#Jacob's Moons & JLL
1 messages · Page 4 of 1
if you wanted to spam spawn enemies like that it'd be better to just trigger the spawn enemy method instead
yeah i was just giving an example of when it would run
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
which can be easier than triggering each script individually from within one event
also it didnt work
buuut
i was using a custom enemy without registry
just an edited nutcracker
A heads up to all you lovely people in this thread, a proper fix for the soft masking errors has been released in DiFFoZTweaks' latest update https://thunderstore.io/c/lethal-company/p/DiFFoZ/DiFFoZTweaks/
I think it normally does, I think the ReadMe got made empty when he pushed the new update lol I'm sure he'll fix it
can i get a tldr how its different from what Xu did?
no bro it's been like that
I don't think the mod ever had a readme I remember checking it like two weeks ago and it didn't have anything
Xu just kills soft masking when it errors, DiFFoZ patches the issue so both mods are safe to have together cus Xu's mod basically just looks for a try/catched error to resolve
You can see it properly works now, no more stretched out compass
ahh aight

it tweaks
does it kill you in real life!?!?!?
stupid
IM TWEAKING OUT
good
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.
Should I be safe
And just have both?
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.
Then I will as well probably
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
it won't hurt anything to have xu's mod but if you already have diffoz mod it probably won't do anything
Yeah, diffoz' mod should make it not error so my mod wouldn't do anything
All I do is check if the thing is erroring, catch the error and handle it
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
sorta like how repo does it
maybe normally a room is a wide floor but a day based propset changes it to have a pit
just an odd thought

there probably is a JLL thing that triggers based on how far away you are on the day
Jacob
gay cob
Ja-corn on the cob
i love this shit jacob
the old door looks so cool is it still in the game files
as disabled gameobject
not sure if animated
whats its naem
Environment/HangarShip/Cylinder.002 and Environment/HangarShip/VaultDoor
Yeah, definitely using it at some point. Just got to finish my V72 stuff before making more content
is there a thread for LostEnemyFIx
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
my config is on the default settings
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
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.
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
Report on OpenBodyCams thread: #1199570032196333648 message
ReservedItemSlotCore had an update so try reverting it, and if it still happens just delete whatever adds a reserved slot for the Radar Booster
ok
I disabled the Radar Booster from being added to the reserved slot and now it doesn't do that
@balmy coral u might wanna look into this for reserved core
Okay, thanks for letting me know. I'll try to look at this later today
When does this happen? When someone picks up the radar booster and then drops it? And only happens when both Reserved and Open Body Cams are enabled?
Doesn't seem to be happening to me at the moment. I'm using both of those mods atm.
Bertogim was reporting it happening when the radar booster goes into a reserved slot with both OBC and either Reserved Custom Position (JSON slots) or Reserved Utility Slots are active
Yeah
I removed the radar booster from the JSON and the bug didn't show up
Reserved Custom Position just makes the JSON for JSON slots
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?
I'm gonna look through the older reports
They also had enhanced radar booster at some point, might affect it?
@verbal meteor if you have a profile code where you replicated it, can you send
Let me try with that mod real quick
Is that its own mod, or you referring to the Json one?
Oh, ReservedCustomPositions. That's probably it. One sec
but it's weird since i can delete that mod once it makes the json and its still bug
at some point yeah but it's disabled now
the save file is fresh
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.
well, i was on track with my theory abt it being a trigger at least
weird that this specific combination is changing its layer
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)
Can I ask why reserved slot core is doing anything with layers in the first place? like what is that for?
Maybe he's baking a 31 tier cake for all the modders
Have u tried being more grate jacob
I meant to say grateful but that works
It was for displaying reserved item slots on the players backs, if the item was set up that way in the reserved data. The players shouldn't see their own reserved items, but they should if they see thenself from another camera, such as body cams, TME third person emote camera, etc.
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
do you keep track of the original layers so that you revert items back to their original states?
ah okay that makes a lot of sense
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
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 👍
when you change these, are you setting them all to the same layer?
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
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!
sounds good! good night
am i missing something or have you just rediscovered the reason repocket exists as an option?
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.
I apologize if im misunderstanding something im tired, it's late, and that's a huge text block to read on my phone lol
I kinda forgot about the flashlight position being fixed with the te pocket. My bad
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.
awesome, will try it out
x2
@lean bone I came here to personally thank you
for the invention of this sacred mod
For you have given us a session to remember
may many more misfortunes and moments of hilarity come from such brilliance
tbh not seen people use this mod much but i definitely think it's one of the more fun things i ever released here
(or at least I've not seen clips or anything with this until now despite the mod's age)
we spent a good 10 minutes setting it up for 10 seconds of video
and it was all worth it
more people gotta know of this honestly
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
and i think he kept spawning cruisers on top of eachother which would make them collide a lot and go flying
great time
ofc speak of the devil lmao
Olympus, you can still roam around the whole place
You speak of me, I appear, Im a simple devil 

do you just stalk every channel awaiting your name to be called out? lol
Ofc he does
WTH
He's st4lkerboy
Military secret, but whereever you talk about me I appear
if i turn all the light off in my bathroom and look mirror at night before saying sickboy's name 3 times
like im just sayin
full confidence a storm will suddenly arise from the atmosphere before lightning strikes down to reveal he's behind me
sickboy
you want to test things tomorrow?
Tonight for me?
i mean i just want to make sure code works we don't need all the decor lmao
I’ll just put in some cubes with different colors then 
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
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.
again my mod just acts as a bridge for users to register slots in reserveditemslotcore without code. any issues with slots like this should be sent to flip. if he doesn't have a thread in this server the best thing would probably be to direct that user to open an issue on the reserveditemslot github page
Yeah, i sent this just in case there may be something with your part, or a way to fix it.
I've sent this in the ReservedSlotCore thread too
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?
Again sorry for bothering here, but it seems I'm one of the few who actively uses and tests ReservedJsonSlot haha
Yeah, I know.
Just wanted to check if there was another thingy like the extra sync thing that you added before
yeah fair. i get why you do it, i just can't do much for you lol
No issues.
I'll only post here if I find an issue with only the Json
KNEW IT /j
i think flip wrote his reserved slot mods with specific items in mind, so me opening it up for users to do whatever they want may have opened up a lot of little edge case possibilities that were never considered. (like 2 handed items)
am i jevil now?
slap my face on that for biblical accuracy
Yeah, I'm currently trying to add support for the new utilities items in the CodeRebirth update, and several of these are 2handed.
Hopefully Not Jevil
why not jevil?
he makes evil things, like uh, non flat women
that was my first thought for the one opposite thing of you
the opposite of me in your mind is women with great assets for the company?
yes
So are you saying current Yacuub doesnt have great assets for the company?
hi!
hellooo, i have a teeny tiny question about JLL
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.
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......
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
is that something that can be achieved @lean bone ? (sorry for the ping in advance)
note that i have like 0 experience with JLL as of yet
I think this is dependent on your outside spawn weights methinks
but something special like jll is probably required for what you want
we'll see if jacob has a solution 
@broken ether
true that
your dedication knows few bounds
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
pll?
tldr?
p?
man i just cannot escape the piss can i
what?
hey jacob!!! i had a question i posted up here somewhere
i dunno if it's possible but
?
i don't know how any of this works...........
it was mainly this
what are you wanting to do?
i want a chance for single oldbird to spawn on a moon
and what do you currently have?
i have a mid-chance of oldbirds to spawn
sometimes only 1 spawn which is good
but sometimes up to 3 spawn
and that's too much
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)
then for the enemy spawner just set the enemy name field to "RadMech"
keep in mind doing this means they will not be statues and will be awake at the start of the day
that'll probably be a problem, could I add a "DelayScript" so it would spawn later?
you could
there still will not be any statue tho
the statue their "nest" which only happens when spawned naturally
i see
i'll test it out, see if it feels nice, if not i might just reduce the spawn chance/outside power level
thank you jacob!!!!!!!!!!!!!!! that helps tons (for now, and the future)
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)
i might wait for the better alternative, so it doesn't break in the long term
i'll keep an eye if you release it in the future 
Theres another thingy too where you could set it to an exact hour
But that also has one flaw i feel like. I was thinking what if you spawn the oldbird nest with random prop placer but im not sure if it would come alive after that. I think if you just spawn an old bird it’ll be active already but I could be wrong
yeah that's what jacob said, i am not a big fan of that but i'll do some testing and see
I’d test if spawning the nest would work
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.
afaik the game predicts all spawns at the start, then spawns alll the nests which are replaced by the enemy
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
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?
To me that sounds like it would simulate the normal old bird behavior
that sounds complicated.... I don't even know where to start, but I'll start testing and see what happens
can someone explain this to me like im 5
i guess ill just wait for someone willing to answer this
since this god forsaken lib doesn't have a single DOCUMENTATION
500 years in the future jacob will write one sentence about each script and we will all rejoice
its literally only word of mouth
which sucks
one day jacob will dissapear and it will be told down like ancient folkstories
"Read the documentation"
The docs in question:

ur documentation is literally awesome
besides
some documentation is better than none
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)

I really be lacking a lot of it, they be cave paintings at the moment 💀
I do wanna upgrade to hieroglyphs at some point

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.
i might have the moon name wrong i don't really remember rn but whatever the moon is that has that interior fog gimmick
There's a few, but ye
ig ill do my own documentation if thats the case (with the wes' moons stuff)
trial and error
That actually sounds like it could be cool in a more general use
If only interior fog was ever fun to have
Yeah it's just badly designed 😔
Is this functional and if so how do I apply the changes to a moon?
mainly looking for a way to change the max count of an enemy
I would guess in the Scene Name field you put the name of the moon scene. Then I imagine you put the same asset label on it that goes on the LLL ExtendedMod for your moon. Might be wrong there but that’s how you do the JLL config stuff.
will try that
do you know whether the max count override changes outdoor/indoor count or both?
the enemy spawns both inside and outside
I think it’s both
I feel like I remember being told that
Enemies cant/won't have different settings in-between moons and spawn pools
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
alright i guess i will have to test if it feels right gameplay wise then
Is there a list somewhere of what JLL does?
I don't partake in birthdays for religious reasons, but I can wish her a happy regular day tomorrow 
Wish her the best day ever
can anyone explain the use for it????
documentation NEVER
true!
Meow meow!
CLANKER
Can we stop with these racial slurs? It’s offensive to ChatGPT and my AI generated moons.
OIL DRINKING, TIN CAN, RUST BUCKET, WIRE-NECKED, GEAR GRINDING CLANKER!!!
Be careful who you say that around you don’t want to hurt Jimothys feelings
Hes just doing a good job
the gals are clankers...
jimbo isnt tho
Hes a clanka
splong bloing boingle
he's one of the good ones
Code Rebirth Guardsman has breached containment
What about queen
you've been slacking @broken ether
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
Otherwise I'll probably scour through the git
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
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.
(PlatformGrabbable is what I use for PlayZone slides, would work better for an escalator
)
I’ll have to check that one out
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
i kind of want players to be able to be more free while doing it and not be stuck in an animation
You might just be able to animate physics regions (top of truck) in a conveyor belt fashion for an escalator
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
yeah probably
@lean bone Can't drop items in the void using a ladder behind the ship wreck in Pinnacle
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
I can drop them near the mountain though (see from 0:40)
I’m not familiar with the terrain there but could it be slightly more raised in that corner?
items have a limit of distance they can go when you're dropping them
it's possible they fall on the moutain itself
if you're too high up they just won't fall
this is a limitation we learned a while back when generic was making the tower interior
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
maybe it's like a suuuuper slight difference in height but it does matter
well atleast thats my hypothesis
there could very well be something else going on there
ye
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
do you know if there's a mod or something to alter this limit?
Not that I’m aware of but if there’s no standalone mod you could propose it for ScienceBirdTweaks: https://discord.com/channels/1168655651455639582/1350616165289951272
It feels like a misc tweak that could fit in there if the dev is interested
good idea
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.
hoorah!
SimpleCommands will also need an update as it errors when any of its soft deps are missing due to the GetTypes change
And will prevent you from accessing Online or Lan
get types change?
Also the netcode changes will be needed too
i was planning to recompile for the new version obv
Yeah the base game now runs GetType
So some mods with soft deps explode
Hamunii and DaXcess are looking into making a seperate mod to provide a solution for it
can you link me to another dev explaining it so i can see if it applies to any of my stuff
Keep your netcode patcher code from the snippet I sent in that screenshot lunxara linked
It's harmless to have and according to paco its needed for edge cases like network variables
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
Lunxara is unaware that the conversation above that was talking about GetTypes is not relevant at all
is there something else that may be broken im supposed to look at or is that all?
Should be it, I don't assume you use assetbundles or the like
From here we wait for FPTS and LLL to get fixed
a little but but nothing that looks wrong on compile
Well I was testing earlier and SimpleCommands did explode a profile
lol
So I wanted you to be aware of it
cus it doesn't have updated netcode which i've now held off from compiling and posting to check for an error that doesn't exist lol
Then it's fine, I'm unsure what assetbundle changes that would be harmful look like between these version changes anyway
Yeah I pinged Eba that the REPO for FPTS is updated
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
That being said if you have an easier way to contact Eba like through dm and such you might also wanna let her know about the FPTS update there as well since she isn't the most active in this community lol
A ping is fine
👍
yaaaaay, what additions did you put in?
nothing to get hyped about. just stuff i did a few months ago before disappearing
check the update log, its useful stuff
iirc just some extra event stuff on already existing components but changelog says more
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
Oh nice, i recently used the hourly events, i'll have to check
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
That's what separates bad devs (you) from good devs (me), if your changelog isn't just "look at github" you're not doing it right amh
sure, once I update JLL i'll test it, tho i'll have to wait until i can actually play a modded moon on v73
just a reminder JLL is designed to not be dependent on LLL. so whatever's going on should be fine
yeah but the moons are iirc right?
rn yeah
new JLL update aint v72 friendly, i presume?
uh didn't test but most likely not
aye aye
if you're playing last version don't update
aye aye aye
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
post it into like pastebin
like one of those twitter drama twitlongs or whatever they're called
raises tension
dont raise tension THAT much im really curious now 😭
i would read a notepad++ message if i had to
I would separate in text blocks (idk how long a message on discord can be)
yeah^
2,000 characters without Nitro 
whatever it is tho, the sooner you say it the better imo
JLL dead? I knew it 
JOnlyTrite was added
JTriteScript
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Can I write an opinion about this here? Because, as you know, it's a bit more complicated than just choosing whether to do it or not.
And I want to be sure I have permission to give my honest opinion to avoid any possible inconvenience.
yeah feel free. just note i probably will not respond to things at least immediately. I've been anxious about even making a post about this for a while.
Don't worry, i don't need a response. Or even a read it if you don't wanna. Just something I want to send and hope it can give at least something.
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?
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
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)
This being said I think Jacob would make a very good API, and having multiple maintainers is good
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
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.
imagine a heart moving, very intelligent opinion on the subject that sways the reader 
I'm swayed
this better sway me lunxara
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
Lunxara lib when?
Lol
guess what
badqlib is right around the corner
it will feature:
credit removal, every mod that uses it will now belong to me
trademark stamps, my signature pfp will be featured in every single mesh of the game
have swayed me
BADQ for president
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
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
can you even wait that long? 
Yes
I would rather see a stable, polished API release
than something super buggy
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
daily progress ping for jacob :
Ye
thing is DawnLib is already achieveing that, its just it seems people dont want to use it because they either dont know about it, want to stay on LLL or could be because they dislike xu
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
thats raw unfiltered ignorance wtf
its like if you avoided using computers because the person who made it is gay or whatever
I like DawnLib tbh, so it's probably the learning curve or smth most likely
would it be ethical if we uploaded a patch..
I doubt people are not wanting to use it to spite Xu
like in the good old days of v50
i would be WILLING to learn it
Idk which modders jacob asked but weve had a group of mooners who dislike us who are big members of that server
like holy shit its a 5 story cake??
It's MIT Licensed, pacoito is just trying to see if he can find a way to prevent the current LLL from loading right now when it's uploaded since some mods won't update
since the current LLL explodes v73
lol
weeeirddd..
like dude
its free shit you can have to work on
tf are you complaining for
Weird
Did you guys piss in their cereal or smth?
Lol
Iunno ask beanie
nah if i DID dislike xu (which i don't) i would definitely still use it
Oh right.
i saw that go down
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
im just getting into moon making, i am ABSOLUTELY WILLING to learn it
teach me the days owl man
I can teach you how to piss in someones cereal
it feels more like its just that they're used to the tools we have rn
Yeah I took it as people prefer the tools to be similar to how LLL works
yeah I think so too but yeah recently seems like most modders are mad at us
learned s1ckboy was mad at me and xu lol things are fine now but yeah alot of held grudges
incredibly batby
ManulLib
We shalt learn and grow from our mistakes.. It's no use holding grudges when we are supposed to work together.....
execution
can't he do something like what diffoztweaks does and use a patcher to remove lll from the chainloader
I think that is what he might be trying to do
@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
I did in fact get a preloader thing to work
It remains gullible 
Maybe have it target the version of LLL?, basically have it check for LLL 1.4.11 or lower and stop it from loading
It works
But it's still gullible
Hmmmmm
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.
(Also ye I'm still finishing up a proper reply to everything, I've just been a bit distracted
)
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.
Not even a 10000% go 😔
I’m gonna fucking tear up
Thats me mom! Ive been mentioned!!!
Pikachus?
THERE'S MORE???
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. 
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
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.
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.
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
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
The fact he also said he was gonna wait for the dust to settle to fix it himself when pacoito fixed it day 1 also says a lot too, like pacoito deserves to be a maintainer but knowing Batby he won’t do it
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
Also the thing about soundapi is that bongo would love some maintainers which LLL had more than ample opportunity for
pacoito? yeah we need your help
You got this paco
Adding that to the thread name on dev-resources would help a lot, I wasn't even aware they were open to maintainers
glad to hear it, too
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
You already talked smack about him like two sentences ago LOL
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
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.
It can all be chalked up to college keeping him busy, him not wanting to add any ol' rando to the project, maybe sprinkle some portfolio motivation in there but at the end of the day guy's just busy I guess.
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
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
All totally valid, I would definitely like more people to ask in the thread currently though so I can gather how people would like things to be made but other than that it's valid
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
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)
That makes sense, looking forward to this
I hope so too, I have scouted a few people in hopes they'll agree to help maintain etc so hopefully that goes well
Just thought id give some input that DawnLib documentation would be amazing
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)
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 😔
explains a lot
WHAT
explains why it keeps happening
it doesnt 
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.
Yeah it wouldn't make sense to not have compat
||yes it does||
He might have been referring about his actual life
If that’s the case it would make a lot more sense tbh
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.
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
just out of curiosity have you ever looked at the LLL wiki?
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.
Pacoito and I are willing contributors 
Me? no
i dont use LLL
whats wrong paco
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
I do still be interested in mayhaps integrating some of the improvements you did into the LLL fork (and eventually to main LLL soon™), but yeah I understand if you just wanna get started working on your thing
If there's anything you need compat-wise from LLL I don't mind doing small releases to patch specific things 
Also while I don't really plan on doing any like major contributions (I be distracted with some stuff), I'd be down to test stuff and/or suggest improvements and fixes 
I didnt know LLL wiki was mid, but i still said "tutorials" so that does not change my argument 

exactly LOL
this is the one I was looking at a while back I think
simple man, what you mean by this emote? 
it's not a big deal cuz I was able to ge the info from experience people like generic and wesley
LMAO ok, to be fair i didnt know that but we have other solutions to learn how to use it
I often don't really know 
never stop greed 
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"
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
It do be a pretty different system 
yep, and thats sad
he's addicted
I'm just greedy sorry 😔
take that
I agree with this.
I haven’t touched DawnLib much besides trying to learn a few things, it’s an impressive API but consequently is quite dawnting.
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
I'm not sure if the pun was intentional but I approve
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
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.
zeekerss has not been really good at not pushing breaking changes, he's been terrible at pushing any changes
Meanwhile repo:
public void SomethingFunction(float, float float, bool)
to
public void DifferentlyNamedFunctionWithChangedParams(float, float, float, float, float)
I love to search for the new function name everytime they do a massive update 
public void AnotherNamedFunctionWithMoreChangedParams(float, float, float, float, float, bool)
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.
repo modding sounds like minecraft modding lmao
little minigame 
Find the lost function
Read the bin before you vote
46
46
1
Do it
I love democracy
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. 👍
I would expect quite a few months at least and tbh take all the time you need on it, I would rather it come out in a state that you feel really happy with when you release it 
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
zeekerss is supposed to be back soon as he says...
that's like saying wait for minecraft 2.0.0
minecraft 3 coming tomorrow
10pm???
hopefully
wesley stop slacking off, we need jebrealemotion under every message
if only you could mass emote
Oh he's so far behind!
I am.. I really am..
I'm all caught up
He did it! What a lad!
oh this pfp frame is much better 
for real
one must imagine wesley happy
nature is healing
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.
I personally would not mind jacobson
I'd say it'd be a good idea, that setting has always fixed several issues for me and I've never really ran into bugs with it
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
for the record what he was suggesting was my original plan but after messing with it for a few hours i realized i could do it the way i did it which would be so much easier and slightly less efficient probably but effective
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
⬆️ the culprit and the reason
Yeah, it actually fixed a ton of issues on some moons in the past for me, specifically some of Rosie's moons like Summit that had weird Reverb triggers near the elevator that caused massive lag
uhm isnt the lag caused by reverbs stacking?
Prolly, but having OnTriggerEnter on fixed it
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
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
I'm sad that the custom shader Summit uses got broken, Summit was admittedly one of my favorite moons by Rosie lol
i don't disable the collider no
oh was it the script?
yup
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
You can always improve it when you have time yeah, but it's never been an option that has caused problems 
You know what though you can probably skip the Coroutine that waits for a frame and just call OnTriggerStay() yourself but once

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
I have ran into odd item dropping sound issues with that experimental option enabled in the past on the hadal interior very specifically
If you mean missing sounds it's probably too many AudioSources playing at the same time mayhaps 
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
Weird
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.```
send this to wesley it's his problem
uh shouldnt JLL parse the string given to get rid of illegal characters rather than the user just knowing about it?
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
How do I fix this error with JLL?
@lean bone it seems like simplecommands is doing some funnies if you install it alone (without LLL/WR)
if it's the unity input system throwing a get types error then for now just install hamuni's mod that fixes it
Yeah I think it was
Does jll have a script that lets you randomize objects on a moon. Like dune a prop thing
Like this? This spawns a random object on a random outside node
Could also do SpawnableOutsideObjects if the prop needs not be networked 
At least I assume JRandomPropPlacer calls Spawn() if it's got a network object
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
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)
Yeah it'd need code
What does the Blower Fan Script do?
It does not interact with the player so what does it do?
Have you played beanie's vehicle hangar and or 30-Row? The fans work with that script
Basically pushes the player
Is there a other script that I have to put with it?
I think you need a game object that acts as the direction where the "wind" is blowing from if I'm not mistaken
I don't quite remember tbh
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
Yeah also that, you need a trigger collider that marks there the "wind" is acting
Yeah
Ok, Thanks
also LC Office

Oh yeah true, I forgot
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?
the force is relative from distance to the object you put in the script. you can't jump cus being in the wind counts you as falling iirc. if you're just falling slowly and not being pushed up it means you need to increase the force
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
what has this channel done to me
HAHAHAH
fuck yeah dude
bet you won't jeb this next message wesley
I WILL
i killed him.....
Wesley if you jeb this you're forced to split your interiors up
im self reacting to save us from jeb in first place
wesley if you jeb this message then nothing will happen
wesley if you jeb this you're splitting your interiors up
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!
wow u did it
thanks jebsley
Wesley can you name weslerman "jebsterman" officially
hot reloadable interiors are acceptable too (in the case that splitting them up is a headache)
that stuff can be fairly time consuming honestly
They're all already split up bundles
I just upload them all together
Wesley blink twice
I just despise updating several mods
(hence why the standalones are mildly behind atm)
Wesley if you jeb this you will rotate your every tile for every interior to 67 degree towards Y
i wouldnt mind them being uploaded in mini packs for some of them.
the expanded interiors can definitely go together
saves you some work
That's what I've been thinking
add me to your TS team I'll be your secretary
hmm
I'm going back to headache town
Wesley blink twice
yeah that
Only pack i can think of is:
Expanded Interiors - Mineshaft Exp, Facility Exp, Spooky Manor
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
yerp
just scarcely update the standalones unless its been a while or its broken
I will literally release cheese from the rooms out back if you add standalone rubber rooms, its so peaks
Or, here me out, my approach where the pack is empty and just downloads the standalones as a dependency lol
I think your approach is fire asf but the world ain't ready for it
hey wesley do you need a script for that
I don't blame you, you do have a lot of moons so it's understandable to dislike updating them seperately
I wish there was a batch upload
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
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.
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
it does add up though
The humble 10 GB Clear unused mod cache 
yes it adds up, but which one is drastically and 100x more relevant
i just remembered i need to clean that
light work
mine was 37 gb once
mine was 5 GB
I mean I've heard users having issues completing the whole Wesley's Moons download, but yeah it's not necessarily game-related and more of a mod manager thing lol
shit........
idk how yall get it so high, maybe im constantly clearing my mod cache and forgetting about it
doesn't matter, both are bad and should be avoided
definitely, i've heard about people complaining on that end
The download is a Journey in and of itself 
Heh, both are good and should be pursued.
I think debbie's was like
i agreeth
47
I am so rebellious..
i wonder what the highest someone's ever had was
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

They block..... the NavMesh
i don't want my terrain to be fucking.
you make a block of it
BLUE
and it blocks
turn off the renderer...
yeah but whats the component
no its
Can be either a NavMeshModifierVolume or NavMeshObstacle if you need it to be toggleable
navmeshmodifiervolume
its
nono
OUGHGHGHHG
Whar 
i want a portion of my terrain to NOT be navmeshed
the navmesh itself
does gale not like... delete cached files after they get a certain age? how does that happen lol
imagine me opening up 50 tabs to update CR lmao
really big box collider set as trigger with navmesh obstacle component set to CARVE
I don't use Gale cuz I have a huuuuuuuge brain sorry
okay ill see how it goes
(its pencil sized, dont listen to him)
Nah should do NavMeshModifier volume if you don't need to toggle it

i would use navmeshmodifiervolume and set to not walkable better
Ye
you're not allowed to comment on that, minor
i always use obstacles and it works fine
navmesh obstacle do be more costly if you're not toggling
It works fine but it's a bit more computationally heavy iirc
ok mr stickdick minecraft
boo beanie not OPTIMIZED
thats why it's better to use the modifier volume to bake it
It's more convenient for like doors for instance
Only way to do it with a Volume would be to rebake lmao
me when 1 navmesh obstacle makes my moon horrible and awful for performance
exactly
Catch me doin wild shit as a micro optimization 
you're not making me very jolly right now
huge block of navmeshmodifier slop please
me when s1ckboy looks at me making moons
the obstacle to your performance 
Also make sure the object you have the thing on is on the Room layer, or at least a layer that has NavMesh on it
you forgor to uh toggle these 30 settings on the renderer, set the audio to mono and uhm delete the project for extra file size
Can blame ANY lag on the NavMeshObstacle if it happens to occur on a Beanie moon 
Everyone gets a free pass
cope
rrrriiighhtttt
more gameplay related ones to using them
im coping it im copenhagen
The component, to clarify, it needs to be in the same layer to actually affect NavMesh
i did just remember how toy store pathing was absolute hell for enemies because wesley was using obstacles instead of volume modifiers iirc
also the block of navmeshmodifier should be inside environment!
Ye in the hierarchy that receives the Nav'ing of mesh
im not using it for small areas
can i put in NavMeshColliders?
the few spots im using it enemies have a wide area to go around and its not very complex at all
ic ic
Organize it to your whim 
so yeah i could fix it but if it works it works and im lazy

if it aint broke dont fix it
i think the way it was fucking with them was that enemies thought they could go through the area with the obstacle, but they couldnt, and they wouldnt try to path around it, thats why i was mentioning it, but yeah it's pretty specific


