
I know (which is very unfortunate design decision imo), but it's really annoying playing without latejoin. Also, that kind of desyncs never happened 2-3 weeks ago, i wonder what's changed
We took a big break of playing LC and playing just for 2 or 3 days, getting those weird desyncs
Worst case scenario
You as the host leave the lobby and remake it
Taking an extra 20 seconds mayne
Nope, it takes longer. If you play as host long enough - game refuse to go back into main menu by quit button, spamming with tons of errors instead
So i have to alt+f4, then restart game, wait for minute or two for it to load and rehost
That's another mods error 💀
I don't know, it was like that for me almost from day one
At least when i started using mods
Maybe it's morecompany-related, as i'm using it from day one
But who knows
I can't recall exact errors right now, but i remember that they was completely random and unrelated to any mod, judging by stack trace
What mods do you have?
In your list?
I know Celestial Tint caused it for me before
There's been some others as well but I've removed them since
Better Lobbies will 100% do it if you pair it with MoreCompany or LobbyControl
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
If you host one thing I immediately see
Removed LethalAPI_Terminal as it conflicts with MoreCompany and then use the latest preview build of LobbyControl from github as a manual import
Otherwise I don't see any mods that stand out, so it'll be trial and error of ones you've added recently before it started
I think LobbyControl can cause it itself sometimes actually
It always was like that, for months, but it's not always
Odd
If i play for short time - i can quit to menu just fine
But if i host for hours - it's 100% gonna be that bug
is the fix only made to work with LLL or every mod that loads assets on mode screen?
because surely LLL is not the only mod, out of hundreds of mods, that loads assets there right?
i have no idea what i'm talking about so correct me if i'm wrong
Current LLL loads stuff the tiniest bit later than most mods, to prevent the loading of such big files from making it take longer for the game window to open
so can the intro skipping issue happen with other mods or probably only LLL?
I know this is probably a frequent question but I can't find a straight answer from a quick scroll and I'm not sure I'm entirely understanding the mod description, but what exactly does this fork fix about LLL? The only mod I use with LLL as a dependency rn is WeatherTweaks and I'm just wondering if I should be concerned about any issues with the default version even without any interior/moon mods. I do have LECore, but again no interiors or moons, purely for scrap
Description and Changelog has all the info.
Can somebody tell me the best place to put the dungeon(interiors) at? Is where I have it the best place? I want all interiors including vanilla to have the same chance to spawn on every moon
it's your time to shine @steel vapor
yeah I @'ed you cuz of your doc of all the spawn chances for interiors
yes
Wacky, you do you
i just want all interiors for every vanilla moon
You asked like 2 things, do you want to know where dungeon fits best, or do you want even chance on all moons
You can do that in the interiors config itself
srry if I put you on the spot here, just thought I could recommend the setup you had since it was really well thought out 😭 @steel vapor
He’s not asking for places to put dungeon, he just wants even chances if I’m understanding correctly
I have little to no experience with the LLL config itself, but it looks like this should work, only think concerning me if the example line showing vowLevel, wondering if it accepts all values like this or specific moons have to have that formatting
yeah im confused on that as well
I mean it should work
it does work sort of
What’s the sort of
i get the facility a lot more than the other interiors. So im not sure if i need to add this Experimentation:75,Assurance:75,Vow:75,Offense:75,March:75,Rend:75,Dine:75,Titan:75 to other lines also
or if its just bad RNG constantly
Unfortunately you cannot lower default interior chances with LLL, just make every interior have a weight of 300 if you want them all equal chance
I just really don’t see why you would configure weights in LLL rather than the interior mods themselves
Because some interior mods have non-functional configs. Plus if you do them all in the LLL config, all of your changes are in one place
That why I did it anyway
Curious which interiors are you speaking of
yes! clean and tidy lol
plus you cant config the vanilla interiors normally
Works fine for me without lll
I am also curious, I haven't ran into individual config issues with interiors
im using office, poolrooms, hospital
You’re eons late my guy
I don't remember which ones, but when I set all mine up, the list function didn't work
like setting individual weights for moons
skill issue?
Idk
Nah I think it was Scoopy and Office
Probably didn't format them right
I have literally almost all the interior mods and weights work fine
This was weeks ago mind you
Those should work
Everything works now
In your case, I would set each of these weights to 300
Delete original configuration and let lllfixed generate a new one
ok i got it now lol
i did a fresh config and set my stuff for all the interiors in the LLL config again
now i get the vanilla mansion and the modded interiors on moons like experimentation
i got mansion, office, facility on those 3 test runs
With 7 interiors set to 80 all of it works good
anyone tried adjusting these values for modded dungeons?
i don't really understand how it supposed to work
i want, for example, shrink size of some modded dungeons, cause many of them are way too big, making it impossible to find loot
there is a bug with ether @vague crest
LLL config does not work with it, i think cuz it has a strange internal name Ether - (Downtown)
if you enable content configuration it will completely break the moons catalogue and you cant even enter the command
price is also not reflected correctly if you try to preview it from the catalogue, it will stay at 0 even tho it costs 400 when trying to route
you can change the price with LethalQuantities but previewing the price will still not work
the price is reflected properly in ALL but i do not want to touch AC
is it recommended to disable LLL when LLLfixed is installed
wait but
does the config still work or?
For me seems like having content configuration on for ANY Lethal Expansion based moon will cause the "moons" command to not work.
ALL might fix this
I can’t confirm as I haven’t tried it myself, but I know it patched a few LE issues
But you give up the stability of LLLFixed
As ALL doesn’t have the desync fixes LLLFixed has
and afaik doesn’t fix the config issue?
this is a LE issue, there is no world in which ALL even dreams of fixing this
I gave up on LE moons, because too much bugs with LLL and LEC together
yea im kinda thinking on giving up on em too
after wesley ports his moons the main reason to continue using LE will be gone
LE moons are good, but just by themselves, if you add LLL or LEC, just forget about playing the game without crashing
yea, it's quite random but it can cause things to break if both are enabled
yeah 😭
i want wesley's moons and kast to become LLL ;-;
Soon, LLL is slowly taking over, we just wait
the LLL port is coming after he takes a break, whenever that is
kast isn't yet cuz the maker is very busy tho :c
also cuz no proper documentation
unless that changed and i didnt know
Wesley is LEC now, so I'm fine with that, Wesley moons, LLL interiors 😄
can you not just play LE moons through LEC? i haven't really used either so i don't know how it works
you can play old LE moons using LEC
oh yeah, LEC is outdated isn't it
i don't know about new LE moons (because they don't exist)
LEC uses an old version of LE yea (and thank goodness it does, else kast would be broken forever)
There’s been documentation for a bit now
i really would love to play wesley's moons but i just don't wanna bother with LEC because i'm stubborn
You’re good <3
🤝
You can, but some features will not work, I tried and the drop ship never came
i think the docs are incomplete, and considering the state of LLL they may never be completed
What do you know about LEC, that I don't, share the information 😄
Ahhh
I just know that there’s tutorials
So I assumed the documentation was finished
nothing really. i just have heard anecdotes of it breaking stuff and i don't want the headache of starting a session only to have to pause and troubleshoot, sucks all the fun out of the game for me
i may eventually cave
using LEC + LLL normally should only break the config
so you won't be able to use the config to setup the moons
that should be it
is that so 👀
I use LLL and LEC too, modpak with 112 mods, it's all kinda stable for now, I use some LE moons with LEC, but the drop ship is not coming, not a big deal for me 😄
would it be possible to fix content configuration disabling custom LE scrap?
Yep, for me it worked
not for me
What is the problem you got
if i enable content configuration in the LLL config for an LE moon, all custom scrap on that moon vanishes
I was having problem where all the scrap everywhere was only LE moon scrap, so I just disabled the LE moon scrap and everything was fine, maybe is something similar
well disabling all LE moon scrap is the opposite of what i want
I don't think there is a way for now to get LLL and LE going well, sadly

be happy, enabling content config for LE moons should normally softlock your game when loading said moon
If he is solo, it's kinda fine 😄
even solo
I guess I got lucky too, until my friend joined and after the first map, his whole PC just soft lock, he couldn't even use his mouse, until I stopped the server
but did the magic formula work for em (ctrl alt del)
and I must say the forbidden, but just to be good citizen, AC with Advanced Level Leader, fixes some compatibility issues with LE, but you don't have the fixes of LLL fixed, so the choice is yours
Yeah I assume with LE/LEC moons it's not being able to edit them? or use the LLL config? (I use the fixed version)
And I want to add custom monsters and items to other moons
I guess with AC one you can, didn't test it tho
but what about the OG LLL?
I assume I have to use the AC ver? (if so I want fixes for it)
Like is there issues with desyncing and stuff for the AC LLL?
Yes, still got those
damn
Or just use AC 1.1.3 for one part and LLL fixed for the other
OH okay
Ah nice
I’d only really recommend 1.1.1 or the most recent (1.1.14)
Why 1.1.1
Most stable version before all of the drama went down— some people don’t want to use newer versions.
But the fixes of 1.1.2 and 1.1.3 😄🥲
A bug with loading levels that was introduced in 1.1.2 wasn’t fixed until 1.1.9
iirc you shouldn't use 1.1.3
1.1.3 is fine, it’s 1.1.4 that isn’t recommended
I see
Unless there’s stuff in it that isn’t mentioned in the changelog
I’m not sure what the bug is so I can’t give any info on it unfortunately
But yeah I’d avoid 1.1.4-1.1.10
So I’d say 1.1.1 or 1.1.13/1.1.14
Thank you man
And any version of LLL should be compatible with those three versions
I don’t know for sure if ALL is compatible with 1.1.1, but I don’t see why it wouldn’t be
But LLLFixed is prob your best bet regardless
I think so too
Officially supported + fixes several big bugs
For context, ALL is not supported by IAmBatby
As it was made against his wishes and without his permission
Whereas LLLFixed is basically the official ‘successor’ for the lack of a better way to put it, and has Batby’s support. Its changes will be added into LLL if/when it has its next update
I'd say don't use AC
If I have anything wrong here please correct me
That’s also an option— if you don’t want to use AC I’d personally recommend MoreCompany as a replacement lobby/cosmetic mod
From what I know, it’s the best alternative for lobby stuff and I think the only other way to get cosmetics
Mainly I'm using AC so I can edit or use LLL
I’m like 90% sure LLL works with MoreCompany
It does, I use it all the time
And I think people are starting to use LethalQuantities as a replacement for those aspects of AC?
From what I’ve heard, AC is a lot more accessible atm
But I think Quantities can go more in depth
I just use CoilHeadSettings and MEOF for now to adjust masked and Coil Head stuff
I haven’t used Quantities yet so I can’t speak for it
I can't be bothered to learn stuff like Lethal Quantities, LethalEditior, etc
I'll wait for ProfX's alternative for the AC stuff to come out
Only reason I use AC is due to the control over spawns and such— having uneven things across moons would drive my OCD mad
yea
I'm gonna use AC for now on
and from what I know Quantities can take a bit to get everything set up
I only ever used it to adjust masked enemies and coil heads
I loved Masked sm
any advice or way to have normal 4 slots?
I'd use it as a temporary solution, the dev is unstable and I wouldn't consider him trustworthy
yea k gonna keep my old modpack just to be safe as well
Yeah, that’s why I recommended 1.1.1 as an alternative
It’s pretty stable and doesn’t have any weird stuff going on
so use 1.1.1 AC then?
like get rid of the gear slots?
It’s totally up to your preference
1.1.3 has Application.Quit for the watermark remover
Oh really? I thought that was 1.1.4
So yeah 1.1.1 or 1.1.13/1.1.14
No reason to really use any version other than those three
Well except 1.1.2 if you don’t mind risking whatever the bug is
xd
oh hey btw-
does AC touch turret AI btw?
It shouldn’t, no
Although we should move to a diff channel if you have more AC questions not related to LLL
ah okay I'm able to use a old version of fair AI then
got it
@vague crest LLL had a problem where the eject command in the terminal doesnt work, whenever you try to eject itll go through the confirmation, but when you confirm it, it just goes to the moon page, is there any way youre able to fix that? It would be much appreciated
Added to backlog
do u also use AdvancedLevelLoader?
At the same time?
No
You can choose whatever you want to use
because me and my fds just facing a weather desync problem on map, then i installed LLLfix, the problem still here, until i install ALL
i dunno is ALL fix that or not
LECore yes
Yeah there’s some compatibility issues with LE/LECore that ALL fixes
So that’s why
so i can just delete LLLfix? cause i dunt want my modlist goes too long
If you aren’t using it, yes
I personally use WeatherTweaks, my group haven't had weather desyncs for a while
i use that also at first, but as my modlist getting bigger, i need AC to reduce the number of mods
weathertweaks help prevent weather desyncs?
I'll tell you a secret, mod count doesn't matter so long as they're all optimized and AC certainly is not optimized lol
I have a pack of 100 mods right now and the game runs rock solid smooth and stable
i know, i just concerning the in game loading speed
Ah, if you add AsyncLoggers that will take a good chunk off of the game launch time, cus it makes logs no longer be used on the main thread
there are still difference when costumes in several mods or combining to 1
My game launches in about 35 seconds, it used to take over 1 minute
The reason it takes so long is cus BepinEx is loading stuff, you can see that if you use debug logs
what? seems a good mod
is that mean if i use Async, i will not have log generate any more?
AsyncLoggers is good all around, you'll get a huge performance benefit in game too
It'll still generate logs
Just not on the main game thread
So you get no performance loss from logging
oic
I think it does because it tweaks the weather to be on a weighted system rather than being completely random.
Do correct me if I'm wrong on this.
Sorry just one more question, me and my fds just having a sound dysnc problem. When one of us die, one player can here his voice. And mostly when we join game, 2 players will not able to hear each other. Im not sure thats because of LLL or not.
if you pair WeatherTweaks with normal LLL, to say the least
Eclipsed will almost always go back to Eclipsed
rather than using the weights that mrov put
but that's funny :c
You say that until you have a group where some people constantly complain about Eclipsed
XD
they always complain anyways
it's not complaining about weather that's gonna annoy me
Lol yeah moments that annoy me are ones like when Ruthie panicked and pulled the damn lever when everyone else was inside Rend XD
it even annoyed them haha
It was funny but everyone went "Wtf? Why?"
Do you have the MoreScreams mod ?
no
and i found sometimes one player's voice get stuck on ship
That's some wierd issues aha, do you have any mod that interact or change anything with the player voices ?
Here is my modlist
skin walker, and little company i think
I dont see LLLFixed on here? Unless I'm blind, but I don't think the sound desync problem relates to any LLL
So should I disable LLL when using this? And do I regenerate my config and use lethal quantities instead?
No.
Alright
It doesn't matter.
notez is using ALL thats why no LLL/LLLFixed
oh i just deleted it. but as u said it may because of mod affect voice
I don’t know what doesn’t matter
From the logs, i can tell you that there was LLLFixed installed
Doesn't matter if you disable it or not.
Ah i see
I see thank you
Just wanna say thanks for this tip, probably decreased my load times by about 20%
@opaque steeple Some poeple reported that it was more stable when disabled
interesting
Vodoo magic indeed
some people have reported that disabling LLL has fixed some issues for them tho
And I’m assuming I have to regenerate my LLL config since it’s full of duplicates?
[Warning: BepInEx] Skipping [LethalLevelLoader 1.1.0.6] because a newer version exists (LethalLevelLoader 2.0.0.1)
I had no difference here with my group
Some people also use PerformanceEnhancer thinking it actually improves performance.
is that useful?
...
thats not really comparable tho. they use performanceenhancer thinking it does that, placebo. but if disabling LLL makes their issues go away, then what can i say. 🤷♂️
@split igloo https://thunderstore.io/c/lethal-company/p/KodiCraft/TermSpeak/ This mod make me wonder
You can use walkie on terminal in vanilla LC, with 0 mods.
what? i cant
i have to exit terminal
Hold it in your hand when you enter terminal.
You have to be holding the walkie what you enter the terminal
Also you have WalkieUse
then click to talk
Ah nvm
oh, mindblow
walkieuse also cause that bug?
ok, thx a lot!!
Perhaps? @vague crest
i'm not sure about the stability of SkinWalkers tho, also you have a lot of issues with the AutoTranslator assembly of Unity for some reasons
I thinks that this mod is supposed to fix the duplication issue and save it
I would like to say no
Skinwalkers gives me semi-regular errors but the game runs fine 🤷♂️
ic, thx a lot! i believe termspeak is the reason of bug, last time my fd also have issue with it
u should use mirage over skinwalkers imo. just a recommendation. same voice is synced for everyone.
might give that a go, thanks 🙂
I don't really like dev mods that just leave it like that, it's like making a dish and half cooking every ingredients
I mean, a if condition, a try catch, can solve the issue 95% of the times
It annoys the shit out of me too 😅
Will probably go with mirage just to get rid of the errors LOL
mirage also do the same thing as skinwalker? i thought it only turns dead body to masked
its configurable
ok ill go with mirage then
mirage will make everyone hear the same voice recording. also the masks will use the same voices as the person they're copying.
if u dont want masks to dopplegang players, u can turn that off too.
thats good, skinwalker cannot sync the voice
MEOF is still good if you wanna control masked spawns btw and it has a compat option for Mirage
But Mirage is definitely better than Skinwalkers for sure
i got that glitch in vanilla on my first round in lethal company
I’ve had that happen when someone incorrectly updated a modpack
i could also hear the dead
Same
it syncs the weathers completely separately from vanilla logic, so yes
ok ill check it out
hi, ive installed acyncloggers but the launch game speed still about 1min, I only have 80 mods, do u know why?
@vague crest probably won't implement your code directly but I assume you have no issue with an LLL update making this mod redundant, yes? Chill to credit you for your research and release while the situation was ongoing ofc
Because whatever makes your game take longer to load is unrelated to logs.
No problem, go ahead, chill
I will make this mod deprecated once you are done with the next update anyway, there is no reason for it to exist anymore after that :p
I'd say you two should work together on it if you both want to, might help with getting stuff done
I've never been open against contribution for LLL or anything
yeah just recommending if refract wants to put their changes here into LLL directly and maybe work on future stuff together
Forsure
would be cool to see collaboration on LLL to refine it
Generally I do prefer to re-implement ideas myself when I can just so I have a better understanding of what I'm cooking but that's not a hard no to direct PR's or anything. Usually "hey dumbass do x" does fortunately get the job done 9 times out of 10
@faint timber can attest to that lmao
mrov has also been dabbling in some weather stuff that i'll def get vibe checked for my implemention
my implementation is very much incomplete as of now
i dont know why i knew i didnt have to tag you
but I have some ideas that I think would be very beneficial to implement
I just don't have a life outside of here lmaoo
truing
yeah weather stuff probably just needs realistic usecases to stresstest it
same w/ initial dungeon stuff
lowkey want to hold off on it because im really hoping it might be reworked in v50 but
probably soon enough to where i dont mind waiting a littleee bit
i really like how AC handled all of items properties (https://github.com/FluffyFishGames/AdvancedCompany/blob/main/Game/Manager/Items.cs), but it only worked by overwriting all other mods' references to basegame
which is not feasible to do, realistically
What aspects of it?
i mean - i just assume that based on your desire to make everything as vanilla-ish as possible
i liked it's configurability and them abstracting all of different things that were scattered throughout the game (there's not a "all terminal nodes list" anywhere lol) into a singular place with clean properties
so instead of doing some crazy things to get unlockables price it was instead a property of unlockable
not a property of a terminal node that had the same id as unlockable in a different place
and i think doing this to the weather-related data will bring big benefits to the maintability and extensibility of the system
Oh yeah that kind of stuff would already be planned for ExtendedItem
I already do something like that for ExtendedLevel's routePrice
@solid stump https://github.com/IAmBatby/LethalLevelLoader/blob/a0b7ab6ff03b24983a780fbfa44c69215c15df4f/LethalLevelLoader/Components/ExtendedLevel.cs#L24
it's slightly jank but something like this?
so you're creating the abstraction layer on top of the base-game spaghetti to handle all the moving pieces?
more or less
similar vibes in these two
https://github.com/IAmBatby/LethalLevelLoader/blob/main/LethalLevelLoader/General/Content.cs
nice
i mean - i'm doing the same stuff something similar with abstracting my internal types and interacting with the game (but worse): https://github.com/AndreyMrovol/LethalWeatherTweaks/blob/acc4b27b9066e02edb51548c332d49d1bf629cfb/WeatherTweaks/GameInteraction.cs#L14
the only thing that fixed the vanilla weather desync is not using vanilla system lol
but what i'd ideally do is combine all things that a weatherType can change (effect, variables, multipliers etc.) and package them in a single class
because that's so much easier to deal with
had thoughts about fixing up the item spawning system since it's pretty borked and noone does much with it subsequently
does every tile have some predefined spots that items can spawn in?
because the vanilla system is too predictable imo
yeah, the dungeon has nodes that items try to spawn either in a radius of or directly on top of
and each node has data determining what item can spawn at a given location
(im open to feedback)
but the underlying code checks the spawn data objects' hash directly instead of the string contained in it so if you try to set them up as you'd expect in a decomp it won't work since it'll put a different asset item in the bundle that when compared don't match
(this is me on hopium) i should have my weather type abstraction ready (or at least planned) sometime during the weekend - i'm in the process of making it work in the first place, i'm also looking into getting a dependency on MeteoMultiplier for my custom/changing/combined weathers and so on
so ideally it's gonna include all of that in some way
and i know that LLL has it's own setting in regards to multiplying dungeon sizes/scrap amounts
yipeeee
👀
so you're gonna have a way to attach custom effectObjects and hook them inside of the game?
Cool
The proof of concept is just a abstraction layer/wrapper like the ExtendedLevel yeah. But because of how hardcoded basegame weather is it’s going to be abit more jank. Because you set that basegame enum as the default WeatherEffect setting then you’d run your custom stuff ontop
Eg 99% of custom weather effects would just use None
The reason I do it like this is similar to ExtendedLevel and ExtendedDungeonFlow, I’m going to make ExtendedWeatherEffects for all of the vanilla weathers too, and then modify the selection of the random weather rolls to use ExtendedWeatherEffects instead, which will consider the vanilla and custom weathers as equal content
it took me a week to see that AudioReverbTrigger disabled weather effects 😆
The fortune side effect to this is also like, if you want to make an iteration of say Stormy Weather, instead of having the enum set to None just change it to Stormy and it’ll pass all the vanilla checks for the enum
yeah, exactly
will u also do a perk system like AC? the main reason that i keep AC is its perk system is the best nowadays
no
imo it's way outside the scope of a asset loader ^
Agreed
Lethal Modularity will do that once the appropriate module gets finished
#1211826320472932392 message
I don't thinks my fork is very clean, i did that to get a fast fix and i learned the base game code "on the job" since it was my first mod for this game and also it was never intended to replace the original mod in the first place.
I thinks i'm a solo guy when it comes to dev, and i thinks you are the same kind of person, i wouldn't like to see someone send a PR with 50% of the files modified on a personal project, mainly because it's 'personal' and that make you lose half the knowledge of your own code.
If i debug a bug like this in the future, now that i know you a bit more, i may probably make a small PR so you can review it and either merge it or implement it yourself, for now i thinks i want to try to make a small compatibility mod that works like ModlistHashChecker that check for host/client desyncs on weather/moons/scrap etc.. (like we talked the last time)
On a side note : You should clean your .csproj while you are at it, you can check the one in my fork if you want
Perks system is a niche that hasn't been filled very well so I imagine someone will come along with a good implementation. LethalProgression is sort of the only one I can think of and it's lacking imo, but it works for now
Hello!
So I have a question about this mod
Can you control what spawns outdoors and indoors?
Tried looking at LLL config?
I don't know what does/doesn't work though, or with which combination of mods.
Ah
When I tried Lethal Progression Patch, I (the host) would always get stuck dropping items and not being able to pick anything else up ://
I found this sort of issue when I had ReservedSlots and I had bought extra slots with LethalProgression. They don't work together, but ReservedSlots recently added a way to buy new slots
ive seen a lot of people talk about the patch version specifically being extremely unstable
Is there any incompatibility with Lethal Level Loader and whatever other mods are used to create custom moons aside from LLL?
No.
Can confirm, the patched lethal progression is causing issues with dropping items in the ship as host, it even carried over to a client for some reason
Late response but heard chef
I'm trying to mess with the editor in LLL(fixed) but so far it keeps crashing and leaving stuck in loading seed-
Hi everyone, I have another bug when using LLL to change moons' config. I'm trying to land on moon Fission-C and stuck on loading random seed.
and also a bug, when i try to close the game and restart a room, the price of moon goes back to normal
to fix this, delete the LLL config (it breaks sometimes if you add/remove any moon)
tried, still cant, even the original LLL config have this problem
and i didnt add or remove any moon
I install wesley's moons before using LLL to change config
Any chance you’re using two mods that set the cost to be different numbers?
no
Do you have original LLL uninstalled
no, should I?
Honestly dk :P but I know there have been issues before with og LLL not fully getting disabled
in my situation it is impossible not to use og LLL because im in modpack and when u download interior it will install back automatically
Oh interesting
Didn’t know
Can you dm me a dependencies list?
Settings —> search “dependencies”?
fix the desync problem that LLL did
it still happens btw
wait so should I use this mod over regular lll?
have both installed. Make sure to remove the old LLL config
grazie
Does this mod cause any lag issues?
When I played with it solo I didnt have any issues but when I put it in my modpack and played with friends, we had some lag issues
keep it disabled
You can keep both on. LLL isn't loaded by BepIn anyway when LLLF is present.
you have to disable LLL when using it or it may cause lag
I've never had lag, LLLFixed disables normal LLL
Lag is likely from something else
sometimes having both enabled spams logs and causes lag for some reason
had that happen once before too
Ah well
You should be using AsyncLoggers anyways
That gets rid of lag from logging
yeah that was before asyncloggers
I never have had any log spam from using them together tbh
Is there any reason to not use both?
You'll get conflicting opinions.
what is the outcome of conflict? will the game crash or cannot join game?
oic😂
[Error : Unity Log] Scene 'schoolscene' couldn't be loaded because it has not been added to the build settings scenes in build list.
I am getting this error with your mod and it just tell waiting for the ship to land @crisp kite
and it doing that for all the map
try to delete the map to see there still have problem or not, if no, which means is the map's problem
u mean vanilla map also?
all the map
i had to remove completly LethalLevelLoader to make it work
and it work so the problem is LLL
no, LLL never cause the problem, the problem is on the map
one map ruin all maps
i remove all the maps
and with LLL still in the modpack
and wowie it is not working
I just want to know if i can run this fork without lll
did u install LLLfix?
nope
==
Damn
of course there is problem u dunt fix it
Im starting to think my lag issues were caused by the newer csync, not this mod
I ended up unnistalling like 10 different not related mods
And i havent tested it with other people yet
you didn't suppose to need LLL Fixed
since yesterday i just use LLL and it was working
LLLFixed is a temporary fork to fix issues such as desyncs when routing, config duplication by unused entries and infinite loading, if you had none of these in the first place then you don't need this
But if im using lllfixed, do i have to use lll?
yeah that a good question cause yesterday my game was working well and now it doesn't because of LLL
No.
It's not loaded when LLLF is present.
Ty
has levelloader been fixed yet?
version incompatible with lethalexpansion, this causes an error when loading new moons, any solution?
Don't use moons that rely on lethalexpansion while using Lethal Level Loader because it's a known bug 😄
thx
, just use Lethal Expansion Core
Idk where people are getting their information from, LLL and LEC are perfectly compatible
No
but me and my friends still have the landing bug or joinning lobby at ship outside bug
And you’re using LLL and LEC?
yes
That could easily be an issue caused by another mod tbh
But idk
I also don’t use more company though
But I get no issues at all ever
this happens after we add wesley moon, and wesley moon use LEC
Which Wesley moon, cosmocos/polarus/one of the newer moons or something else?
Cause the two I listed are known to be buggy/take a really long time to load, and the newer ones could have any kind of problems
can you check the log because ive had similar issues in the past and it always showed a hint to the cause in the logs
LEC is better but not perfect with LLL (and is discontinued), hence why batby is focusing on le conversion
ill go find an example rq
Do you know any certain causes for issues with any moons because of those things
LLL and LEC
Combined?
mostly is gloom
That’s a new one, try another and it probably will work better
found one here it says custom death penalty is causing the issue if u read the log
@split igloo
(this is an example)
I've not really had any issues personally using LLLF +LE
Dynamic interior size is hella difficult to do so you can’t blame them, but if you want the errors to disappear you should disable that in the config
Well me neither
I think people are seeing a frozen screen before loading into a moon and thinking oh it’s the moons/LLLs/LEs fault
Yeah, as with everything else logs are the key
naur
What are the issues
Just wanted to note here, that for me, custom scraps using LECore, as well as ones that dont like AbandonedCompanyAssets dont spawn when using the LLL config, even with LLL disabled and just using LLLFixed
To get these to spawn in, i've had to use LQ
yeeeee
id suggest any le based scrap mod start looking into moving to LL
AbandonedCompanyAssets use LL, I'm actually unsure why LLL screws with these scrap specifically
its the oppisite i think
i dont mess with scrap
its just ll messes with scrap before me
which can cause issues
Might be, dunno who specifically that scrap mod though
for some reason non of custom scrap seems to work in LLL ?
127-Eve Large axle:94,V-type engine:80,Plastic fish:28,Metal sheet:83,Big bolt:89,Toy cube:18,Laser pointer:3,Bottles:67,Remote:16,Cookie mold pan:13,Toy robot:2,Magnifying glass:4,Stop sign:29,Tea kettle:24,Gold bar:4,Cash register:3,Clown horn:43,Airhorn:34,Candy:3,Red soda:2,Yield sign:8,Gift:24,Flask:42
Experimentation: Large axle:80,V-type engine:90,Plastic fish:12,Metal sheet:88,Laser pointer:4,Big bolt:80,Bottles:19,Ring:3,Steering wheel:32,Cookie mold pan:5,Egg beater:10,Jar of pickles:10,Dust pan:32,Airhorn:3,Clown horn:3,Cash register:3,Candy:2,Gold bar:1,Yield sign:6,Homemade flashbang:22,Gift:17,Flask:42,Old Book:6,Xiaomi:10,Wooden Chair:12,Cone:35,Magnet:35,Wooden Crate:35,Wooden Table:10,Armor:13,Car Key:7,Axe:13,Game Boy:10,Mario Glove:10,Marios Hat:10,Mario Painting:10,Marios Shoe:10,Marios Star:10,Poison Mushroom:10,Poltergust 3000:10,Redstone Torch:5,Cirno Fumo:30,Arson Plush:5,Cookie Fumo:1,Toimari Plush:4,Hamis Plush:0,Dirty Arson Plush:0,Maxwell:2,Glizzy:100,Revolver:10,Gremlin Can:6,Toy Hammer:10,Gnarpy Plush:3,Boink:12,Cup Noodle:8,Freddy Fast Bear?:7,Nokia 3310:15,Moai:8,Froggy Chair:18,Eevee Plush:13,Death Note:3,Uno Reverse Card:5,Weezer Guitar:6,Cat:13
thought it was because of this but it still dont seem to work i only get vanilla scrap on modded moons
do the user need to add the scrap manually ?
sadly yes
with most custom scrap mods
LL scrap will add support for LLL soon^TM
just use lethal quantities
LL scrap ?
custom scrap wont spawn on lll moons for some reason, is there a known fix for that?
#1193461151636398080 @zealous dock
Every time I load into the same save file, all my perks are still active except running shoes (I have to rebuy running shoes every time). Is this a bug or something I need to config?
Wrong thread?
sorry
Idk if its my scrap mods playing weirdly with this mod, brutal company minus, lethal quantities, or a weird mix of everything but i have been noticing a lot less scrap when i play with my modpack
Like ill see 3 keys in a row with like 1 actual scrap item
this is a LLL fork, not a moon/interior, you're on the wrong thread
oh sorry
any plans to update this fork for the new beta before v50 is finished?
wont be necessary cause all of this will just be added to LLL itself in its next update
i think batby is planning on waiting until v50 officially releases to release his update, which is why it would be nice to have a working version of LLL before then
i mean, it shouldnt take too long for zeekers to finish v50 plus batby works fast so they could just fix whatevers needed and upload it probably next day or day after
im sure theres other games to play while waiting got everything to be stable
its been fixed 😛
just cooking other stuff while i wait
3 houyz
though cause he added that disco ball afterwards i wouldnt be surprised if he added anything else
depends, nobody knows how long it's going to be in beta for. could be days, could be weeks
Two players in my group just got interior desync for the first time in forever, and it was happening consistently for those two players every moon, including for Bozoros which is only configured for Circus, has anyone else had this issue since they started using LLLFixed. Most recent mod updates were loaforcsSoundAPI & TerminalFormatter, no issues before those two updated but not sure if that would be related. Nothing in console log noticeable other than LLL reporting the wrong interior for the desynced players.
did they latejoin?
Sort of. One was there from the beginning but had to leave because they were getting us stuck in waiting to land (i.e. we were all moving and talking but they weren't and when they left, the ship was able to land, nothing notable shows up in their console log here). They rejoined when we were in space and then we were able to land. They did not have interior desync while we were on Expirementation. But then it got stuck during take off, same person had to leave again.
Then they rejoined again, and the last person also joined, and then they both had interior desync from that point on. The interiors they got were one index higher than correct interior (although theirs were indexed just the same earlier in the log). They got circusflow instead of castleflow. Then they got OfficeDungeonFlow instead of Mental Hospital. Then they got Mental Hospital instead of CircusFlow. Their logs also show the "Day" being one less than the host's log.
This was their log
anyone know if this works with LCOffice or Scarlet Devil Mansion?
yes it does\
but it is best to configure w/ lethal quantities
Hi, me and my friends got a problem:
when we create a game with some moons (Gordion Sect-0 and Minecraft Interiors) and Lethal Level Loader, whenever someone try to join the server, there's the grab: E bug and we're stuck with this screen. We also have Lethal Expansion and Minecraft Taiga moon but this one is perfectly working, and the bug happens even if we have LLL without LE.
Idk if there's another mod wich is incompatible with LLL or something else but that's really annoying and it would be very appreciate if someone can help us.
yo anybody know why when i play wesleys moons using LLL fixed or LLL, wesleys custom scrap doesnt spawn?
ik lol
im saying that when i use LEC core and LLL fixed i still get this issue
o
im having the same issue, has this been resolved?
what is this error [20:52:40.0920354] [Info : BepInEx] Loading [LethalLevelLoader 2.0.0.1]
[20:52:40.0955562] [Info :LethalLevelLoader] LethalLevelLoader(Fixed) loaded!!
[20:52:40.1832636] [Info :LethalLevelLoader] Transpiling GenerateNewLevelClientRpc
[20:52:40.2367025] [Error : HarmonyX] Failed to patch bool RoundManager::SpawnRandomDaytimeEnemy(UnityEngine.GameObject[] spawnPoints, float timeUpToCurrentHour): System.Exception: Cannot assign method return type System.Boolean to __result type UnityEngine.GameObject for method bool RoundManager::SpawnRandomDaytimeEnemy(UnityEngine.GameObject[] spawnPoints, float timeUpToCurrentHour)
at HarmonyLib.Public.Patching.HarmonyManipulator.EmitCallParameter (System.Reflection.MethodInfo patch, System.Boolean allowFirsParamPassthrough, Mono.Cecil.Cil.VariableDefinition& tmpObjectVar, System.Collections.Generic.List`1[HarmonyLib.Public.Patching.HarmonyManipulator+ArgumentBoxInfo]& tmpBoxVars) [0x00471] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0471
at HarmonyLib.Public.Patching.HarmonyManipulator.WritePostfixes (HarmonyLib.Internal.Util.ILEmitter+Label returnLabel) [0x001a5] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_01A5
at HarmonyLib.Public.Patching.HarmonyManipulator.WriteImpl () [0x00234] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0234
Main game is now on v50 and this doesn't work on v50
Will need to go to previous version or wait for the main LLL to update
When lll updates to v50 this mod will become obsolete
What is that reupload
Fraud detected?
Works with v50
looks incredibly sus to me
Especially with the source just linking to the main source code, might be worth diffing the decompiles
i want shotguns to be able to spawn in as scrap on a particular moon, what is their ingame name so that i can put them as a scrap?
i tried shotgun, didnt work
im gonna try double-barrel next
not at all, terminal still cannot use and game crash
Probably mod conflicts with your pack
worked fine for me
@vague crest any idea what they changed to make it work with v50? Cus they don't even link to their own source they just link yours which is really sus to me. I would much prefer if a version is gonna support v50 it'd be yours so the fake one can be taken down XD
Truly sus
yeah i don't see it
like i tried it just now
and you just can't go to the moons tab in the terminal
No idea what is this, it's not even forked from my repo
as much as i'd wanna assume it's a virus that i just installed and ran on my computer 3 times now
i have yet to have all of my important files encrypted with a threat that they'll be destroyed if i don't pay ransom
Checked the diff real quick, it just a fix of my fix, i assume it's ok to use (especially if it works in v50)
He just didn't take the time to add some changelog or info in the description of the mod
litteraly 30 secs
whatever
Well someone tested it it doesn't work, the game error spams after pulling the lever which
I'm not surprised
I'm literally playing with it rn and it works perfectly
Can you land the ship though?
yeah
Am I blessed or something? Why am I the one who always get things to work lol?
@vague crest What did they even change?
To make it work?
Cus it's still odd they didn't even link their source and just linked yours
😆
I'm gonna guess they removed the terminal code and recompiled?
I'm sure whatever they did you could just do an official update for your mod, I'd trust that more than the reuploaded one personally
Cus Batby is working hard on their 1.2.0 update for LLL atm
They changed some object casting types and i see some changes on mob spawn and terminal keywords changes
No idea why but having updated to v50 and tried out the ominous new LLL fork of a fork these moons are showing up on my moon catalogue
Yeah same
if you want them hidden you'll probably need to go into LLL's config and make them hidden
added in new update
v50
Artifice and Embrion are supposed to be hidden
Liquidation isn't even implemented
I think it softlocks if you try to land
you just can't
doesn't recognize the moon
Refract said that he looked at the code
Yeah but they didn't decompile it
And they said they assume it's safe, didn't confirm it
I rather wait
Unless they post the source or someone takes the time to completely decompile it there could be underlying issues and LLL's dll is huge lol
I'm glad it's working for some though
It seems to be a mixxed bag whether it works or not from what I'm seeing
Every interiors seems to work except SDM, which makes the game softlock on a black screen when launching a save
That might be due to the custom items it has
Could be, tho Shrimp from Office did seem to work
SDM?
ScarletDevilMansion
👍
o
thansk for testing!
huge
wait so LCOffice worked with it?
Well it didn't cause any issue when launching a save, I'll try to get inside the interior to see
I tried to hide Liquidation from the moon list and everything broke lol
No, sorry
zeekerss anti-tampering™️
aye it seems like modifying the LLL configs make the moon catalogue inaccessible
yeah exactly
not that big of a deal for me tho
aye, you got a list of mods that def work/ dont work?
ty!
weird dont see office in there
Because no one added it
aha
These interiors should all work except SDM
Had all of these enabled and they didn't cause any problems, tho I didnt land on all of them
oki, guess ill wait for the updates then
They should work
quick question
can you send your specific file?
no no
like the dll for the lethallevelloader you're using
not the profile code or the mod link
just the specific file
well i've tried it and it didn't work
so i wanna see if just taking the file you have
and local importing it
somehow works
i don't have og LLL
only that
just try it and see if it works
bc right now it looks like you're the only person who isn't having problems with it
it's literally the same thing as downloading it
You're probably having mods conflicting
I can vouch!
The fraudulent unlabeled scam likely LLLFixed indeed worked for v50 for me
However
I don’t trust that shit dawg
I tried Terminal Formatter, Rosie’s Moons,
Both worked on v50 with the sketch scam likely 100% a scam virus implanted in my c drive now LLLFixed
SDM has a lot of custom events and features
That’s probably understandable
What not understandable is some wizard making LLLFixed v50 compat, refusing to change literally a single word from the original LLLFixed, and then not even have any form of communication
Does anyone else experience going into the terminal and not be able to come back from it?
Ya once the v50 LLL update comes out for real, it should be quick to fix these issues
yes, that's kind of the big problem at the moment. batby is currently working on a v50 release of LLL which is currently not on Thunderstore and is very experimental. LLLFixed has this funny reupload that gets rid of that problem, but the original has the issue like the stable release of main.
Can't do nothing but twindle my fingers till then
Yeah it's why I don't trust it tbh
its kinda crazy that it just works
@static pivot
ah nice
I thought the (fixed) meant that it works already 😭 and im not gonna touch LLLFixed because it seems really shady
im just rather gonna wait until tommorow
Hmm, for me, it seems to work. But enemies no longer spawn on custom moons. Is this a known issue?
I'm judging by the fact that it's been here all day and no one took actions against it
Inside or outside? What moon?
outside
weird
mine spawn
try deleting your lll config, if that doesn't help it might be a conflict or a moon issue
eve, mantif, afliction(fot this one no enemy except the prespawned hoard bugs spawn)
I tried auralis and harloth, those two seemed to spawn just fine
I immediately snitched to the thunderstore janitors, their reasoning for not shooting it with a nuke is that “it’s a v50 port of the mod”
hmmm
its just lllbeta but uploaded to thunderstore
i swear the people that run the thunderstore are so bad sometimes lol
hardly ever care about people stealing and making lazy ports of other people's stuff
usually for clout
they're more just acting wnv they see smth/wnv smth gets reported
they do care but arent always active
So if this was just a port of the original LLL to v50, that means the abhorrent desyncing issues still occur right?
No this is just an upload of the v50 LLL beta by batby
So this is the version that fixes the desyncing?
I mean there is no way to stop copies from uploading
it is beta so it migth/will break other stuff
But they should delete it
Gonna lead to a lot of misunderstandings
<@&1184851104568201276>
what
same
this
@fallow goblet what is le consensus on this
Yuh you should remove asap
Before content creators start seeing this and thinking it’s a stable release
Even if its licensed for redistribution we bonk packages with confusingly close names or that impersonate the original
if you fork an open source project make it clearly distinct
i mean this isn't really a fork
what is it then? It looks like a fork
also don't just take a screenshot, link the package in question
I'll take a guess it's the experimental test version from https://discord.com/channels/1168655651455639582/1228961224126103632
it seems that the author is on this server also
seems like the person just took it from someone else and uploaded it when it wasn't ready
He just took Batby's unfinished work and published it
from what has been said it seems a direct upload of the beta version that batby is working on
I really really doubt they are different
this has happened to batby before
better safe than sorry.
where they just take his stuff that all of us rely on and reupload it
is there someone that can?
It is very scummy and not good practice
it will drive out the people who do all the work if others can just reupload their stuff
till batby comes here and says to bonk it, I'm not gonna do anything 
great
you can ping the other two active janitors 
They probably meant well but people get impatient and try to use test builds for casual play
@vague crest 【V49】I found that when using 【LethalLevelLoaderFixed v1.1.0】 and 【Lategame_Upgrades v3.5.0~v3.5.5】 at the same time, All custom moons mods relying on 【LethalLevelLoader】 will fail to load. I noticed that 【Lategame_Upgrades v3.5.0~v3.5.5】 needs to use CSync and FixPluginTypesSerialization to function in the version.I'm not sure exactly which mods are conflicting.I think if need to use the Lategame_Upgrades v3.5.0~v3.5.5, it's better don't use LethalLevelLoaderFixed
I haven't had a working computer for over a week
The Creator can use a more strict licence version that doesn't allow redistribution if they don't want people re-uploading their work.
I was just heated since hearing about not much action taken against cases like this in the past from people talking about it to me. I see it way too often in other communities and it really gets my goat when people take other's work and upload it without credit or anything. Less so about the license, but about the principle of it all
And I should rephrase I meant "so bad at dealing with things swiftly sometimes" as that was my main concern, not that anyone is bad on the team lol
It just takes one instance of a bad actor to drive out a talented modder from the scene so that's why I was so riled up about it, so sorry about that. I know not all things can get dealt with immediately
Its all up to the licensing that the mod creator is using. We always removes forks that are too similar to the original that don't make it obvious it's a fork, we check which copyright version they're using and if it allows re-uploads. If they don't credit or its a blatant copy with nothing added or it's a lazy re-upload, it's gone the second we spot it or someone catches it before us.
That makes complete sense, thank you for taking the time to take action against it 🙂
Also have to keep in mind, there's only a small hand full of us that has the authority to remove stuff from the TS and we can't have our eyes on it 24/7. There's hundreds of thousands of uploads since this discord's creation, sure, we could hire more volunteers but more people ≠ more efficient moderating 😪
yeah that is true too, I imagine the sheer volume of uploads doesn't help at all either lol
does this work with v50?
I think no, LLL was taken down today around noon. Still waiting for main LLL to be updated.
that sucks
But I heard that Batby is posting new update just now
so maybe tomorrow, we will see..
wait really??
do you know why?
I don´t know, but I´m expecting LLL to be updated really soon 😉
💯
Neither LLL nor LLLF were taken down.
It was the LLLFixed fork for v50 that was taken down
And also soneone reuploaded Batby's experimental release and that also tsken down
LLLFixed fork for v50 got taken down for having a too similar name as the original fork
Wait
What's the alternative to it though
Well that's just terrible
QUESTION
Can I reupload it with the proper changes
Or just find another
ask the person who made the fork for permission to be sure
He's not in the discord
well then
And no contact :(