#Jacob's Moons & JLL

1 messages · Page 4 of 1

wide flame
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ty shoe showerlan

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!!!

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this is amazingle

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also ty jacob for like the entirety of JLL

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u the goate

lean bone
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if you wanted to spam spawn enemies like that it'd be better to just trigger the spawn enemy method instead

teal vector
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yeah i was just giving an example of when it would run

lean bone
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a lot of jll components have activate on enable options like that which could be used to more easily trigger stuff if you have a parent object disabled it will treat it's children also as disabled so you can activate the parent and trigger several things at once

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which can be easier than triggering each script individually from within one event

wide flame
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also it didnt work

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buuut

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i was using a custom enemy without registry

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just an edited nutcracker

mellow path
split bear
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wow I wish that mod said what it FUCKING DID

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ly diffoz never change

mellow path
woven sparrow
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can i get a tldr how its different from what Xu did?

split bear
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I don't think the mod ever had a readme I remember checking it like two weeks ago and it didn't have anything

mellow path
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You can see it properly works now, no more stretched out compass

woven sparrow
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ahh aight

wide flame
teal vector
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it tweaks

wide flame
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does it kill you in real life!?!?!?

teal vector
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stupid

wide flame
teal vector
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good

hoary ferry
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Do we replace Xus mod

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Or what

balmy blaze
# hoary ferry Do we replace Xus mod

I think you can have both. From what I understand, DiFFoZ does something to theoretically stop the error by fixing the underlying issue, while Xu sort of wrapped it in bubble wrap so that if it breaks, it doesn't cause more problems. Therefore, you probably only need DiFFoZ but just tested with both and it seems fine.

hoary ferry
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And just have both?

balmy blaze
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It's up to you. Doubt Xu's was very large as far as file size so I don't think there's any harm in having it. I'll probably keep it around for now.

hoary ferry
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Then I will as well probably

lean bone
# hoary ferry SO...

latest version of jll likely won't softmask anymore but i'd still recommend diffoz mod since it gets the root of the problem better and other mods like esr may still trigger it

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it won't hurt anything to have xu's mod but if you already have diffoz mod it probably won't do anything

teal vector
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Yeah, diffoz' mod should make it not error so my mod wouldn't do anything

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All I do is check if the thing is erroring, catch the error and handle it

wide flame
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just had a random idea but what if there was a jll thing to detect how far you are in the game days wise and it would be able to sorta work like a propset / chance based thing where you could change rooms to be more difficult as a result

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sorta like how repo does it

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maybe normally a room is a wide floor but a day based propset changes it to have a pit

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just an odd thought

teal vector
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there probably is a JLL thing that triggers based on how far away you are on the day

neat frigate
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LLL has data to sample for that

coral wren
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Jacob

split bear
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gay cob

wide flame
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jaboingle

balmy blaze
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Ja-corn on the cob

shrewd loom
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i love this shit jacob

restive depot
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omg old door

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and usual one at the same time

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interesting

wide flame
restive depot
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not sure if animated

wide flame
restive depot
wide flame
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hmm

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neat

balmy blaze
green shuttle
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is there a thread for LostEnemyFIx

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asking because i had a situation where masks spawned in a pit in SubSystems (my friend and i fell in the pit and died, and NightOfTheLivingMimic revived them as masks), started spawning SetDestination errors, but this mod didn't seem to kill them

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my config is on the default settings

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those 2 masks did eventually get out of the pit so i assume the "attempt relocation" setting worked, but it was only after spamming set destination errors for over a minute

balmy blaze
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Is there a way to essentially combine the vanilla Lung Prop and Noisemaker Prop script with JLL item script variants? Like an apparatus you can click while holding to make a noise is basically my goal but I don't see the Lung prop stuff in any of them.

verbal meteor
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Hi, just wanted to report that the mod ReservedJsonSlots or ReservedItemSlotCore combined with OpenBodyCams makes the Radar booster have a gray thing
-# Idk if you made the core mod, someone told me to report it here
-# But you did made the JSON one

mellow path
verbal meteor
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ok

verbal meteor
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I disabled the Radar Booster from being added to the reserved slot and now it doesn't do that

green shuttle
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@balmy coral u might wanna look into this for reserved core

balmy coral
balmy coral
green shuttle
verbal meteor
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Yeah

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I removed the radar booster from the JSON and the bug didn't show up

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Reserved Custom Position just makes the JSON for JSON slots

coral wren
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Hi jacobson

balmy coral
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Sorry, I got busy yesterday.

I feel like I'm missing something. I'm using OBC and Reserved Utility, with the Radar booster in the reserved slot, and when I grab the item, and perform any combination of things, like swapping items, dropping it, activating it, I cannot get that grey cube to show up. 😦

Could someone maybe share a profile code with me to test with where this issue is happening on?

green shuttle
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I'm gonna look through the older reports

green shuttle
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@verbal meteor if you have a profile code where you replicated it, can you send

balmy coral
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Let me try with that mod real quick

verbal meteor
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install ReservedCustomSlot

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it will make the json

balmy coral
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Is that its own mod, or you referring to the Json one?

verbal meteor
balmy coral
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Oh, ReservedCustomPositions. That's probably it. One sec

verbal meteor
verbal meteor
verbal meteor
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the save file is fresh

balmy coral
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It's somehow making this object visible apparently.
After disabling that with UnityExplorer, it goes away.

So, the issue seems to be because this object is on the Prop layer, so my mod shows the renderer, but when I don't have the custom positions json file, it shows that it's on the Triggers layer (which would correctly hide it)
I wonder why that object is getting its layer changed.

Let me keep looking.

green shuttle
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well, i was on track with my theory abt it being a trigger at least

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weird that this specific combination is changing its layer

balmy coral
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Okay, I guess my mod is putting it on there. I guess because my mod filters objects on the MapRadar and ScanNode layers to not show, but it apparently will display the Triggers layer.
These were the criteria for most of the vanilla items, at least.

I didn't make OpenBody cams, so idk if changing the OpenBodyCams_TargetTracker layer to MapRadar from Triggers would cause issues, but if it would, then adding either of these tags to that object: DoNotSet InteractTrigger should prevent that mesh from displaying.

When I get back from some activities today, maybe I can also prevent object Renderers on the Triggers layer from displaying since I don't think they should ever be visible. (hopefully)

lean bone
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Can I ask why reserved slot core is doing anything with layers in the first place? like what is that for?

teal vector
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Maybe he's baking a 31 tier cake for all the modders

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Have u tried being more grate jacob

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I meant to say grateful but that works

coral wren
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Hi jacobson

balmy coral
vivid estuary
# balmy coral Okay, I guess my mod is putting it on there. I guess because my mod filters obje...

moving the object to MapRadar would (I assume) completely break the functionality that object is there to provide

could you use a layer mask from the player camera to filter what you move to avoid issues like this?

I can add a tag to it, certainly, but I wanna say that doesn't necessarily save you from other issues with changing layers like that? it would take some investigating for me to make sure that makes sense

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do you keep track of the original layers so that you revert items back to their original states?

lean bone
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i like zaggy's idea for just using the player camera layer mask directly to filter if possible. that would also make it hopefully more update proof if zeeks does something funky

balmy coral
# vivid estuary moving the object to MapRadar would (I assume) completely break the functionalit...

Sorry, been in and out for 4th of July stuff, but I'm trying to remember all that went into the criteria for how to show/hide the meshes as they get rendered. This was long ago, but it was based off of the game's GrabbableObject's EnableItemMeshes(bool enable) function.

MeshRenderer[] componentsInChildren = base.gameObject.GetComponentsInChildren<MeshRenderer>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
    if (!componentsInChildren[i].gameObject.CompareTag("DoNotSet") && !componentsInChildren[i].gameObject.CompareTag("InteractTrigger"))
    {
        componentsInChildren[i].enabled = enable;
    }
}

Since I'm not disabling meshes, but rather adjusting layers, I had to adjust my criteria to specify which layers to show/hide.
Definitely was not future proofed at all lol, but worked for the vanilla items, so I called it good at the time.

if (!renderer.gameObject.CompareTag("DoNotSet") && !renderer.gameObject.CompareTag("InteractTrigger") && renderer.gameObject.layer != 14 && renderer.gameObject.layer != 22)

I actually like the idea of using the layer mask from the player's camera. I finally got home, so I'mma play around with this. I don't think you should have to change anything 👍

vivid estuary
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when you change these, are you setting them all to the same layer?

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I'm still a little concerned about this, but at least using the camera mask would be a little bit less likely to cause weird visibility issues

balmy coral
# vivid estuary when you change these, are you setting them all to the same layer?

The current implementation was very makeshift, but getting straight to the point, it apparently didn't revert meshes to their original layers, which was fine at that time, and fine at that point of the mod, but wasn't really future proof.

It's actually kinda late, so I'll need to head to bed in a bit and pick this up tomorrow, but I plan on rewriting that logic, and have it done the correct way. I'll make sure layers are all reverted to their original layer once they become unholstered. When they are holstered and visible on the local player, I'll have to place visible Renderers on a layer that the local player camera can't see, but on a layer that body cams, or third person cams, should see. If holstered onto another player, they just need to be visible to the local player's camera, I believe. In either scenario, I'll avoid touching the layer when they're holstered if those criteria are already met instead of forcing them onto a layer, even though their current layer is already sufficient.

Also, regarding your suggestion, adjusting layers will only apply for Renderers on an object whose layer is in the local player's camera culling mask. I think that's a good idea.
Idk why it took me so long to type this. I'm just braindead after today lol, but hopefully I'm not missing anything.

Night guys!

vivid estuary
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sounds good! good night

orchid widget
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It turns out the repocket thingy does more than only the sounds

lean bone
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am i missing something or have you just rediscovered the reason repocket exists as an option?

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yes the reason you have repocket enabled on flashlights is to fix the light position. the sound is a side effect of triggering the pocket rpc.

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I apologize if im misunderstanding something im tired, it's late, and that's a huge text block to read on my phone lol

orchid widget
balmy coral
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Btw, I just updated ReservedItemSlotsCore, and the rendering issues on certain reserved items should be gone. It's a more proper solution now, and should be future proof.
Any layers that might be changed when picking up a reserved item (that is visible while holstered) will be reverted to their previous layer when dropped, to ensure the intended rendering is maintained.

In the example of the Radar booster item, that gray square shouldn't appear anymore.

green shuttle
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awesome, will try it out

verbal meteor
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x2

split mural
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@lean bone I came here to personally thank you

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for the invention of this sacred mod

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may many more misfortunes and moments of hilarity come from such brilliance

lean bone
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(or at least I've not seen clips or anything with this until now despite the mod's age)

split mural
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we spent a good 10 minutes setting it up for 10 seconds of video

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and it was all worth it

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more people gotta know of this honestly

lean bone
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i forget which one of sickboy's moons it was but i remember doing a very early test session before it had the little interior bits. we had this mod in the test pack for silly reasons, then me and wesley just did essentially cruiser jousting

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and i think he kept spawning cruisers on top of eachother which would make them collide a lot and go flying

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great time

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ofc speak of the devil lmao

woven sparrow
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Olympus, you can still roam around the whole place

woven sparrow
lean bone
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do you just stalk every channel awaiting your name to be called out? lol

woven sparrow
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WTH

mellow path
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He's st4lkerboy

woven sparrow
split mural
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if i turn all the light off in my bathroom and look mirror at night before saying sickboy's name 3 times

woven sparrow
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I wouldnt do that

split mural
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like im just sayin

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full confidence a storm will suddenly arise from the atmosphere before lightning strikes down to reveal he's behind me

woven sparrow
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s1ckboy

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s1ckboy

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s1ckboy

lean bone
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sickboy

woven sparrow
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^dont be fooled this version of me is the scariest

lean bone
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you want to test things tomorrow?

woven sparrow
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Tonight for me?

lean bone
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ye

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it's already 3 for me lmao

woven sparrow
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Hehe

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I’ll need to model some stuff but we can probably test them

lean bone
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i mean i just want to make sure code works we don't need all the decor lmao

woven sparrow
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I’ll just put in some cubes with different colors then peepoGiggles

orchid widget
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Someone on my thread reported this:
Reserved slots where still on screen after death
I was holding alt to hold my shovel when attempting to kill a Thumper so maybe if your holding the reservedslot alt it will stay on screen

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Also, another 2 thingys I've found while testing things:

  • If you somehow pick the flashlight on the 1st frame when it appears and you have the custom slot, the model will no longer load. It still works, and it will light when you press F, But if you drop it, you won't be able to pick it up again.
  • If by any chance the item in the reserved slot is a 2handed item, it will be automatically storaged in the slot without being in your hand, being able to change items or even pick another 2handed item.
lean bone
orchid widget
lean bone
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yeah my mod basically just reads files from a folder and interfaces with provided api. it doesn't add or do anything in game if that makes sense?

orchid widget
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Again sorry for bothering here, but it seems I'm one of the few who actively uses and tests ReservedJsonSlot haha

orchid widget
lean bone
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yeah fair. i get why you do it, i just can't do much for you lol

orchid widget
teal vector
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jacob can do everythinh

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hopefully

orchid widget
lean bone
lean bone
lean bone
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slap my face on that for biblical accuracy

orchid widget
teal vector
lean bone
teal vector
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that was my first thought for the one opposite thing of you

lean bone
lean bone
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hmm

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dunno how to feel about that one just yet

woven sparrow
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So are you saying current Yacuub doesnt have great assets for the company?

teal vector
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sometimes the greatest of assets lies on the inside

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right @halcyon remnant?

halcyon remnant
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what

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hi

teal vector
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hi!

rocky vigil
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hellooo, i have a teeny tiny question about JLL

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i want an oldbird to spawn often-ish on one of my moons (to be likely, so to speak),but outside monsters seem to have a +/-3 variance every time they spawn.

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after some testing i've seen more times than not that when an oldbird spawns, 1 or 2 more spawn with it and that's way too much......

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some peeps in dev-moons told me there is something to force a limit with JLL, and i kinda want to limit them to 1

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is that something that can be achieved @lean bone ? (sorry for the ping in advance)

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note that i have like 0 experience with JLL as of yet

wide flame
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but something special like jll is probably required for what you want

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we'll see if jacob has a solution plink

stray marlin
teal vector
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Now that you mention it

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Wesley HAS been slacking off

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No jeb Reacts

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Useless

stray marlin
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@broken ether

broken ether
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true that

teal vector
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That's the wesley we know and love

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You can always vacation later

stray marlin
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your dedication knows few bounds

rocky vigil
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I was talking to s1ckboy yesterday and thought that maybe putting a forced "spawn enemy" and taking it out of the spawn pool of the moon could work, but I don't know how much would that mess stuff

coral wren
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Hello PLL thread stare

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Goodbye PLL thread beevil

halcyon remnant
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pll?

teal vector
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tldr?

halcyon remnant
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p?

halcyon remnant
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man i just cannot escape the piss can i

lean bone
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what?

rocky vigil
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i dunno if it's possible but

rocky vigil
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i don't know how any of this works...........

rocky vigil
lean bone
rocky vigil
lean bone
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and what do you currently have?

rocky vigil
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i have a mid-chance of oldbirds to spawn

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sometimes only 1 spawn which is good

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but sometimes up to 3 spawn

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and that's too much

lean bone
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you're doing that through normal enemy weights currently

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?

rocky vigil
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yep!

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(i don't know another way)

lean bone
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what i would do is create a game object with a "RandomSeedEvent" and an "EnemySpawner" compontent. (doing seed event since it doens't need to be rpc'd)
on the random seed event leave roll on dungeon load turned on. create two events on there. one event we will leave blank, the other one make the unity event trigger the enemy spawner's "SpawnEnemy" method. (use the one with no parameters for it to spawn at the position of the gameobject)

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then for the enemy spawner just set the enemy name field to "RadMech"

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keep in mind doing this means they will not be statues and will be awake at the start of the day

rocky vigil
lean bone
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you could

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there still will not be any statue tho

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the statue their "nest" which only happens when spawned naturally

rocky vigil
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i see

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i'll test it out, see if it feels nice, if not i might just reduce the spawn chance/outside power level

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thank you jacob!!!!!!!!!!!!!!! that helps tons (for now, and the future)

lean bone
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alternatively there is a way through JLL to change enemy power / cap for your moon but it's part of an experimental thing that i warn people will probably be deleted in the future when i make a better alternative (meaning it will stop working at some point if you choose to implement that)

rocky vigil
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i'll keep an eye if you release it in the future greed

woven sparrow
rocky vigil
woven sparrow
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I’d test if spawning the nest would work

balmy blaze
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I feel like when an old bird spawns it replaces a nest. They don’t come from a nest. But could be wrong and it doesn’t hurt to test it out.

teal vector
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afaik the game predicts all spawns at the start, then spawns alll the nests which are replaced by the enemy

balmy blaze
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Yeah so I don’t know that them putting a nest will do anything, but it might cause an old bird to spawn at that location if one is scheduled to spawn anyway? I feel like that might leave an empty nest elsewhere though

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Actually, thinking about it, could they copy the nest and have JLL place the copy? Within their copy is the script for either a delay or trigger on a certain hour and it runs an attached enemy spawner and disables their nest copy object?

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To me that sounds like it would simulate the normal old bird behavior

rocky vigil
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that sounds complicated.... I don't even know where to start, but I'll start testing and see what happens

sand dagger
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can someone explain this to me like im 5

teal vector
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goo goo gaa gaa

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hope that helps

sand dagger
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since this god forsaken lib doesn't have a single DOCUMENTATION

wide flame
sand dagger
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which sucks

wide flame
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one day jacob will dissapear and it will be told down like ancient folkstories

subtle otter
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The docs in question:

wide flame
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besides

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some documentation is better than none

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the only thing i had to ask u about was the one script u didnt explain (that could have change atp it might be there idk)

subtle otter
wide flame
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ITS BETTER THAN NOTHING!!!

subtle otter
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I do wanna upgrade to hieroglyphs at some point

broken ether
lean bone
# sand dagger can someone explain this to me like im 5

if you check where you got that from it's a part of WesleyMoonScripts, which i've told people in the past is a wild west of mess around if you want but you're probably not getting help. I don't add tooltips or anything to the wesley stuff since it's all purpose built for something in wesley's mod.
that's not saying you can't use it if you want. you're welcome to experiment. but im not walking people through the wesley stuff.
this in particular is the controller for i think it's gloom's interior fog. the fog volume linked has periods of time being very thick and hard to see and periods of time of being thinner and easier to see and is based on round seed.

subtle otter
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Oh that's pretty neat actually plink

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Didn't know Gloom fog did that

lean bone
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i might have the moon name wrong i don't really remember rn but whatever the moon is that has that interior fog gimmick

subtle otter
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There's a few, but ye

sand dagger
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ig ill do my own documentation if thats the case (with the wes' moons stuff)

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trial and error

balmy blaze
teal vector
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If only interior fog was ever fun to have

mellow path
odd jewel
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Is this functional and if so how do I apply the changes to a moon?

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mainly looking for a way to change the max count of an enemy

balmy blaze
odd jewel
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do you know whether the max count override changes outdoor/indoor count or both?

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the enemy spawns both inside and outside

balmy blaze
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I feel like I remember being told that

teal vector
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Enemies cant/won't have different settings in-between moons and spawn pools

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You can only really change weight and have that persist, other than that you can make changes for one moon but they have to be reverted back, which is what jacobs doing, so if you change max count, it'll change it for all spawn pools

odd jewel
astral laurel
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Is there a list somewhere of what JLL does?

coral wren
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It wishes mel a happy birthday

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Which you should go do

astral laurel
coral wren
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Wish her the best day ever

shrewd loom
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can anyone explain the use for it????greed

split bear
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documentation NEVER

wide flame
wide flame
astral laurel
# wide flame CLANKER

Can we stop with these racial slurs? It’s offensive to ChatGPT and my AI generated moons.

astral laurel
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Be careful who you say that around you don’t want to hurt Jimothys feelings

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Hes just doing a good job

astral laurel
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Hes a clanka

split bear
wide flame
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tenna is okay too

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we love tenna

astral laurel
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Wheatley is not a clanker

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-# I am not a moron

stray marlin
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Code Rebirth Guardsman has breached containment

earnest lava
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excuse me jacob

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is there a way to implement an escalatorgreed

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with JLL of course

restive depot
split bear
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you've been slacking @broken ether

wide flame
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welseys punishment

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brick

broken ether
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ow

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fuck

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okay

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jeez

thorn mulch
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Hello hello, I wanted to know when JLL checks tags for stuff like changing interior prefabs (like Wesley's Interiors does with Citadel and Armory) if anybody knows

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Otherwise I'll probably scour through the git

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Also I just need to know this so that I know how late I can 'change' the tags and have them be registered correctly by mods like JLL

balmy blaze
# earnest lava is there a way to implement an escalator<:greed:1200418319694577754>

idk if you're still trying to figure this out, but I have a proposal. It's not JLL, it's https://thunderstore.io/c/lethal-company/p/pacoito/itolib/ but it might have something. There's this player launcher script I bet you could mess with to make it look like the player slides up an escalator. Now, I don't know how to animate an escalator, but the motion part seems doable with this.

subtle otter
balmy blaze
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I’ll have to check that one out

earnest lava
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hmm the slide grabbing thing could work, but it’s a longer distance and slower since you’re going up, i might do the launcher thingy instead if you can change the speed of it so it’s a believable escalator

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i kind of want players to be able to be more free while doing it and not be stuck in an animation

proven trellis
lean bone
# thorn mulch Hello hello, I wanted to know when JLL checks tags for stuff like changing inter...

idk if this helps you much but tag checking is just part of filter components. tags are only checked when said filter is triggered. this usually happens during gameplay or at the start of a level when the level, dungeon, or object is loaded or instantiated. i don't have a one size fits all answer since people use it for different things. but changing tags at any point probably won't effect jll

spark comet
balmy blaze
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That might be a vanilla limitation. I think if there’s no valid ground within a certain distance below it just won’t let you drop it

spark comet
balmy blaze
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I’m not familiar with the terrain there but could it be slightly more raised in that corner?

split bear
spark comet
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it's possible they fall on the moutain itself

split bear
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if you're too high up they just won't fall

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this is a limitation we learned a while back when generic was making the tower interior

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the reason you can drop em near the mountain is probably cuz there's some raised ground or something else with collission right under that spot, whereas in the initial one there wasn't

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maybe it's like a suuuuper slight difference in height but it does matter

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well atleast thats my hypothesis

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there could very well be something else going on there

spark comet
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I see. well that kind of sucks as for this particular case, this could be used to drop items below to either put them on the cruiser (if lazy to jump/drive too far), or pick them up by hands

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do you know if there's a mod or something to alter this limit?

balmy blaze
spark comet
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good idea

lean bone
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I posted a JLL update with netcode recompiled for the new version + some minor additions i made ages ago before i went on leave that i never posted.

mellow path
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And will prevent you from accessing Online or Lan

mellow path
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Also the netcode changes will be needed too

lean bone
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i was planning to recompile for the new version obv

mellow path
#

Yeah the base game now runs GetType

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So some mods with soft deps explode

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Hamunii and DaXcess are looking into making a seperate mod to provide a solution for it

lean bone
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can you link me to another dev explaining it so i can see if it applies to any of my stuff

mellow path
teal vector
#

It's harmless to have and according to paco its needed for edge cases like network variables

lean bone
#

yeah i double checked in game since lunx said it causes things to explode and that's a bunch of bs

#

it's still in the jll build i posted and it works fine in game im not reposting to remove that

#

unless something else turns out to be broken

teal vector
#

Lunxara is unaware that the conversation above that was talking about GetTypes is not relevant at all

lean bone
#

is there something else that may be broken im supposed to look at or is that all?

teal vector
#

Should be it, I don't assume you use assetbundles or the like

#

From here we wait for FPTS and LLL to get fixed

lean bone
#

a little but but nothing that looks wrong on compile

mellow path
#

Well I was testing earlier and SimpleCommands did explode a profile

#

lol

#

So I wanted you to be aware of it

lean bone
teal vector
mellow path
#

as for LLL, pacoito did an update on his end so he could work on stuff on V73, I told him he should prolly send the build to Batby

#

since Batby is so busy

mellow path
teal vector
#

A ping is fine

mellow path
#

👍

rocky vigil
lean bone
wide flame
lean bone
#

iirc just some extra event stuff on already existing components but changelog says more

wide flame
#

biggest one for me is being able to do specific delays on one delay script

#

using a new calling thingy

#

(thats it in my caveman terms)

#

but the others are pretty useful too

rocky vigil
#

Oh nice, i recently used the hourly events, i'll have to check

lean bone
#

tell me if there's any issues cus it's been a while since i did that and i don't really remember what i did ngl

#

luckily i keep detailed changelogs while developing instead of trying to catch everything after

teal vector
rocky vigil
lean bone
#

just a reminder JLL is designed to not be dependent on LLL. so whatever's going on should be fine

rocky vigil
lean bone
#

rn yeah

stray marlin
#

new JLL update aint v72 friendly, i presume?

lean bone
#

uh didn't test but most likely not

stray marlin
#

aye aye

lean bone
#

if you're playing last version don't update

stray marlin
#

aye aye aye

lean bone
#

I have a thing i should post but it's kinda a big text block. idk if i should like split multiple messages or what

teal vector
#

post it into like pastebin

#

like one of those twitter drama twitlongs or whatever they're called

#

raises tension

lean bone
#

idk how one makes a pastebin

#

maybe I'll just do that tomorrow or something

teal vector
#

dont raise tension THAT much im really curious now 😭

#

i would read a notepad++ message if i had to

rocky vigil
#

I would separate in text blocks (idk how long a message on discord can be)

teal vector
#

yeah^

subtle otter
rocky vigil
#

whatever it is tho, the sooner you say it the better imo

woven sparrow
rocky vigil
vapid sundial
#

god no

lean bone
orchid widget
#

And I want to be sure I have permission to give my honest opinion to avoid any possible inconvenience.

lean bone
orchid widget
orchid widget
#

Okay, this is going to be a bit long. And I think I've previously offered a somewhat similar opinion regarding the future of Lethal Company modding.

First and foremost... I'm not someone relevant. I don't know how to program this language (I do some programming for work. But it's a very different style for that to be of any use to me here.) And despite knowing that doing so is a task whose mental effort I can't even imagine, I don't have the right to offer that proper opinion as part of this community, despite having been here almost practically since its inception.

However, the reality is that everything in life evolves directly or indirectly, both ourselves and the environment around us. Things live and die.

#

I've seen it since the beginning of Lethal Expansion, which was the first mod that allowed loading custom moons and scraps with some ease, the first versions of Wesley's Moons started there. However, that mod had some drawbacks, from some custom moons that were included by default, to internal development issues that caused some dissatisfaction among the developers of these moons.

After that, someone made a fork that only included the moon loading base (LECore). It was practically the same, but removed the base moons and other minor features (which I can't remember right now).

From that dissatisfaction, LLL was born, a more stable alternative that was appreciated by the community, but also caused some mild dissatisfaction among modders for having to decide whether to use this new core or stick with the other one. A number of modders abandoned their moons because of this. Obviously, little by little, ways to transfer moons more easily were revealed, but after that change, there was an inconvenience that discouraged some.

LethalLecelLoader isn't perfect... I don't think the definitive 'Modding Tool' exists. We've had problems (some more serious than others) with this mod, having to see the destruction of some mods that (in my opinion) had huge potential. (I'm sure you know which one I'm talking about.)

#

What's my point with this?

Everything is meant to be improved, and that's not always good news. There will always be people who are in favor, and others who are against. Could this cause problems? Very possibly.
But are you willing to put up with it?

Ultimately, the one who has the final say is you and your team. I may never see the fruit of this. But kill me if you think I'm not willing to look forward to the future of this game, which, to be honest, is already on its last legs in terms of its "popularity" compared to other titles.

I support you, whatever your decision... The most important thing is you, your health—emotional, physical, and mental.

#

So... Do you want to embark on this new adventure?

mellow path
#

I mean pacoito and I have been discussing uploading the new LLL build and pacoito seems interested in maintaining LLL

#

So I feel kinda neutral on this

teal vector
#

Thank you for letting me know about this, I've been feeling like this was the case for months but I kept working on improving it and making it as good as possible for people, everytime I asked no one would ever give me a straight answer so I do really appreciate knowing this now, I'll still be developing it but I atleast now know how my target audience feels about DawnLib (simply because I'm one of the main developers I assume)

#

In my opinion, like you said in there, you love to code, that's why I also made DawnLib, there are clearly people who love and enjoy your work and you seem like love coding it too, I'm a bit late to the party as I started making DawnLib's moon and interior solutions after I was told about your solution and how you abandoned it (that might not have been the phrasing I don't entirely remember)

mellow path
#

Batby not being active right now and saying he was gonna upload the new build and doing nothing has also left a sour taste in my mouth

green shuttle
#

Interesting read, thanks for posting. I have a few things I can think abt with this (within the scope of a user, obviously I don't want to speak from the scope of a dev since I know nothing about that)

I'm of the opinion that options are always a good thing. I've definitely made passing remarks in the past about not wanting to go back to the times of there being two apis for moons (LLL and LE) but I think the opinion has changed since then. It's always good to have alternatives unless they actively clash with each other, which I seriously doubt you would do against LLL or DawnLib.

I'm not entirely sure why people are against DawnLib? The most I can think of in regard to it is that it has been kinda buggy, but that's a phase basically every mod goes through, not every developer is perfect. My best guess in DawnLib's case is that since it's an alternative to something that already works it isn't as necessary? I won't really prod further on this topic cus I don't wanna stir up potential bad feelings abt it.

In regards to LLL, I can see where you're coming from. I personally don't think it's responsible for a single dev with basically no time for modding to be in singular control of one of the most major content loaders for this game. Especially whenever it can't keep up with major changes in the game (v73, v50 (or 55? I forgot)). I don't want to be hard on Batby cus I know he's dealing with heavy college work and other irl stuff, but these long periods of inactivity is why there is interest in an alternative now.

From my perspective this could be another evolution of the modding scene. Just as LLL overtook LE it might be time for something else to overtake LLL now. It sounds like you have a good plan to take on this project, and if you were enjoying working on it before I'd say go for it. Even if it turns out that it wasn't very necessary, you can still say you did it and enjoyed it, rather than throwing away a bunch of good work.

I don't mean to ruffle anyone's feathers here, this is just what I think as a lowly user. What choice you do make eventually, I hope you'll enjoy it.

coral wren
#

imagine a heart moving, very intelligent opinion on the subject that sways the reader greed

teal vector
#

I'm swayed

coral wren
#

this better sway me lunxara

mellow path
#

I read the full post and I do agree with a lot of these points, Batby even still has kinda been inactive and leaving broken promises. So you working on a new API could be a very good thing especially with how good of a coder you are which you have shown via your JLL work and other projects. So if you get the motivation to do it I think you should, but don't force yourself to and yeah I agree that you could make a potential successor to LLL with how inactive Batby is nowadays and has been in the past. It also sucks that pacotio got LLL working on v73 day one and we've been waiting several days now for Batby to push the update, after he told pacoito he would review the changelog and do so days ago. I do think pacoito is in a good position to push and maintain a fork of the build he's done, but a proper new API with active maintainers could go a long way since I doubt pacoito plans to really expand or add new features to LLL he would more so just focus on keeping it updated and stable until Batby returns based on our talks

coral wren
#

Lunxara lib when?

mellow path
#

Lol

coral wren
#

You know what

#

im making my own ultimate lib

#

Rodigo Lib

sand dagger
#

guess what

#

badqlib is right around the corner

#

it will feature:

#

credit removal, every mod that uses it will now belong to me

sand dagger
#

trademark stamps, my signature pfp will be featured in every single mesh of the game

coral wren
#

have swayed me

sand dagger
#

and last but not least

#

uh

#

pizza parties for everyone who uses it on saturdays

coral wren
#

BADQ for president

mellow path
#

Btw since Jacob said if he does this he would be doing this API from scratch I would expect it to take a good few months for him to release it similar to how DawnLib was in development for months but I think it'd be worth seeing what he comes up with

sand dagger
#

This COMMUNITY needs a hero..

#

okay but jokes aside

mellow path
#

So we'll still need pacoito's fix of LLL in the meantime whether Jacob does it or not

#

so Moon and Interior devs can update their stuff

mellow path
#

I would rather see a stable, polished API release

#

than something super buggy

sand dagger
#

I don't care if we get an "all-purpose" lib, it would definitely help a ton by just having few or a single apis instead of a thousand of them for niche stuff that you want

coral wren
#

daily progress ping for jacob :

sand dagger
#

okay i lied

#

500 libs

#

each with a single line of code

#

i am so smart.

coral wren
mellow path
# coral wren daily progress ping for jacob :

Lol I've done a lot of testing of paco's LLL build and it'll be good to tide everyone over while Jacob works on his thing, we just need to get it uploaded and I doubt Batby is gonna do it at this rate

coral wren
#

i can blame all the bugs on you then

sand dagger
mellow path
#

I got lobby reloading issues fixed

sand dagger
#

its like if you avoided using computers because the person who made it is gay or whatever

mellow path
sand dagger
mellow path
#

I doubt people are not wanting to use it to spite Xu

sand dagger
#

like in the good old days of v50

sand dagger
coral wren
#

Idk which modders jacob asked but weve had a group of mooners who dislike us who are big members of that server

sand dagger
#

like holy shit its a 5 story cake??

mellow path
#

since the current LLL explodes v73

#

lol

sand dagger
#

like dude

#

its free shit you can have to work on

#

tf are you complaining for

mellow path
#

Did you guys piss in their cereal or smth?

#

Lol

coral wren
#

greed Iunno ask beanie

sand dagger
#

nah if i DID dislike xu (which i don't) i would definitely still use it

sand dagger
#

i saw that go down

coral wren
#

but yeah no idk, hoping its not because people hate xu and its just people dont wanna change or dont know about dawn or think its buggy

#

but the way jacob phrased seems like it might be a possiblity

sand dagger
#

im just getting into moon making, i am ABSOLUTELY WILLING to learn it

#

teach me the days owl man

coral wren
#

I can teach you how to piss in someones cereal

sand dagger
sand dagger
#

when do we start

mellow path
coral wren
#

learned s1ckboy was mad at me and xu lol things are fine now but yeah alot of held grudges

sand dagger
#

no

#

gen no

willow stone
#

incredibly batby

sand dagger
#

thats not what i meant

#

NO

coral wren
#

ManulLib

sand dagger
sand dagger
#

execution

green shuttle
mellow path
#

@subtle otter This is what you've been trying to do right?

#

lol

#

From our talks it sounded like that is what he's doing anyways

subtle otter
#

It remains gullible greed

mellow path
subtle otter
#

It works

#

But it's still gullible

mellow path
#

Hmmmmm

stray marlin
#

Jacob, i am 100% for this concept. take ALL the time you need for this. im talkin until 1.0.0. adapt as the vanilla game updates itself.
sorry to read that such a dilemma was flopped onto you. you did the right thing in letting the community know of where you were in this ordeal.
just remember your own well-being first.

subtle otter
#

(Also ye I'm still finishing up a proper reply to everything, I've just been a bit distracted greed)

woven sparrow
rocky vigil
#

After reading everything I don't have, like, a big speech, but I'm happy to see the whole picture. I've seen and used your work before and I trust the skills and knowledge you have, so it's a 1000% go for it from me.

coral wren
#

Not even a 10000% go 😔

woven sparrow
#

I’m gonna fucking tear up

woven sparrow
#

Thats me mom! Ive been mentioned!!!

vale ember
#

Pikachus?

THERE'S MORE???

vale ember
#

That is not "oki doki" at all

astral laurel
#

I'm going to be honest there's nothing wrong with overlapping features, if anything its a good thing since if one mod stops updating or gets inconsistent updates then having an alternative can allow mods to not just be forsaken and doomed to never be compatible with modern versions.

#

Also I'm unsure why people don't want to use DawnLib, since as its grown there's kind of been less and less reason not to use it as it covers some really cool use cases. Regardless, if modders have a good reason not to want to use DawnLib then it's better if there's another mod with overlapping features since it gives people choices on what they want to use. yoiled

split bear
# lean bone

My opinion is that even if there's a split, it will be a matter of choice and no one will be forced into anything, don't even gotta be a problematic thing to have two APIs floating around (imo)! It will only guarantee LCM's survival for the foreseeable future to have multiple options I think

#

If there's x, y and z API and the dev from z API gets bored and leaves or gets too busy or just doesn't care about updating you've still got two APIs that are functioning and somewhat maintained

#

maybe just I'm stupid but a split doesn't mean we'll have division and conflict! just means you have a different option

#

two cakes

#

*grins gleefully

daring imp
# lean bone https://pastebin.com/YFp29HYT

We all appreciate the hard work that you’re putting in! I personally think that you should upload the api. You could mention that it was built up from LLL and rename it to something like Everything API or something like that. In the end I think it’s a great idea to have a dev that will actually be active and update the api that a lot of mods depend on. Take all the time you need and don’t push yourself.

woven sparrow
# astral laurel Also I'm unsure why people don't want to use DawnLib, since as its grown there's...

DawnLib imo is incredibly cool, and Bongo and Xu are great developers. The issue many devs have is that they dislike Xu.
I’m not starting a debate and I’d honestly like to not continue this discussion, we’ve talked about this with developers a lot and I also talked with Xu about this briefly.
That fact of the matter is that while some dislike Xu, most of us dislike the current way of how LLL is.

We’ve been waiting for fixes, promised features to be implemented for about 2 years now and theres a looong list of what’s wrong with LLL.
LLL is still a great mod and Batby really made something incredibly useful for devs to use but the issue with making such an API is that you either need to be active (which he is not) or let others improve or at least maintain what it already has (which he refused to do multiple times, there have been many developers raising their hands to be maintainers and fix issues, and there have been even more pointing out problems).
Im only going to talk about this personally but I think I can safely say many of us feel the same way but I digress, I grew tired of pointing out issues or asking for features to be improved / implemented / finished, that would never be done. I seriously considered leaving the developing scene at least for moons (and one day potentially for interiors) when v73 came out, as I didnt want to keep working with this mod that just keeps on getting bandaid fixes to make it work for each game updates.

ancient haven
#

I've had a few people ask if Resonance is abandoned by now. Since soundapi is currently drowning in college papers I'm kinda stuck with it's development.
That's not stopping me from making content for it though. I still regularly make new stuff and improve the features I made previously, even if I have no idea when I'll be able to upload any of it.

This is unlike batby, who at this point has done jack shit for the same amount of time despite promising otherwise.
This is in stark contrast to Bongo, who has at least communicated with me in regards to soundapi and has made some attempts to fix it's issues. Not to mention Dawnlib and college have also been keeping him busy.

If you make an "LLL replacement" and batby comes back to it with a negative impression; womp womp.
He's had all the time in the world to update the thing.

#

24 votes for yes and 0 for no should also tell you something

split bear
#

I don't doubt Batby's also busy like Bongo but for a big API like LLL the innactivity is really disheartening

#

I like to joke about SoundAPI but it is nowhere near the spot LLL is rn

mellow path
mellow path
# split bear I like to joke about SoundAPI but it is nowhere near the spot LLL is rn

Yeah I have felt so bad recently seeing how devs have been reacting about LLL not working when I’ve been helping pacoito test the new build and get bugs fixed, it got to the point we started talking about creating a TS Team and making a fork but then Batby replied to him in dm and said he should be pushing the update today so I just hope the guy sticks to his word. It’s disheartening to see so many devs be impatient snd be impacted by his broken promises

teal vector
teal vector
#

You got this paco

split bear
#

glad to hear it, too

mellow path
# teal vector Also the thing about soundapi is that bongo would love some maintainers which LL...

Look I’ve pointed it out before and as much as I respect Batby and the API he built I have noticed a trail of narcissistic traits and behavior from him. The way he has told people he would take on maintainers then always rejects them, the way he has held grudges and targeted specific people etc. Even the way he treated Jacob was also a sign of it. I respect the work he’s done but yeah the dude is far from perfect honestly and I don’t wanna talk bad about him either but I know I’m not the only one who has noticed it

split bear
mellow path
#

I don’t hate him or hold any grudges against him though

#

But I don’t like the way he’s treated devs and broken so many promises and I don’t like the behavior he’s shown

#

That being said I wouldn’t blame some devs if they do hold resentment or grudges against him in ways for all of it, I know most don’t and are just more annoyed at the inactivity and broken promises above all else though

subtle otter
astral laurel
daring imp
# mellow path Yeah I have felt so bad recently seeing how devs have been reacting about LLL no...

Although batby is allegedly posting the update today, I still feel that a replacement should be made. Several reasons have already been said but, being inactive, being rude to others trying to help, and making false promises. I know he is most likely going through a lot, but a lot of people depend on his mod and ghosting devs when they are just trying to help is not the right way to approach the issue.

split bear
#

Doesn't mean it isn't frustrating to have the most important API in the modding scene behind lock and key though

#

-# Also fyi a lot of the mean shit Batby's said to people was warranted. Still doesn't excuse the current state of LLL but just sayiing

undone compass
# teal vector Thank you for letting me know about this, I've been feeling like this was the ca...

ima be honest, I think a majority of people don't want to switch to DawnLib for these 2 main reasons

First it's still actively in development and there is no official documentation yet so people like me who wants a nice doc to look at and to see what can be done and how it can be done... just can't use the lib without asking questions in the thread or by looking at the code on github and learning all of that myself. Even if it's technically not hard to do all of that, some people may find it pretty anoying to do that while there is some great LL and LLL tutorials out there to do pretty much whatever you want

Second is that LL is still working (technically). Yes the code is bad and there is some small issues (i remember having a very bad experience with LL when zelda and I created the Spark tower because LL does not support nest enemies very well). But it still works. Switching from a working lib to another working lib, even if the new one is better, will probably make some devs thinks they don't need to switch
Also you said (if i remember correctly) that you'll update LL to use DawnLib in the background yes? Then this means there is even less of a reason to switch unfortunately
As for seeing DawnLib as a LLL replacer, i think the first reason explains way more why people might be hesitant to switch. I don't use LLL myself because i only swear by code so I can't really elaborate on this matter but I think the reasons I describe are not far off than what people are thinking about DawnLib

Personally I want to eventually switch to using DawnLib but it's clearly not in my priority list rn because of these 2 reasons.

#

And finally, concerning @lean bone message and the LLL fork, ill say go for it. Not because LLL does not work properly in v73 but because it's a personnal project about something that you love doing (code) and no one should prevent you from doing your passion (unless you have irl responsibilities of course)
Im not sure if im going to use it but i don't care, just do it my friend

#

I think having general APIs for everything is as good as having separate APIs for specific things, so this will not change any of the decisions that people may had when choosing a lib
The goal here is to create something that you want to make, exactly like you did for JLL. I was considering using JLL in the past but for some reasons I was too lazy to do that but honnestly thats not important since like you said it kinda blow up
So again, prioritize your stuff and you should avoid thinking about the benefit of having a general API vs multiple specific APIs because at the end devs will choose which one they want, we dont need to have only 1 choice you know
Look at the state of LLL today and youll understand what I mean

teal vector
undone compass
#

Oh yes i agree with that
But now imagine if someone new is coming to the modding scene, they have some great ideas and they are a beast when it comes to using Unity
They'll first search what APIs they could use (if they dont want to code everything), and they will most likely found wikis and tutorials about LL and LLL
If they dig up a little more they might even found about JLL and the editor support
But today, Im pretty sure they will not go for DawnLib because they already found some others great libs

#

Since those apis are still working, they will not think anything else and use them pretty much directly

teal vector
#

Yeah I agree, I am someone who's made tutorials for both of those mods so it makes sense, I'll eventually have to make proper better tutorials for dawnlib but unfortunately making the lib as good as possible is priority rn unless I had another maintainer as active as me :p (not to say that I won't be making tutorials later)

undone compass
#

That makes sense, looking forward to this

teal vector
#

I hope so too, I have scouted a few people in hopes they'll agree to help maintain etc so hopefully that goes well

astral laurel
#

Just thought id give some input that DawnLib documentation would be amazing

vagrant dagger
# lean bone

I haven't been too active in the lethal company modding community besides making some small reskin type mods but for about a year or so, me and a friend have been brainstorming a possible moon mod with a lot of custom mechanics/items.
Most of the custom stuff we needed would probably require outside help or isn't really all that possible but from the features you listed a lot of them would make this idea no longer such a large undertaking.

If you do release this fork, I would have to thank you for making our mod plausible (or at least allowing us to dream bigger)

woven sparrow
teal vector
#

Don't make fun of s1ckboy

#

it's not his fault he was a born hoarder

#

and hoards all manners of garbage

#

it's a serious issue and with enough intervention sessions he'll manage 😔

woven sparrow
stray marlin
#

explains a lot

woven sparrow
stray marlin
#

explains why it keeps happening

woven sparrow
#

it doesnt pikaMad

balmy blaze
# lean bone

Honestly, if you want to do it, then do it. I think that's the main thing. I don't know if I'll keep using LLL, switch to Dawn, or switch to yours but I don't think it's bad to have the options. What I wouldn't want to see is them not work together, Like LE and LLL eventually became incompatible iirc. That's really my main concern. But I'm sure it's possible to make them work together. I think others have already said alot on the subject so I won't go on too long of a rambling now though.

teal vector
#

Yeah it wouldn't make sense to not have compat

stray marlin
willow stone
mellow path
lean bone
# lean bone

I wanted to let this bake for a while and after checking in I'm very surprised to see unanimous results. I never would've thought the response would be like this. I was expecting the poll to be proof that people didn't want this at this point but I'm happy to be wrong. I would've thought maybe an active maintainer being allowed on LLL would change people's opinions after a few days but that didn't happen either. (or maybe people forgot who knows)

also i read basically everything people have said in this channel now and I want to say thank you to you guys.
But i think as discussion continued things got muddy a little bit. I want to clarify 2 things.

1: I will not be releasing the LLL fork. I am done with that. The fork is dead. If nothing changes on the poll I will be creating a new api from scratch with most (if not all) the features I worked on for the fork plus a collection of new features I have been concepting.

2: I was kind of hoping some people would choose to speak up and explain more on why they didn't want to switch to dawn lib which did not happen. That is fine, i let them choose to remain anonymous or speak up if the wanted to. The only issue is that left some people to assuming some things that aren't necessarily true. One thing mentioned is devs liking the tools from LLL and not wanting to learn new tools. Trust me I've been basically tech support for people behind the scenes. They do not like the tools from LLL they would love to switch to something better if it existed. That is not a reason people don't want to switch to dawn. The other thing is people not liking xu. That is maybe true for 1 or 2 people but saying that's the reason for everyone is disingenuous. I don't really want to get into it here. I don't want to be involved in any arguments on that. I am neutral as I said before. But if xu wants to know more they can reach out and I can tell them some of the reasons I have heard from others anonymously.

undone compass
#

Good luck with the new api if you are really going to do it
For the DawnLib situation i really think most of the people dont want to use it because of that #1273213762542895104 message
Like you have so many docs, wiki, video tutorials for LL and LLL but none for DawnLib, thats pretty much the entire reason imo

lean bone
daring imp
# lean bone I wanted to let this bake for a while and after checking in I'm very surprised t...

I honestly don’t know why everyone’s hating on Xu. Secondly, the only two things I’d want from a big api is one that is built well, and one that has multiple active maintainers that will continue to maintain and work on the mod.

The last thing I’ll say is that I really dislike having multiple apis that devs are using for the same task. I of course love options, but when they overlap, that’s when things get messy. So honestly don’t really know what I would do considering that DawnLib plans to be the big API and this mod too. But idk it’s whatever you what to be honest.

woven sparrow
undone compass
#

i dont use LLL

#

whats wrong paco

split bear
#

I would say even if LLL has a wiki that's just ok (which from what i'd seen some sections are still yet to be filled) it has a sturdy tutorial available and a lot of resources you can use to make stuff for it

subtle otter
subtle otter
undone compass
subtle otter
split bear
#

this is the one I was looking at a while back I think

undone compass
split bear
undone compass
restive depot
#

never stop greed greed

lean bone
# undone compass I didnt know LLL wiki was mid, but i still said "tutorials" so that does not cha...

yeah im not debunking you. i just thought pointing out wikis was funny in context of LLL. there are like 3 pages that actually have information on the whole wiki and the ones that do have info are like wrong? like the compatibility page lists tags for the vanilla moons. but if you cross reference that with the csv that has the tags actually applied to moons then you see a lot of the tags the page says the moons have they just don't, like "Snowy" "Forest" "Desert" "Quota" "Ice"

undone compass
#

No problem then
My argument is still real, it's much easier to learn those other libs than DawnLib
Heck, i tried using it just today but i found a limitation that is kinda annoying

subtle otter
undone compass
#

yep, and thats sad

subtle otter
#

Sad how? greed

#

It's just different, it can be learned greed

undone compass
#

Yes but that makes transition annoying

#

and stop with the greed lmao

split bear
#

he's addicted

subtle otter
undone compass
#

take that

astral laurel
#

The moon stuff especially look really good and feels less convoluted than LLL’s system.
I’ll likely be swapping to it

#

I may have replied to the wrong message, I’m referring to the one about the little documentation compared to LLL

teal vector
#

DawnLib is also obvious a newer API, nothing is set in stone, and I'm not the only one working on it, if people wanted to they could explain some of the frustrations with it that they find, if there were more maintainers I'd be writing documentation and tutorials instead of code daily but I only do it on Thursdays rn when I'm doing my really boring af AI-yet-not-supposed-to-be-an-AI-tech class

#

But yeah I imagine most people's difficulties is in things like setup, which is why I've made unity packages too but anyway I sorta digress

heavy light
#

Okay so I haven't been a part of this discussion before, but I have one big worry about the creation of a yet another large API for content creation.

Basically, the API needs to be maintained until the end of time. This is of course not a problem if you're planning on being a part of the community for a good while and if contributors appear. There are ofc also modders who will update an unmaintained API for a new game version because otherwise potentially a lot of mods would break for no good reason. Anyways, the issue here would be that it's yet another API to maintain.

Another option is that for example LLL would eventually become history, like Lethal Expansion. Ofc this can be worked around and LLL content compat can be made, but that can potentially be a lot of work (or maybe not). In any case, there's a shit ton of value in keeping LLL alive simply because of the amount of mods that rely on it.

A somewhat clunky API (LethalLib) that exists forever and only ever pushes the minimum amount of breaking changes as possible in general is way better than an elegant API that keeps pushing breaking changes.

Though, LethalLib has an issue (and so does basically every other large API) where they use vanilla types for stuff like Items for example, instead of creating their own proxy types. The issue here is that Zeekerss can push breaking changes, and a proxy type can make consumers of the API avoid that breaking change because the API itself can make the proxy type work with the new game version.

It's a lot of work to make such a system though (and optimally stuff you'd likely reference in your item or enemy code would also have some proxy types), but thankfully Zeekerss has been really good at not pushing such breaking changes. But yeah, an API which never makes breaking changes and gives the ability for consumers to become almost immune to breaking changes in the game would be almost perfect.

neat frigate
#

zeekerss has not been really good at not pushing breaking changes, he's been terrible at pushing any changes

woven sparrow
#

I love to search for the new function name everytime they do a massive update peepoGiggles

warm fog
#
public void AnotherNamedFunctionWithMoreChangedParams(float, float, float, float, float, bool)
stray marlin
#

we all float down here

#

until we bool

lean bone
# heavy light Okay so I haven't been a part of this discussion before, but I have one big worr...

I'm not so worried about maintainers personally. I already have ~3 people who expressed some level of interest in helping maintain such a project post release and I don't even have an api yet. If people are already offering I don't think it'll be too hard to find helpers after documentation and such is made which I would try to take the time to do.

I already proposed an idea in my original post to possibly make an addon mod that's basically a gutted LLL dll with bundle loading and api calls replaced to new api equivalents. Automatic conversion plugins in editor like LLL had for LE projects are nice and all but that requires devs to migrate their stuff. If i do something this way it could allow LLL projects to be usable with some of the new stuff and load without needing to be updated (only needing to migrate if they want to use new stuff). It likely wouldn't be perfect but it could keep a lot of things alive for a lot longer.

I get what you're suggesting with proxy types but it's kind of an uphill battle. to some extent with LLL as an example extended content at least partially serves that purpose no? (i know not exactly just hear me out) especially with the validation step you can run checks to make sure everything required for that type of content is present. if some update happens in the future adding new systems we can't possibly predict rn and it breaks things you could add code on the api side to apply some default value fixing legacy content. But there's no way of knowing what will or won't exist in future updates. There's no way to make a perfect proxy that can fit all the needs. And expecting developers to start using that proxy exclusively and trust that it will exist in the future is a harder sell. I think it's better to solve a problem when it actually happens rather than make guesses to solve a problem we don't yet know about. I'd probably have some sort of verification stage for content where fixes like that could be applied.

#

part of the reason JLL has a bunch of clutter is because i leave most all legacy things in there to ensure I don't break things using the old stuff. I would definately take care to not do anything breaking in any updates.

lean bone
woven sparrow
#

Find the lost function

lean bone
# lean bone
poll_question_text

Read the bin before you vote

victor_answer_votes

46

total_votes

46

victor_answer_id

1

victor_answer_text

Do it

vale ember
#

I love democracy

lean bone
#

The people have spoken and I have begun working on something new. No clue how long it will take as like I said before, I am starting completely from scratch. There is a lot I want to make so don't expect anything too soon. This post is just to confirm it has begun. I've been quiet because i have started cooking.

I do want to announce though that since I had a few people offer to pay me for this I decided to enable monthly memberships on my kofi. I don't have a lot to offer on there, it's basically just a means of supporting me if that is something you want to do. There isn't any difference between the tiers aside from the price atm so it's just pick based on how much you want. I will try to post some dev logs, maybe coding talk?, & updates on there. How much I end up posting on there will be based on if/how many people decide to support me on there.
Mostly just testing the waters tbh.
nothing is final. everything is wip. no clue how long it will take. 👍

mellow path
stray marlin
#

i still say wait for vanilla's 1.0.0 before publicly releasing. v73's arrival screwed so many things up, and id hate for you to be slammed with request after request for an update

teal vector
#

zeekerss is supposed to be back soon as he says...

split bear
vapid sundial
#

minecraft 3 coming tomorrow

split bear
#

10pm???

vapid sundial
#

hopefully

vapid sundial
restive depot
# vapid sundial

wesley stop slacking off, we need jebrealemotion under every message

stray marlin
#

if only you could mass emote

balmy blaze
broken ether
#

I am.. I really am..

balmy blaze
#

look at him go!

#

balance has been restored!

#

good job Wesley!

broken ether
#

I'm all caught up

woven sparrow
#

He did it! What a lad!

vale ember
split bear
#

for real

green shuttle
#

one must imagine wesley happy

gusty tide
lean bone
#

Hey I just want to ask if anybody would be opposed to me updating ReverbTriggerFix to change the experimental config option default to enabled?
I'm aware of a few possible problems it may cause but they're extremely niche and i personally am not aware of any moons where they may occur.

Reason I'm asking is because in the past few weeks twice now I've been helping debug some random lag issues and the answer has been related to vanilla ship reverb triggers producing lag when in certain positions. Enabling this setting in the config entirely fixes the lag when standing inside. i also haven't heard of any issues when using this setting from any users as of now.

split bear
#

I personally would not mind jacobson

mellow path
#

I even had a talk with pacoito cus he was looking into ReverbTrigger stuff and realised what you did is better with that option on lol so funny timing to ask :3

lean bone
teal vector
#

the way it was being done with the trigger being turned off or whatever it was felt pretty awkward when i last looked at that implementation but ig if it works might then doesnt matter too much

rocky vigil
#

⬆️ the culprit and the reason

mellow path
teal vector
#

uhm isnt the lag caused by reverbs stacking?

mellow path
#

Prolly, but having OnTriggerEnter on fixed it

lean bone
#

esp when ik people are doing a ton of patches for reverb triggers in like every lc optimization mod i didn't want to deal with transpiler fighting

teal vector
#

i guess its possible that rosie's moons had stuff like that but im pretty sure it was just a couple of rare vanilla instances that it was mostly meant for, oh well

#

i didnt even bother touching it lol, your mod was already doing that

#

it does worry me a bit if another script is also trying to get the OnTriggerStay event at the same time though on the same collider, unless its not the collider you disable, i dont remember tbh

mellow path
#

I'm sad that the custom shader Summit uses got broken, Summit was admittedly one of my favorite moons by Rosie lol

teal vector
#

oh was it the script?

lean bone
#

yup

teal vector
#

should be fine then, even if a little dubious

#

i probably didnt use dubious right

gusty tide
lean bone
#

main reason i had it off normally is because of how i did it in a kinda quick jank way. i'd like to make it done better in the future i just never got around to it and am now tied up in other things.
and nobody that i know of has had problems with it so far, and if they find ones that are troublesome they can always turn it off

mellow path
#

You can always improve it when you have time yeah, but it's never been an option that has caused problems LacyHeart

subtle otter
#

At least that's what I do for my SaneReverbTrigger

#

But yeah it'd be better to fix reverb triggers overall, my thing there is a separate component

winged echo
#

I have ran into odd item dropping sound issues with that experimental option enabled in the past on the hadal interior very specifically

subtle otter
winged echo
#

pooootentially, everytime i dropped it on a certain surface inside that interior, i would get an error thrown at me until i turned that setting off, but worked fine with other surfaces nearby. #quirky

subtle otter
#

Weird

jade gorge
#

dunno if this is anything, and if it is I dunno if it should be posted here or for JLL, just covering bases 🙂

[Warning:JacobG5.JLL] [User] Found duplicate entry of Magic Wesley.Hallowed content, skipping for now.
[Warning:JacobG5.JLL] [User] Error Parsing C:\Users\lloyd\AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\Acalians Company\BepInEx\plugins\Magic_Wesley-Wesleys_Moons\PolarusModConfigsJLLMod.json
System.ArgumentException: Cannot use any of the following characters in section and key names: = \n \t \ " ' [ ]
Parameter name: key
  at LethalPerformance.Patcher.Patches.Patch_ConfigDefinition.CheckInvalidConfigCharsOptimized (System.String value, System.String name) [0x0004f] in /_/Patches/Patch_ConfigDefinition.cs:47 
  at (wrapper dynamic-method) BepInEx.Configuration.ConfigDefinition.DMD<BepInEx.Configuration.ConfigDefinition::CheckInvalidConfigChars>(string,string)
  at BepInEx.Configuration.ConfigDefinition..ctor (System.String section, System.String key) [0x00011] in <cebe69d7792f4abca78b685257766c60>:IL_0011 
  at BepInEx.Configuration.ConfigFile.Bind[T] (System.String section, System.String key, T defaultValue, System.String description) [0x00000] in <cebe69d7792f4abca78b685257766c60>:IL_0000 
  at JLL.API.CustomConfigEntry.RegisterConfig[T] (JLL.ScriptableObjects.JLLMod+ConfigValue`1[T] config) [0x000ce] in <d225a018702d4a58967fb1c753cb959a>:IL_00CE 
  at JLL.API.CustomConfigRegistry.RegisterMod (JLL.ScriptableObjects.JLLMod mod) [0x0005d] in <d225a018702d4a58967fb1c753cb959a>:IL_005D 
  at JLL.API.JFileHelper.LoadFilesInPlugins () [0x000af] in <d225a018702d4a58967fb1c753cb959a>:IL_00AF 
[Info   :JacobG5.JLL] [User] Finished reading 6 files.```
lean bone
teal vector
#

uh shouldnt JLL parse the string given to get rid of illegal characters rather than the user just knowing about it?

lean bone
# teal vector uh shouldnt JLL parse the string given to get rid of illegal characters rather t...

probably should. i have some checking to prevent illegal file names im p sure but if you read the error it happens in bepinex not me. one of the few places i usually use try catching is when interacting with the file system just to hopefully save from any malformed files or corrupted data causing unexpected issues. maybe im lazy for that but whatever it's a lethal company mod. I think that happens to be catching the error when loading his config thing which is on user level cus it should blair as a loud siren to wesley reguardless of his logging level in testing that he messed up and to fix it before posting it but ig that didn't happen.
JLL isn't checking for or even aware of this rn. probably could make it so it does but it's so niche i don't know if i care to drop everything to do that rn

nova depot
#

How do I fix this error with JLL?

lean bone
nova depot
rocky vigil
#

@lean bone it seems like simplecommands is doing some funnies if you install it alone (without LLL/WR)

lean bone
ancient oasis
#

Does jll have a script that lets you randomize objects on a moon. Like dune a prop thing

balmy blaze
subtle otter
#

At least I assume JRandomPropPlacer calls Spawn() if it's got a network object

balmy blaze
#

Yeah. In my case for some reason I thought you couldn't make custom SpawnablOutsideObjects but I've since been proved wrong and I don't care to refactor it lol

subtle otter
#

Lol

#

I mean ye both things work for the same effect basically

balmy blaze
#

Actually, I also have this stuff configurable. You can toggle off if these extra props spawn inside/outside in that JLLExtraObjectsContainer so I probably won't change it. I don't know how exactly you could change the SpawnableOutsideObjects list through a config (without custom code of course)

subtle otter
#

Yeah it'd need code

nova depot
#

What does the Blower Fan Script do?

#

It does not interact with the player so what does it do?

rocky vigil
#

Basically pushes the player

nova depot
rocky vigil
#

I don't quite remember tbh

halcyon remnant
#

Was bored and tried pulling the script in question up on github, i could be talking out of my ass since I've never used jll in my life but seemingly whatever you're putting the component on needs a trigger collider?

#

collider would be as big as wherever you want the wind to be acting on players

#

theoretically of course, again could be wrong

rocky vigil
#

Yeah also that, you need a trigger collider that marks there the "wind" is acting

halcyon remnant
#

Yeah

rocky vigil
#

I forgot because basically every area of effect stuff needs one

rocky vigil
nova depot
#

When the player is in the box collider trigger I can't jump and I fall slow with the Blower Fan script, Is there a way to fix that?

lean bone
wide flame
#

waiting for wesley to jeb me

#

i know hes making his way down.

#

slowly bringing jebs as he goes

#

oh god

#

i see them approaching

#

HELP ME

#

IM BEING OVERTAKEN

#

GOD

#

SAVE US

broken ether
#

what has this channel done to me

split bear
#

fuck yeah dude

#

bet you won't jeb this next message wesley

wide flame
#

oh

#

he

#

hes dead...

nova depot
#

I WILL

split bear
#

i killed him.....

wide flame
#

quick

#

switch it to pregnant man emoji!!

split bear
#

Wesley if you jeb this you're forced to split your interiors up

wide flame
#

im self reacting to save us from jeb in first place

split bear
#

BEANIE YOU BITCH

#

YOU FOILED MY PLANS NOOO

restive depot
#

wesley if you jeb this message then nothing will happen

split bear
#

wesley if you jeb this you're splitting your interiors up

wide flame
#

wesley if you jeb this, it means you are legally binded to split up the interiors. and if you dont jeb it, you will live knowing this thread is truely not jebbed to perfection.

#

oh

#

he

#

did both

#

WERE SAVED!

teal vector
#

wow u did it

split bear
#

guys real

#

oh he actually jebbed it

#

peakm.....

wide flame
#

thanks jebsley

split bear
#

Wesley can you name weslerman "jebsterman" officially

teal vector
#

hot reloadable interiors are acceptable too (in the case that splitting them up is a headache)

split bear
#

I don't think it is he just said he's lazy

#

well it could be both LOL

teal vector
#

that stuff can be fairly time consuming honestly

broken ether
#

They're all already split up bundles
I just upload them all together

split bear
#

Wesley blink twice

broken ether
#

I just despise updating several mods
(hence why the standalones are mildly behind atm)

restive depot
#

Wesley if you jeb this you will rotate your every tile for every interior to 67 degree towards Y

wide flame
#

saves you some work

broken ether
#

That's what I've been thinking

split bear
broken ether
#

hmm
I'm going back to headache town

split bear
#

Wesley blink twice

wide flame
#

although

#

nah

#

hmm

#

i guess its technically vanilla variants

#

and they are all trial interiors

#

so it could be named either of those

#

since spooky manor is expanded

#

its just altered

#

as for the rest of the interiors... I do think they should be standalone truly. I cant think of logical pairings

split bear
#

yerp

astral laurel
#

I will literally release cheese from the rooms out back if you add standalone rubber rooms, its so peaks

balmy blaze
#

Or, here me out, my approach where the pack is empty and just downloads the standalones as a dependency lol

split bear
#

I think your approach is fire asf but the world ain't ready for it

vapid sundial
mellow path
rocky vigil
#

I wish there was a batch upload

teal vector
#

it would be nice if there was something like that, though i guess technically with enough odd scripting you would get it done it wouldnt be pretty

#

it's why i settle with the dawnlib setup, stuff is technically connected but in reality its all standalone

#

and instead of mod downloads its just configs, saves so much time

lean bone
#

how are you managing to turn a convo about wishing you could batch upload on thunderstore to a dawnlib pitch?

doesn't even make sense in the context of wesleys mods. the whole reason for standalones for him is to avoid downloading extra content. configs to disable things in game still means you spent time downloading all that and waste disk space on it if you don't want it.

teal vector
#

it's always been about ram usage, disk space isn't that big of a deal

#

it's also about convenience

#

and yeah, i did talk about it in the context of dawnlib, because i've had the same problems and issues with my own mods and this is just how i tackled them, im sorry if that rubs you off the wrong way

subtle otter
#

The humble 10 GB Clear unused mod cache beevil

teal vector
wide flame
#

mine was 37 gb once

sand dagger
#

mine was 5 GB

subtle otter
sand dagger
#

shit........

teal vector
#

idk how yall get it so high, maybe im constantly clearing my mod cache and forgetting about it

split bear
teal vector
subtle otter
sand dagger
split bear
teal vector
split bear
#

47

sand dagger
#

I am so rebellious..

teal vector
subtle otter
#

Wonder what the unused mod cache WR is

#

Yeah lmao

rocky vigil
#

i just want to be able to update all my moons at once plink

#

without opening 9 tabs

subtle otter
#

Ye that's what Xu was talkin about with CR being split into parts but in the same mod page, I didn't really interpret it as a DawnLib pitch tbh, just explaining her reasoning behind it

sand dagger
#

hey while im at it

#

how does navmesh blockers work

subtle otter
sand dagger
#

no like

#

how do i USE it

subtle otter
#

Lmao

sand dagger
#

i don't want my terrain to be fucking.

wide flame
#

you make a block of it

sand dagger
#

BLUE

wide flame
#

and it blocks

wide flame
sand dagger
wide flame
subtle otter
#

Can be either a NavMeshModifierVolume or NavMeshObstacle if you need it to be toggleable

wide flame
#

in your navmesh settings

#

i mean

#

no

rocky vigil
#

navmeshmodifiervolume

wide flame
#

its

sand dagger
#

nono

wide flame
#

OUGHGHGHHG

subtle otter
#

Whar plink

sand dagger
#

i want a portion of my terrain to NOT be navmeshed

wide flame
#

do you want the VISUALS GONE

#

or

#

THE NAVMESH itself

sand dagger
#

the navmesh itself

lean bone
# split bear 47

does gale not like... delete cached files after they get a certain age? how does that happen lol

teal vector
wide flame
split bear
wide flame
subtle otter
rocky vigil
subtle otter
#

Ye

split bear
wide flame
#

i always use obstacles and it works fine

teal vector
#

navmesh obstacle do be more costly if you're not toggling

subtle otter
#

It works fine but it's a bit more computationally heavy iirc

wide flame
rocky vigil
#

boo beanie not OPTIMIZED

teal vector
#

thats why it's better to use the modifier volume to bake it

subtle otter
#

It's more convenient for like doors for instance

#

Only way to do it with a Volume would be to rebake lmao

wide flame
rocky vigil
#

exactly

subtle otter
wide flame
#

you're not making me very jolly right now

rocky vigil
#

huge block of navmeshmodifier slop please

rocky vigil
teal vector
subtle otter
teal vector
subtle otter
#

Everyone gets a free pass

teal vector
#

free ticket

#

though also uh there's more problems with obstacles

split bear
teal vector
wide flame
subtle otter
teal vector
#

i did just remember how toy store pathing was absolute hell for enemies because wesley was using obstacles instead of volume modifiers iirc

rocky vigil
subtle otter
#

Ye in the hierarchy that receives the Nav'ing of mesh

sand dagger
wide flame
#

the few spots im using it enemies have a wide area to go around and its not very complex at all

subtle otter
#

It's arbitrary

sand dagger
#

ic ic

subtle otter
#

Organize it to your whim beevil

wide flame
#

so yeah i could fix it but if it works it works and im lazy

#

if it aint broke dont fix it

teal vector