#Lethal Expansion and SDK
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I set it to use global spawn weight and I set that to 100, then I upped the spawn rate of scrap using a mod but my scrap does not appear, is there something else that could be not configured correctly?
it's a no ponderous spawn weight, not a spawn rate
100 mean it will be priorized against the other scraps when a scrap will spawn
but the amount of scraps will remain the same
theres a setting to change the global amount of scrap that will spawn in main menu
the UnityExplorer can be helpful to check if your scrap spawned
I see. I did change the amount of scrap that spawned and this is what I saw, none of these scrap are my custom one. I will try using unityexplorer next
read the console to see if your scraps are loaded
๐
quick question, would it be possible to make a scrap item with an interact? (like for example the clown horn or airhorn) trying to make a scrap which makes a noise when you interact with it, however idk if thats possible with lethalsdk
guys, how do i go to christmas village no time? i can't route to it
when i type that it just sends me to christmas village normal
not yet
it's one of the planned things for the future
christmasvillagenotime
like a normal terminal, never add spaces except to separate a command and a parameter
okay
also is there any command or something to get unstuck? i got stuck after leaving from the fire exit between some ice rocks
does christmas village no time just not do the day cycle
ah alright, cool :)
ah okok ty
do I need anything more than this in my plugins folder to load this template mod?
but the template require oldseaport and christmasvillage that contain assets
yes I understand, I managed to get the template working as a test and then removed it to try and load my custom scrap
and it worked!
Im having trouble exporting maps. I keep getting error like this.
Honestly I am a unity noob like i started using this yesterday but i really wanna learn how to do this if anyone can explain like step by step what to do. I find the instructions on thunderstore unclear or not noob friendly lol
Ive tried many things and have come to the conclusion i have no idea wtf im doing and may need some help navigating all this
you have several files with same name in the project
read the console of Unity for more details
Im restarting from scratch.
I basically just want to turn this into a playable map. With 1 fire exit and a main door.
just beware to don't have two files with same name
Ok i will let you know if I have any issues.
ok just to make sure i am doing this correctly... I have imported the above link into Unity after opening the SDK. It is in the Assets folder.
Ive also duplicated the TemplateMod folder and renamed it "Outpost" -- I've also changed the name in the manifest file.
What would I want to do next?
Should I open this imported scene? or just add everything from the Colonial City folder to my mod folder? Sorry if i sound like a dumb ass ive never used unity but have a bit of experience with blender
My mod is coming back with the issue of "Your mod has no mod manifest" can someone help?
Show me a screenshot of the manifest of your mod
Don't rename it
I will add an inspector error if renamed
Sweet, this will help newer mod creators
i cannot figure out how to get back to the ship from the campfire fire exit, any tips?
on christmas map ^^
There's an exit to the cave
But you need a flashlight
wel yea
but i get out the cave and im parkouring on icebergs or smthn and idk where to go and i usually fall and die cua the fog is so bad down there
I must optimize the rocky path to make it easier
But there's only one way on theses rocks
if i could do it once i feel like i could consistently do it but ive yet to figure out the path
This is exactly what make me hate the modding
mf really wrote a thesis about this
it's too passive aggressive to even qualify as criticism
Will we be able to enable the christmas village after it's removed by default next week?
bunch a bs especially abt waterridge, waterridge has such character and the small size is a double edged sword bc it makes getting back to the ship dangerous with what spawns like what ๐ญ
yes, it will be in an independent mod
i plan a version without the giftboxes too
Hahahah lol. This guy has too much time on his hands. He needs to calm down.
Do you think the SDK will allow making custom facilities just like the factory or the mansion at some point ? That would be insane
imagine being that guy jfc
planned
but not yet
Hello! I have followed the tutorial but am getting a error when i go to build the asset bundles.
Any idea whats wrong?
Oh just fixed it, apparently the issue was i accidentally had a duplicated texture with the same name as a existing one.
Heyo, it was a lot to read here but do you happen to know how to fix why my save starts off with the same weather across all moons? It seems to be using the same seeding system across all moons if I had to guess.
We were wondering what was going on and why we kept having the same weather so we disabled it and it changed the weather through process of elimination
Got everything working! This works wonderfully! I was having strange bugs and issues when i initially attempted to make a mod using Lethal Lib so having everything work out of the box so smoothly is wonderful! Thank you very much for working on this project
A fix for this should have been merged already. They might not have pushed an update yet?
(If you're using Lethal Expansion)
I don't touch vanilla moons with my #1174039957640319026 mod
it's vanilla
seed when creating a new save is always 0
ah, same weather for all moon ?
it's not chance ?
The weather isn't the same for all moons in that image, though
bro how can I add custom items with this sdk? Any wiki or something?
@placid vine @still osprey
look how the template is made
duplicate the template folder, rename it and work over it
alright
how does wateridge compare lootwise to titan bc i feel like they r pretty even matched but wateridge has more enemies
Unfortunately we just restarted and it's still the same lol
Does anyone know how to make the rain not go inside? I can't find out how. Any help would be appreciated
Set it to 2
You're using more than just this mod though. I see LC_API and probably some others that rely on that API. It's hard to pinpoint issues if there's multiple other mods at work.
Hey @placid vine , first off great work on the sdk, for a complete noob like me it's one of the best tools to learn modding. I have 1 slight question. I canmot find the vanilla assets nor can I find a way to add a sound to when I hold one of my custom scraps. Do you have an idea on how I would be able to make it happen?
Remove the camera
Oh my bad the camera isn't in the prefab
What is the issue?
You added the scrap to the modmanifest?
yep, 3rd image
The list of sound names is on the mod website
The SDK don't share the vanilla sounds
LE get a reference for them in realtime
Sorry on phone the 3rd isn't showed
thats fair dw
Is there a location in the sdk where I could import some of the vanilla assets to have a reference or?
Which assets you want to import ?
Something like the dentures maybe?
Well, while you credit zeekerss in the mod description you can add some assets
But all grab and drop sounds are already refered
Okok if for exemple I wanted to use the denture asset as a base for modded scraps I can import it as well? What would be the process of importing it (sorry that I have a lot of questions)
It's just a mesh, drop it in unity
But you'll have to ask someone else how to get this asset
Okok perfect x) thanks!
how do I do that?
on the mod page theres a guide about logs
Thanks it worked great although when I leave the facility the rain goes away outside
actually i think its just a lethal expansion bug
Ok so I've given up on using the denture as a base. I managed to get the asset but the scripts weren't linked to it. Do you guys know of a way to put sounds or music on a scrap once you have it picked up? I found a couple of scripts that seem to be used for that particular reason but it doesn't seem to work lol
It's not supported yet
fair enough X) Thanks Holo! you've been a great help ๐
@placid vine Can we get a higher amount of qouta as an option before the days get added. Even at 1000 qouta per day gained, it's a bit too easy. We're able to easily maintain qouta and above at the current rate of 1 day per 1000 qouta.
6 days to get 3000 is just way too many days. And the config only allows up to 1000. If you could cap that at 9999 or even 5000 as a max qouta per day given, that'd be perfect.
A cap of 5000 will be insane to choose with precision with the slider
And text fields don't work for some reasons
But I'll increase to 3000 to be reasonable for now
I can forget, don't hesitate to ping me again if it's not done at next update
i forgot xC
i just released a 1.3.7 and urgent 1.3.8 but forgot to change the cap
am i able to add a separate dll and then have custom scripts on the moon?
no
for safety reasons it's nor allowed
ah ok thx
is there any way i can add custom scripts or no?
no
i try to find a safe way
i don't plan to allow it untill a safe way is found
you can send me a script i could read and implement it if it's safe tho
but i'll do that kind of requests from junuary
alr i made a moon based off the water planet in interstellar and my friend suggested on adding the big waves. didnt rlly know if i could do that without custom scripts
i don't think you can
yeah
you could make your own water mechanic with interract trigger and damage player scripts that already are in the SDK tho
with a bit of HUD and sound effects to make an underwater effect
but to push the player it will be a bit more complicated
i dont think theres going to be an easy way other than manual checks
ah ok ill see what i can do with that
is there a list of spawn weights for the default items (to use for comparison)?
https://lethal-company.fandom.com/wiki/Scrap
I can see the min/max values here but not the spawn weights
Expansion breaks support for mods so often it's super 
the default value provided when you create a new moon is the values of Experimentation
they are different for every vanilla moons
what do you mean ?
sorry, I meant for the scrap
like when I'm setting weights for the scrap is there somewhere where I can see what weights the default scrap have
what do you mean by default ?
I mean default scrap as in the screw, v-type engine, large axle, etc.
ok nevermind, I will just try different weights out and see what works best
sorry, I don't think I can explain what I mean properly
but it's ok
the default weight of scraps
yeah but I'm not making a moon I'm making a new scrap
and, it's not same ?
when you create a new moon you can see the default weight of scraps of experimentation
but they are different on every moon
I was wondering if there is a list of scraps and their weights somewhere so I can see what they are to compare with what I'm setting on my new scrap in this section here
for example
screw:
experimentation: 10
assurance: 12
vow: 8
etc.
so you want to default of one specific scrap on every moon
yeah
the best think would be to use the UnityExplorer to get theses values
otherwise someone else may answer you
TerminalScript โ the list of the moons
but will be long to get
the other method is ripping but it's cousin to piracy so i can't detail about it
I see
how do the min/max price work? is the scan value dependant on anything apart from that? because I set the min of my scrap to 50 and max to 75 and when I scan them in game I'm getting values of 20, 21, 25, 28 (this on day 1, on experimentation)
ah I see
does that change based on planet and whatever or it's just 0,4 the whole time
it's 0.4 whole time
Ok so I might sound really dumb rn, but I made an item and when I pick it up it appears higher than it's supposed to. Any idea how to fix it?
it's the offsets
thanks, I feel so dumb rn
Is there any reason why uhh an api adds content and a settings menu for tweaking the game?
The extra content is cool and being able to tweak things is nice but it feels really weird for a mod to do all 3 and not be able to configure any of it off
Could genuinely be 3 separate mods
you can remove the extra content by deleting the 3 original .lem files in the modules folder, and your custom content will still load
idk if you can disable the settings menu
Requires anybody I play with to have to manually do this too can get a little annoying
hm yeah you're right. maybe the templatemod should be a seperate thing from the actual sdk
Or atleast be off by default and enabled via a config
Why are custom scripts not allowed?
any way to change the ultra bright mod menu?
Is this mod the one that adds christmas stars who cost like 300 ? I'm not sure
Should be
Inside the mods folder is a .lem file named christmasvillage, it adds a new moon and several Christmas themed items if im not wrong
yea it adds cookies candycanes and the desired star
@placid vine Checking to see if you raised the cap. You looked to maybe have remembered? Lol. Thank you much! I never used the slider for it, I've always edited to cfg directly. So I had no idea about it. 3000 should be more than enough, but I'll let you know.
I must make it orange lol
my eyes hate me
It's 300 but it's 1/300 chance to spawn
it can be dangerous. hard to find malicious code
wouldnt they just get around it
idk ๐คทโโ๏ธ
almost all mods use custom scripts so idk why dangerous code is main reason
it just seems redundant since were already modding which is breaking eulas and tos, and its modding why limit it
the whole point is to add stuff so why limit what you can add
also modding is automatically dangerous wherever game u go to. people modding should be paying attention to what they are downloading
because you are not on the LC moddign discord
you are not aware of the amount of malwares that was made in the thunderstore this month
System.Data and System.IO are the definition itself of a malware
- EULA breaking yes
so i can't let peoples import their own scripts in scraps and moons
this is the same for all modding communities. malware is going to be a thing. people modding their games have to be aware of it. the whole point of modding is to add custom stuff and not be restricted
you can talk about this to mama llama on the modding discord if you want
i'll not allow custom scripts while i don't find any way to analyze them
ok, i have a suggestion, you can have people making their items have a github repo with their custom scripts and assets so its easy to analyze
theres always malware
its the internet of all places
if people are smart enough to make malicious code dont you think theyd know how to get around a component.GetType() check
in junuary i'll accept implementation requests
how a component.GetType will avoid malwares ?
wa are talking about adding custom scripts, so custom types
right and your saying how custom scripts could be malicious
cant ppl still upload malicious scripts?
yes
this whole thing is just making a blockage for something that can be walked around
guys if you have real solutions i'm all ears
but thunderstore doesn't scan the code
and System.Data and System.IO can both steal informations from your computer
fishing basically
are you able to develop a program to scan code?
if u could u could put that as part of the sdk
i'm not able no
scan code is complexe
and reflection which is the simplest way is not enough
Maybe it's the mods I downloaded or we got extremely lucky but we managed to find 5 stars in our run this afternoon and at some point we just stopped taking them because it was unbalancing our game heavily, do you know if there is a way to maybe disable them ?
WTF
it's spawn weight is 1 xD
it happened several times ?
P.S. it's not possible to scan code embed in an assetbundle
no antivirus is able to extract content of an unity assetbundle
you can scan the type
i mean scanning it when building
and ? the type is a name
tell me how GetType will avoid a malware ?
the type gives information about the thing
you can use get type paired with some reflection to infer what it uses in properties and methods
the type is the name of the class
bypassable
they just have to disable the scanner from the SDK dll, everyone know how to use DNSpy
like when you press the build bundle button, it will scan what is being built and then build
ah true
you are totally wrong
GetType will not tell you if the code is malicious
im not saying it will tell you
read the rest of what i said
so i will have to make a whitelist of 800 safe methods ?
Yeah it happened a lot, also with the weather modifiers mod the price got up to 500 because of bad weathers and we stopped taking all the stars because of that :/
no but you can scan through the methods and properties to check if any of those types are part of the System.Data or System.IO family
i will rouble the weight of every other scrap to divide the star by two
it's really not enough
i though about it
but firstly it's slow in runtime, then what about the internal restrictions ?
if you made your class internal, reflection can't get it
the only way to bypass it is to make an instance of the class
you don't realize it's a real maze
theres will always be a rift
theres also check the security status of an Assembly which could help
"security status" ?
checking if the assembly its coming from is trusted
tell me more because that mean nothing rn
what make a dev thrusted ?
everyone can have a certificate in a couple of days to sign every of their code
oh and you forget a last thing
you can compile a script from string easily too
string codeToCompile = @"
using System;
namespace DynamicNamespace
{
public class DynamicClass
{
public void DynamicMethod()
{
Console.WriteLine(""Dynamic code"");
}
}
}";
it's totally possible to run this
no this is if the assembly is trusted by the machine, the trust level specifies if its being run withint sandbox or the machine has given it full trust to run without sandboxing
again, you don't explain enough
so that mean nothing
if by sandbox you mean a dedicated environment without network or such
unity stoped to support this years ago
listen, this debate is pointless, i will not allow custom scripts yet, period
if you have any problem with that, complain to mama llama
idk who that is
the admin of thunderstore who take cares about malwares
they asked me yesterday if LE had any method to avoid unsafe scripts in modules
the SDK would be one of the simplest way for someone to hack a lot of peoples
so it's out of question to let adding custom scripts
just curious what would happen if u allowed custom scripts
everyone will be able to customize the behavior of their moons and scraps which would be awesome
but they could easily do fishing and piracy too
i have a start to something
using a safety system and you subtract an amont based on how sketchy something could be
thats very broad
it doesnt account for string dynamic compiling but it covers off usage of types that are associated with System.IO and System.Data
never said they were
i think i will simply add more events
like left or right click for scraps
grabbed, dropped, held, in pocket, etc
holo u can maybe add a dll checker into lethal expansion
this is kinda what my thing does
a DLL checker will not work
because of that
oh
add a check for string length
-_-

this also accounts for internal variables by decrementing safety based on if classes are empty or void of details that reflection cannot find
any update about this? another idea is to perhaps upload another separate version of the sdk/expansion with no additional content, just the custom content loader itself
the core version exists already on thunderstore
1.3.5 & 1.3.6
yeah we keep bumping into them
another in the same game, idk man they kind break the balance
So wait, is it currently impossible to add custom dungeons via Lethal Expansion? I noticed even the more complex detailed maps only have outdoor areas, and I think one on the description said they had no idea of how to do so.
I don't see it? LE on the left includes the game-side of SDK with included additional content, SDK on the right is the unity project used to create mods yourself.
i had one of these from titan that was around 850 creds
its not by holo
where will we be able to do this? in this thread?
It's planned for future
Maybe February
Use the core
It's a fork, not from me
Dunno yet
alr can u lmk when u have a system up?
If you already have a script I can look at it if you want
You implemented RPC and such ?
i dont have a script yet
js wanna know if theres gonna be a specific place to send scripts
I don't have any full plan for it so I dunno
ok take ur time ๐
still the wave thing, i want it to be a random event with random values
Ah I see
yo is there a way to turn off ALL MODIFICATIONS that the mod adds but keep the dependcy stuff this mod has? its conflicting with other things and i cant disable it because some other mods need it
like what ?
i think mikes tweaks
its mostly based off concern and my friends reports, hes been playing my modpack more than i have
but, mikes tweaks messes with the time settings and i think that this mod might be overriding this
you can use this meanwhile
but i don't plan to remove the settings
no i just meant an off button, will the mods that depend on this still work?
for now yes
the next major update for junuary will be settings for modules si it risk to don't longer work
is there a way to do that switch in thunder launcher? turning off the normal one turns off the mods that depend on it, turning them back on turns back on this
i read you have to use both
alright i'll try it, thank you
Is there a way to disable the christmas stuff like the new maps and items?
Preferably without having to make my friends dumpster dive into their game files to delete stuff?
try using the lethalexpansioncore mod instead of lethalexpansion
lets you load custom stuff without the default mods from lethalexpansion
Ah okay, cool
Hmm I see, is it a bit tough to implement? One of the most common complaints I see from some map makers/and mod consumers rn is that the dungeons are all the same on custom maps. Regardless it's definitely what i'm looking forward to the most and I appreciate the work.
not that hard, mostly long because i don't embed any vanilla script so i have to remake a lot of fields
then even if i do it, a really few peoples will make new dungeons because it's a bulk of twenties of prefabs
Well in the grand scheme of things there aren't even that many moon mods yet, but I know some of the more popular ones do want to implement custom dungeons but can't, and while these two aren't as big:
The SecretLabs moon has around 15,000DL's and can't even use the SCPFoundationDungeon generation (a mod that has over 200,000 downloads in comparison) so I think there's a MASSIVE interest in having custom dungeons that fit the theme of the moon more appropriately.
I know personally i'd be far more inclined to start making dungeon prefabs along with moons if the feature was more readily available/accessible to do so, or at the very least porting some assets/maps over.
the 1.3.2 update for SCPFoundationDungeon (supposedly, ymmv) supports modded moons now, so you can pair up the moon+dungeon. it does have a noted incompat with LE but i'm not sure if that also applies to the LE core. most likely does.
ooblterra being as unique as it is has spoiled me on custom interior+exteriors.
I see, i'll do some testing, what's ooblterra?
Right now as far as I am aware the only dungeon changing/adding mods are The SCP one, Scoopy's Variety Mod (formerly LethalExtension), and you can MAYBE count the backrooms mod I suppose aswell.
you can find it in the modding-forum section of this discord. its in heavy beta (0.7.0 hotfix 2) and doesnt really jive well with mp but it works just fine in sp, from what ive tested at least. would recommend, its got a very distinct aesthetic and feel to it.
Yeah i'll probably try it out, mainly even when testing mods out and syncing, i'm doing it all mostly through thunderstore with friends atm though, so hopefully it gets released there soon for less of a janky syncronization process with my friends. Are there any other major mods that add any major interior changes not on thunderstore atm?
I believe the mod doesn't save the number of starting days when you restart a game, I put 2 days on start and when we got fired and replayed the game we had 3 days from the beginning
Hey! Sorry for any interruptions that im causing, but i do have a quick question regarding the AssetBundle Builder. While making a few new scraps and getting ready to export them for testing, i noticed that i was getting an error while it was building (the image shows what the error looks like). Even trying to just build with the defaults provided still shows this error mid-build. Im not really sure what i did wrong or if i missed a step, since all i did was follow the instructions to set up the SDK, but any help would be really appreciated!
you probably have a duplicated file name
(i ended up figuring out the problem, i had to make an uncompressed build first, but thank you anyways!)
You had duplicated file names
Read the console of unity when the error happen
There was detailed informations
You had to rename some files
Guys I cant understand anything herea
I dont know how to build a bundle or some asset for my mod
for adding my items into game
There is no wiki or any readme etc.
I cant figure out how this sdk works
I don't know where to add my model or where to edit its code. Even if I do these, I don't understand where to save the mod and where to place the file.
Okay, I learned how to add an fbx file and adjust the sound and properties of the item, but where will I save them and add them to the game at the end?
you just build it trough this
then make a folder in your plugins folder and put it there
also make sure to include whatever items or moons you made in the modmanifest
So, if I want to change the grab and drop sfx of the item, where should I put the audio files? Directly to the item folder?
add a networkobject component to your prefab
how
i think its the easiest if you just copy one of the example items and just change the mesh and texture of it to your item
so you dont need to do it manually everytime
Is it okay this way?
I really need to understand how to add item from zero ๐คฏ
Hey is there a way to preview easily the hand offset ? It's kind of hard to guess with the rotations/positions offset
@random tusk even if I do a tutorial someday, it will be a tutorial about the sdk, not about unity
You should learn to use it
There's a scene in the mods/lethalexpansion folder
Read the errors on the top
Again it's about unity this time
So I'll not document it
That would need a video of 3 hours or 10 pages of wiki
Thank you very much ๐
I managed to place the item in its hand (copied the ItemHoldAxis transform component), is there a way to see the object moving while I'm modifying the offset values ? Like on this prefab the hand is holding
How does one turn off rain on the inside of building? And how would one stop items disappearing from ship once it reaches orbit?
for rain,
change entrance trigger audio reverb id to 2
for the items that dissapear, do you use the proper prefab of the ship navmesh collider ?
#thunderstore-updates message
finished my first few items for my mod using this SDK :)
not sure if it works yet, thunderstore hasn't updated
You should test it before upload on thunderstore, not after x)
Thank you! As for ship I don't know what was wrong, tried everything I could, ended up moving most my stuff to a new moon which fixed the issue.
theres two colliders in the ship entrance
they affect the saving of the scraps
and theres a third one further in sky
oh, it does work, I just meant it wasn't showing up in the thunderstore app, only on the website. It's there now
r2modman always have 15 minutes late
It says "The system cannot find the specified file"
How can I fix this error?
@placid vine Where do you think I'm doing wrong?
I duplicated template mod file and edited
read the console of unity
you have two files with same name, which is illegal for an asset bundle
which files
โ ^^
I cant understand it :DD
Should I delete the other template mod file?
no
did you renamed one of theses two files ?
no I didnt
i told you to
no worries ^^
it may be several files that must be renamed, read the console again if it still happens
yea I found 2 files and renamed all now it is building bundle thanks for help bro ๐
I know unity .net and some other apis but I am new in LE sdk sorry
asset bundles are from unity :P not SDK
ahh ok I learned something new again :DD
Which of these should I put in plugins? @placid vine
my mods name is turkishcompany btw
I have LethalSDK files here
you don't need it
yes
@placid vine I think it worked right?
But I think I have to delete other template mod file
yes it does
bc It doubles moons
I have 2 christmas moon and 2 other moon
read the warning on your manifest
So can I delete other template mod file
you don't need, read the warning of your modmanifest
how can I fix this
in mod setting put the scrap amount to maximum
and just find it
you can use the UnityExplorer mod to find it easier
you can't manually spawn a scrap
no
in the main menu you have settings
spawn weight to 100 will help ofc
but the main menu have settings
this one?
main menu of the game
oh
you mean in game settings :DDD
ok my bad :DD
the absolute white settings screen
I am going to be blind with my monitor's brightness XD
sorry xD
can I change its theme :d
no
oh ok
i'm just lazy to made it orange xD
yes
@placid vine is tihs collider?
so I am going to click yes
yes
depend of you
Is it okay this way?
I think it is very big for tea cup so I have to make it smaller am I right?
I don't know if it matters but I arranged it this way
define decor
which file or where
no, define what do you mean by decor
Ship decor like table or television or shower you know
no, not yet
read the warning
just restart unity
for some reasons it's a child material
create a new material with HDRP/Lit
remove the old one
ok
or create one that will be their parent
but now i go, i'm not longer available
most issues you will have can be resolved with a bit of googleling or experimenting, you don't need my help
alr thanks bro o7
How can I adjust the position of the item on the ground and in the hand? So how do I set it differently on both?
yea I am changing these but I cant see any change in scene
Yeah they don't change visually in unity, OP explained you can use the scene in mods/lethalexpansion where there are placeholders hands and the item axis but I didn't manage to use it to place the item correctly
Usually I just make them hang in the appropriate direction in a 3D software so the mesh is already well oriented but if you can't do that this must be the place where you can rotate it on the ground
@cobalt relic how caan I increase my items spawn rate?
Probably here, the higher the spawn weight the higher the spawn rate
I don't know what the global spawn weight means though, maybe a default config for modded moons
Yeah mine is too, when you look up and down the item doesn't stay in the hand
but I'm wondering if that's not the case in the vanilla game
maybe we weren't paying attention but items might be clipping when looking up in vanilla too
Need to check this in a modless save
When the item spawns around, it is a little bit underground. When I pick it up and put it down, it looks like the one on the right. How can I fix this?
make sure the center pivot of your item is at the bottom of your object and is in 0 0 0 in your 3D software
how can I check this?
Why does this mod make my pc drop to like 40fps or lower when i host?
well you know use your favorite 3D software to make sure the pivot center is on 0 0 0 on the grid and is where you want your object to touch the ground
I use maya but you can use Blender
I don't know if there is a way to modify the center pivot on unity I don't know this engine very well
I see
also a tip for finding your item in the game: temporarily set it to 100 on global spawn weight, use mod menu in game to up the amount of items that spawn, and use the gamemaster mod to /speed and get into the dungeon faster. I usually find the item I'm working on in the first room
it would be nice to have a mod that just lets you spawn it in, but this is the best I've found
this is normal, try it with other regular items. I think it's something to do with the 3rd person mod, when you see other people holding stuff it doesn't do this
Btw what the hack is this
When I place the model in the scene it settles too far from the center. When I move it to where it should be and test the mod, I cannot see or find the item.
Yea I deleted scan node from scene and it is fixed
but I have this issue
I think scannode is used for scanning so you might want to keep it
although I haven't tried to see what happens if you don't have it
I have scan node in my object's prefab not in scene I fixed it but I have a positioning issue rn
I see
are you sure you applied the transform in blender?
if you're using blender that is
I cant open this model in blender
I mean I can open but I cant see anything
Idk why
it might be very small
hm
It was big like main ship from lethal company
try zooming out in blender?
try clicking on the model in this panel and pressing s and scaling it down?
@queen spire Oh It is worked
And I realized the problem
it is not in center
how can I make it perfectley centered?
๐
@queen spire ?
press f3 and type geometry to origin
๐
Why does my model look so dark when inside? It also looks instantly clear when I scan it and when I put it out it looks a little clearer and brighter
Ok I fixed it
hm, I'm having an issue with my mod in a game with my friends. sometimes when we pick up modded items and drop them, it locks off the inventory slot and makes it so you can't interact with anything, open doors, etc. Is this a known bug?
not it's not a known bug Oo
what mods did you used ?
and is there any error in console ?
I just came off but I will see if I can find the error in the console when I play again tomorrow
okay
playing with a lot of mods, mostly QoL stuff and a few content mods
How can I make my item two handed?
I already marked Two Handen Animation box but it is still not working?
change the offset
the animation just change the walking animation or something, i'm unsure
show me how you did
what about the asset bank in the manifest ?
well, theres not any audio clip in it
so it should work now
btw I have a yellow error here
yes, the error is pretty clear
i don't want to help you too much, you have to find your own solutions
is it a serious problem
alr thanks
if you read the error you'll understand it instantly
@cobalt relic When I held the item in my hand, the problem of it flying in the air was resolved. I have no idea how it happened :DD
mod update ?
Idk
@placid vine how can I find default sound effect names?
I cant find any sound name in mod page
Is there a way to remove the moons added by this mod? (such as waterridge, christmas village, etc.)
Iโd like to only have the moons i downloaded from other mods available
Remove the templatemod.lem
@placid vine can I make a glowing item??
Yes
You can use custom material and custom shader
HDRP/Lit can glow as well
alright I am going to add Mjolnir and Kratos Axe and I need to add some cool glow effects :DD
and also my car model needs lights too
Hey @placid vine in the manifest there's an area for audio clips, is that working rn or no?
Alright I'm guessing it's more for moon sfx than an scrap with sound right?
Ah okok but can you make an scrap that makes sounds? Like a plushie for example?
If so is there a script within the sdk that alloes for that?
no, will be in the 1.4.0
Niceee
Also gotta say, well done on the sdk it helps me so much. I am starting to understand how to mod and have fun haha x)
latest version of lethal expansion causes my moon to break I guess. Don't know what causes issue?
I think I fixed the issue.
Is there a way to add quicksand and random map spawn like the pumpkins to the map?
it's the AI Nodes
Does this mod have compatibility with more company? I tried to play with some friends and the game didn't let them
Works for me
it's softly compatible, i ain't tested in deepness
It may be because I don't know how to install the mod
do I just set AI Node as the tag?
R2Modman
I don't know how to use it
I install manually
Y just put all in plugins
Is that the problem?
it's recommended to place every mod in a different folder in plugins
it's the best way to manually install it
I see
@placid vine the mod has a Modules folder and 2 .dll and a .lem files. Do I put everything in a single folder? Or do I create another folder for the files only
Does Lethal Expansion increase fall dmg?
@placid vineare you an actual game dev irl ?
Can you disable the planets that come with this mod?
@dire hamlet
is there an easy way to check if my scrap was added onto the game correctly? i was gonna just keep playing until i found it but im having very bad luck haha
and i did set the scrap value to weight 100
@placid vine can I make a glowing item with strobe effect too?
No
Yes
Delete the templatemod.lem
The spawn weight is not a spawn rate, LE comes with a plenty of settings, you have one to increase scrap amount
What is strobe effect ?
I mean light animation
i still don't understand what mean strobe effect
In the sense that the light turns on a little and goes out a little
you can use an animator controller and an animation clip that always loop on the scrap
I mean The effect is when it shines a little, then fades out a little, and then shines again a little
hmm ok I will try this
btw is LC API causing problems for you too? @placid vine
i dunno i don't use it
with multiplayer
oh ok
is it just the outside node? I cant seem to find an AI node other than the tag for AI node on the outside node?
I have a bunch down, but the rocks n pumkins dont spawn? They work for the outside monsters though, do I need to increase the spawn rate or something else?
honestly the outside object is still blurry for me
i just know they pick the AINodes to spawn
try to maximize the spawn rates
okay, is quicksand also an AINode , and do I need to add it to the outside enemy list or ouside object list?
quicksand is a weather thing
it spawn on wateridge but don't drow players
and don't show on orion but drow players :/
but when rainy, quicksand automatically spawn on AINodes
okay. ill go and try it out.
also sorry for dumb questions as well, really am enjoying the sdk never worked with unity either, very fun so thank you.
no worries
Do you think it may be a problem with this? @placid vine sorry for being annoying
if you talk about the gross line, theres no problem
it's confusing if you only have unknown and medium compatible mods
try to install some mods with a another compatibility value like Landmine fix by exemple and you'll understand what is it for
in short in text with bepinex we can only Gray, White, Yellow, Red and Purple
and i wanted more colors for compatibilities
Sorry for keep asking but is this ok?
this mean a moon try to load scraps from a module not installed
Thanks
Hey! So I've been having this issue when loading into my moon. I seem to fall through the floor on the sections that don't have a baked NavMesh. However, every time I bake a mesh, I can't make it so the map's model actually bakes properly, only some small parts seem to bake into the moon. Any idea on how to fix this?
I attempted to add a Mesh Collider with the model's original mesh from the .fbx file too, but that didn't seem to really help
This is the final version of Leviathan Axe, but I still can't find out why there is a small blur on the upper right side of the axe
Found incompatiblity between Lethal expansion and ScoopyVariety/SCPFOundation mods where the interiors dont spawn at all
There is this thing on every item in your hand if it's a bit too close to the camera
Is the Two handed animation working ? My character carry heavy objects with one hand
When i have scrap protection on for this mod, it prevents me from fully returning to orbit (the ship will take off, give me the report, but no matter how long i wait it doesnt proceed to the next day and hovering over the landing lever it says waiting for the ship to land) when this happens i get the following error, is there any way to fix this?
[Error : Unity Log] SpawnStateException: Object is not spawned
Stack trace:
Unity.Netcode.NetworkSpawnManager.DespawnObject (Unity.Netcode.NetworkObject networkObject, System.Boolean destroyObject) (at <1b23ec5fcbfc4fbca0db70afcdb9b715>:IL_0012)
Unity.Netcode.NetworkObject.Despawn (System.Boolean destroy) (at <1b23ec5fcbfc4fbca0db70afcdb9b715>:IL_0012)
LethalExpansion.Patches.RoundManager_Patch.DespawnPropsAtEndOfRound_Prefix (RoundManager instance, System.Boolean despawnAllItems) (at <116fdcc4605e4cf4b6c8889873f05026>:IL_00B7)
(wrapper dynamic-method) RoundManager.DMDRoundManager::DespawnPropsAtEndOfRound(RoundManager,bool)
StartOfRound+<EndOfGame>d255.MoveNext () (at <44743d9474784365a095189c76175301>:IL_01CF)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
What scrap protection is for ?
Can you send me a zip of the project ? I will try to see why the collider don't work
Unsure to understand where the blur is
Because the dungeons that can spawn on a moon are written on the moon settings
It's to the dev to ScoopyVariety to add their dungeon to custom moons
I only port the field
I dunno exactly what they do
this. also if i set it to false but have another mod that saves scrap (like Lethal Company Enhancer) I get the same error
Look at top right of axe
This guy said axe is very close the camera
Can you make me a video ? I will follow exact same actions to reproduce the issue
I will try to move axe a little bit far from camera
I personally don't remember to have any error with the setting so I need a video to reproduce it more easily
btw do u know how can I add custom shovel model? @placid vine
I want to use this axe as a shovel
It's a variant of the scrap item
I must add it to the sdk
https://www.twitch.tv/eray/clip/GentleSillyOstrichOneHand-6jAFBg7NKg365wNd?filter=clips&range=24hr&sort=time this is a clip from a streamer who plays with my mod with 10k+ viewers :DD
do you know how can I make a one?
I can try to read a wiki or api about this
It's not in the SDK yet
When will you add it or do you know a sdk or document where I can do this?
You can't
The SDK don't allow custom scripts for safety
And I dunno when
I can check today it it's long too add or not
I saw an example in lethal things mod. A boink hammer but I dont know how can I make a shovel like this
oh ok. It would be really nice if you do
DM'd you
i have the Orion and Aquatis mod installed
and i deleted the templatemod.lem
which i was told i should delete if i didn't want the waterridge map
and for some reason none of the moons are showing up
Orion depends of the template
theres a dependency field you can add when you create a moon
you can ask to sf Desat to remove this dependency
the field is to avoid errors when a module depend of assets from another module
in this case, orion and aquatis depends of the scraps in the template
I invited two friends, one joined but the other one couldn't, it showed him a "an error has occurred" sign. In my log it showed this error
[Error : HarmonyX] Error while running static void LateCompany.Patches.ConnectionApproval_Patch::Postfix(Unity.Netcode.NetworkManager+ConnectionApprovalRequest request, Unity.Netcode.NetworkManager+ConnectionApprovalResponse response). Error: System.NullReferenceException: Object reference not set to an instance of an object at LateCompany.Patches.ConnectionApproval_Patch.Postfix (Unity.Netcode.NetworkManager+ConnectionApprovalRequest request, Unity.Netcode.NetworkManager+ConnectionApprovalResponse response) [0x00019] in <1669eb1f078d4f1ab13372200e83405f>:IL_0019 at (wrapper dynamic-method) GameNetworkManager.DMDGameNetworkManager::ConnectionApproval(GameNetworkManager,Unity.Netcode.NetworkManager/ConnectionApprovalRequest,Unity.Netcode.NetworkManager/ConnectionApprovalResponse)
Any idea why it only lets one player join?
Hey ๐ Am I the only one who gets wrong prices on scraps compared to the datas I put in the inspector ?
the price of my items are always way below what I put
[Error : HarmonyX] Error while running static void LateCompany.Patches.ConnectionApproval_Patch
i don't think LateCompany is compatible with LE
the price multiplier of scraps is 0.4
it's a vanilla thing and you can change it in the LE settings
Oh I see, is there a similar mod compatible to LE?
not really
it may be about the feature of LE that sync the settings from the host to clients
that may break things
the NullReferenceException happen in this class
but if i want to investigame myself i need to know what is null
and that mean to ask bepinex to have a decent logger -_-
So, to solve that problems I have to remove late company? I will try that. Thanks for helping man.
I don't understand what is that but you do so I will agree with you haha
i need to check more deeply why late company made this null exception with LE
but with bepinex it's boring to do
bepinex is the mod of which all the other mods are dependent right?
my mod is deleting other custom scraps from spawning for some reason, what can cause this?
i began to implement it, i hope i'll finish it tomorrow
it may contain implementation of flashlights
is it fixed with removing late company? Because my friend is getting same error too when tryin to join our lobby
good luck bro I know you can do it 
did you ever fix this>
i forgot, i give a quick look but i need more infos before
tell me exactly how to reproduce it
modded moon, vanilla moon, specific scrap ?
did you was host, client ?
Nice thank you ๐
Is there a wiki maybe somewhere to learn some stuff about LE without bothering you all the time ?
I removed the dependency in the latest patch
it happens regardless of the moon or type of scrap. i had gone to wateridge just to test in the video i DM'd you
I also sent you my r2modman profile code so you can use the exact same mods I have when trying to recreate the issue
I turned off scrap protection in Lethal Company Enhancer (not sure if this was causing an issue but i dont need that code to run twice) and uninstalled persistent items (which was definitely causing the issue)
does anyone know how the part to part ratio for spawn curves works?
like what are the parts lmao ๐ญ is it y=0-1 for time of day and so y:x and x = ??? spawn cap or something?
i am kinda making progress on this it seems like the second number is spawn cap
maybe
that doesnt make sense
is it even a part to part ratio wtf
is there another multiplier for weather or something?
im editing spawn curves in lethal quantities its taking forever lol
i think its just values for a fuckin graph line thingy that i cant see
for monsters, the abscissa is the time of day
for objects, i dunno exactly how it work, i think abscissa is the chance to and ordinate is the amount
don't blame me, it's how it's made in vanilla
Fairly new to modding but have experience with unity and modeling. Is there a tutorial how to create new moons / interior?
@placid vine bro when I pick up my item Leviathan Axe I cant drop it
when I drop it I still have same weight 26lb
https://www.twitch.tv/eray/clip/GentleSillyOstrichOneHand-6jAFBg7NKg365wNd?filter=clips&range=24hr&sort=time @placid vine Here the player picks up the ax and then leaves it, but others still see it in his hand, he says that he left the ax and the ax is gone, then the E key does not work
This is the settings of Leviathan Axe
Anything in logs ?
Copy the testmoon on the SceneBuilder scene
And work over this copy
Look how the template is made
Duplicate the template and work over the copy too
Thanks! :)
are you putting it in storage
this is a game bug either vanilla or old version of lc api
not sure but havent seen it in a bit
Is there also a way to mod the dungeons?
not yet
Okay, thanks for the quick answer! 
added in 1.3.15
but very experimental
need testing and reports
theres no documentation on theses new features, i'll made templates in next days
Ok I will test it today
Btw can I test it did you update the sdk?
Yes
ok I have the error log for this:
it's only happening with my mod, not other custom scrap from the lethalexpansion, so I'm a bit confused at why it would happen
basically if I drop one of my custom items, I become bugged, can't interact with anything and can't change inventory slot, just have to restart my game
it's something to do with host, and notably I'm not the one hosting this game. is it some tickbox on the network object script on the prefab or something?
can I configure damage value?
I'm trying to add new items but some of them are two handed, how do I manage to make the player play the 2 handed animation instead of the one handed ?
i haven't made a 2 handed scrap myself before, but im pretty sure you have to tick these 2 boxes on the script of your scrap item
they should be located right at the top of the script, just below the min and max value
Yes that's what I was thinking indeed, but even with these 2 checked none of my items in game use the right animation 
Yeah no problem thank you ๐
@placid vine I cant find my item in dungeons. Here is my item's settings in unity
Did you add it to the mod asset?
ok I fixed this, it was made clear in the new update for the sdk: it's just some network settings on the prefabs that needed to be ticked
mod works fully now :)
yea
There's a value about damages in the shovel script, ported with the SDK but I dunno if it really work
Did you edited the offset values properly ?
Unsure about what does the two handed animation check
But you need to change the offset too
Logs please
Yes here is a video of the issue. I got an anvil that is two handed and I compare it to the apparatus. The apparatus has correct anim with both hands while my modded anvil has only one hand, in this example all my offsets are set to 0 so the anvil is not pointing in the right direction, don't mind this
i see
hmm
it's like the conductive metal, it seems to don't work
i looked with the unity explorer and the values are properly set in game
i don't understand
conductive metal is not working properly either ?
still getting dungeon/seed sync issue in multiplayer
like falling through map and modded dungeon (Scoopy/SCP) being different to other clients
the dungeon simply don't spawn for clients
it's a known issue
ah crap ๐ i thought it actually was solved
@placid vine dude can u check this
My 2 items spawnink
but other 2 item is not spawning
they're inside a prefab ?
yea
here
I turned scrap type to Normal from Shovel and it is fixed
when I turn my model into Shovel object, it doesnt spawns
I'll check later
@placid vine The mod is broken on v47. I didn't get a chance to copy the error.
It launches okay, but sometimes when landing the ship, it'll throw an exception and everyone's stuck on the ship with the greyed-out screen showing the world seed.
there should be zero expectation for mods to work in new version until update lmao
go to properties in steam, betas, and then previous version
if you can't copy the error you should still find it in logoutput
yea it broked my mod too
Am I not supposed to inform him that his mod broke? How else would he know?
no.. you are. sorry for my choice of words
but yeh if you want the game to work with your mods you def will need to roll back
some things have already been updated but dependencies should take a little time
Copy that, I'll give a look today
I don't know why but modded maps from lethal expansion never have lighting when spectating friends so when you die you pretty much look at a black screen for several minutes
i was able to load up a custom world with no problems in v47
but i'm using the latest lethal expansion core
That's a different mod
which comes with fixes for dungeon syncing and exits and whatnot
Try loading Experimentation
its lethal expansion and has the functionality for custom worlds
hmm
ok i will
yup
working fine
LethalExpansion, not LethalExpansionCore
It doesn't matter if LethalExpansionCore works or not. This is not the LethalExpansionCore mod-release
This is the post for LethalExpansion
you are saying words sir but they are not making sense i gave you a hotfix solution until lethal expansion does work
so you can be on v47
๐ญ
False alarm, the error first occurs when LethalExpansion's prefix is called, but the issue is with a LethalLib patch. With LethalLib disabled, the error no longer occurs. https://github.com/HolographicWings/LethalExpansion/issues/82
yes, it fix it naturally because theres not the network sync between host and client
I love it. Thank you
disabling lethallib will create new problems but
i mean you wouldnt have it if you didnt have mods that depend on it.
Only Scoopy's variety mod. But the point is that it's not a LethalExpansion issue
i think weather brokes in LE
ah nvm
was pure random to have no weather on every moon lol
Ya is fine lol. Just odd luck haha
after i short test i saw no error
i must disable the patches for the weekly moon
disable the custom scraps and all the settings
you may retry with 1.3.17 of the SDK and the mod
shovel audio must be an audio source in the same object
and it should use the TwoHanded animation
didn't the game patch fixed that?
https://i.postimg.cc/QtFKrXc9/image.png
https://i.postimg.cc/ncbj6frr/image.png
still listed in known issues-
no but
Hey, not an immediate concern but can we add a setting to sort the order of moons in the terminal? Even if it's client-side only, I'd like to be able to manually sort the moons by danger level
someone already asked it, and it's tricky
the mod just take the list of the available moons and add them to the terminal
it would be long to do a whole setting especially to change the order of theses
questions comes like where should i put this setting, how huge it would be and how much space it will take on the screen
all theses just to change the order of the moons
the HUD don't even raycast properly so dropdowns doesn't work, so i prefer don't imagine a drag and droppable list
i rewrote the config manager to made all of them automatically added to the settings menu
Hey apparently the coil heads only targetting the host on modded moons is a lethal expansion issue, do you want me to make an issue post on github so it doesn't get forgotten ?
theres already several issue posts no worries
we might found from where is it
i tried a fix in 1.3.15 that failed and had to revert it in 1.3.16