#Lethal Expansion and SDK

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queen spire
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sorry this might be a stupid question but what is the easiest way of checking how my item looks in the game? I set item spawn rate to max and looked around and can't find it, is there an easier way?

queen spire
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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?

placid vine
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the UnityExplorer can be helpful to check if your scrap spawned

queen spire
placid vine
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read the console to see if your scraps are loaded

queen spire
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๐Ÿ‘

sharp imp
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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

mossy galleon
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guys, how do i go to christmas village no time? i can't route to it

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when i type that it just sends me to christmas village normal

placid vine
placid vine
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like a normal terminal, never add spaces except to separate a command and a parameter

mossy galleon
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okay

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also is there any command or something to get unstuck? i got stuck after leaving from the fire exit between some ice rocks

placid vine
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no

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if you get stuck somewhere in a path made to be used, show me a screenshot

steep copper
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does christmas village no time just not do the day cycle

placid vine
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yes

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so no mobs neither

sharp imp
steep copper
queen spire
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do I need anything more than this in my plugins folder to load this template mod?

placid vine
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no, you need LE too

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LE's DLL and LEM

queen spire
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ah I see

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ok, I got it to load! thank you for the help

placid vine
queen spire
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yes I understand, I managed to get the template working as a test and then removed it to try and load my custom scrap

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and it worked!

knotty dawn
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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

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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

placid vine
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read the console of Unity for more details

knotty dawn
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Im restarting from scratch.

I basically just want to turn this into a playable map. With 1 fire exit and a main door.

placid vine
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just beware to don't have two files with same name

knotty dawn
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Ok i will let you know if I have any issues.

knotty dawn
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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?

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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

drifting laurel
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My mod is coming back with the issue of "Your mod has no mod manifest" can someone help?

placid vine
placid vine
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Don't rename it

drifting laurel
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Had 0 idea that was the issue.. lol

placid vine
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I will add an inspector error if renamed

drifting laurel
steep copper
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i cannot figure out how to get back to the ship from the campfire fire exit, any tips?

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on christmas map ^^

placid vine
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But you need a flashlight

steep copper
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wel yea

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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

placid vine
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I must optimize the rocky path to make it easier

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But there's only one way on theses rocks

steep copper
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if i could do it once i feel like i could consistently do it but ive yet to figure out the path

placid vine
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This is exactly what make me hate the modding

floral egret
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mf really wrote a thesis about this

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it's too passive aggressive to even qualify as criticism

ancient wedge
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Will we be able to enable the christmas village after it's removed by default next week?

steep copper
placid vine
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i plan a version without the giftboxes too

dire bobcat
cobalt relic
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Do you think the SDK will allow making custom facilities just like the factory or the mansion at some point ? That would be insane

restive eagle
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imagine being that guy jfc

unborn panther
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Hello! I have followed the tutorial but am getting a error when i go to build the asset bundles.
Any idea whats wrong?

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Oh just fixed it, apparently the issue was i accidentally had a duplicated texture with the same name as a existing one.

placid vine
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yes ^^

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duplicated file name

jolly rivet
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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.

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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

unborn panther
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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

quick drift
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(If you're using Lethal Expansion)

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I don't touch vanilla moons with my #1174039957640319026 mod

placid vine
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ah, same weather for all moon ?

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it's not chance ?

quick drift
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The weather isn't the same for all moons in that image, though

random tusk
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bro how can I add custom items with this sdk? Any wiki or something?

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@placid vine @still osprey

placid vine
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duplicate the template folder, rename it and work over it

steep copper
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how does wateridge compare lootwise to titan bc i feel like they r pretty even matched but wateridge has more enemies

jolly rivet
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Unfortunately we just restarted and it's still the same lol

short granite
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Does anyone know how to make the rain not go inside? I can't find out how. Any help would be appreciated

quick drift
solar cape
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Okay I have no clue what I'm going wrong with

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everything seems fine?

scarlet scaffold
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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?

placid vine
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Oh my bad the camera isn't in the prefab

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What is the issue?

solar cape
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module loads but not the scrap itself

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is never initalized

placid vine
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You added the scrap to the modmanifest?

solar cape
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yep, 3rd image

placid vine
placid vine
solar cape
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thats fair dw

placid vine
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What is written in logs ?

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Send me logs, will be simpler

scarlet scaffold
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Is there a location in the sdk where I could import some of the vanilla assets to have a reference or?

placid vine
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Which assets you want to import ?

scarlet scaffold
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Something like the dentures maybe?

placid vine
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Well, while you credit zeekerss in the mod description you can add some assets

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But all grab and drop sounds are already refered

scarlet scaffold
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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)

placid vine
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It's just a mesh, drop it in unity

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But you'll have to ask someone else how to get this asset

scarlet scaffold
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Okok perfect x) thanks!

solar cape
placid vine
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on the mod page theres a guide about logs

short granite
# dire bobcat

Thanks it worked great although when I leave the facility the rain goes away outside

short granite
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actually i think its just a lethal expansion bug

scarlet scaffold
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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

scarlet scaffold
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fair enough X) Thanks Holo! you've been a great help ๐Ÿ™‚

waxen idol
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@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.

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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.

placid vine
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I can forget, don't hesitate to ping me again if it's not done at next update

placid vine
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i forgot xC
i just released a 1.3.7 and urgent 1.3.8 but forgot to change the cap

short granite
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am i able to add a separate dll and then have custom scripts on the moon?

placid vine
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no
for safety reasons it's nor allowed

short granite
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ah ok thx

short granite
placid vine
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no

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i try to find a safe way

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i don't plan to allow it untill a safe way is found

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you can send me a script i could read and implement it if it's safe tho

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but i'll do that kind of requests from junuary

short granite
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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

placid vine
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i don't think you can

short granite
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yeah

placid vine
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you could make your own water mechanic with interract trigger and damage player scripts that already are in the SDK tho

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with a bit of HUD and sound effects to make an underwater effect

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but to push the player it will be a bit more complicated

short granite
short granite
queen spire
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is there a list of spawn weights for the default items (to use for comparison)?

coral flume
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Expansion breaks support for mods so often it's super playdeadhq

placid vine
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they are different for every vanilla moons

queen spire
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like when I'm setting weights for the scrap is there somewhere where I can see what weights the default scrap have

placid vine
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what do you mean by default ?

queen spire
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I mean default scrap as in the screw, v-type engine, large axle, etc.

placid vine
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i told you

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when you create a new moon it's the values of Experimentation

queen spire
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ok nevermind, I will just try different weights out and see what works best

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sorry, I don't think I can explain what I mean properly

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but it's ok

placid vine
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the default weight of scraps

queen spire
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yeah but I'm not making a moon I'm making a new scrap

placid vine
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and, it's not same ?

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when you create a new moon you can see the default weight of scraps of experimentation

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but they are different on every moon

queen spire
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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

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for example
screw:
experimentation: 10
assurance: 12
vow: 8
etc.

placid vine
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so you want to default of one specific scrap on every moon

queen spire
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yeah

placid vine
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the best think would be to use the UnityExplorer to get theses values

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otherwise someone else may answer you

queen spire
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ok, thanks ๐Ÿ‘

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any idea which file the values would be under?

placid vine
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TerminalScript โ†’ the list of the moons

queen spire
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๐Ÿ‘

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thank you for your help

placid vine
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but will be long to get

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the other method is ripping but it's cousin to piracy so i can't detail about it

queen spire
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I see

queen spire
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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)

placid vine
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"ScrapValueMultiplier", 0.4f

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vanilla scrap value is 0.4

queen spire
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ah I see

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does that change based on planet and whatever or it's just 0,4 the whole time

placid vine
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it's 0.4 whole time

queen spire
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๐Ÿ‘

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ok thank you

scarlet scaffold
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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?

placid vine
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it's the offsets

scarlet scaffold
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thanks, I feel so dumb rn

wet flume
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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

queen spire
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you can remove the extra content by deleting the 3 original .lem files in the modules folder, and your custom content will still load

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idk if you can disable the settings menu

wet flume
queen spire
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hm yeah you're right. maybe the templatemod should be a seperate thing from the actual sdk

wet flume
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Or atleast be off by default and enabled via a config

sick pier
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Why are custom scripts not allowed?

royal pine
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any way to change the ultra bright mod menu?

cobalt relic
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Is this mod the one that adds christmas stars who cost like 300 ? I'm not sure

nimble pine
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Should be

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Inside the mods folder is a .lem file named christmasvillage, it adds a new moon and several Christmas themed items if im not wrong

royal pine
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yea it adds cookies candycanes and the desired star

waxen idol
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@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.

placid vine
royal pine
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my eyes hate me

placid vine
royal pine
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my friend found it yesterday lol

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was awesome

short granite
sick pier
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wouldnt they just get around it

short granite
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idk ๐Ÿคทโ€โ™‚๏ธ

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almost all mods use custom scripts so idk why dangerous code is main reason

sick pier
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it just seems redundant since were already modding which is breaking eulas and tos, and its modding why limit it

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the whole point is to add stuff so why limit what you can add

short granite
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also modding is automatically dangerous wherever game u go to. people modding should be paying attention to what they are downloading

placid vine
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System.Data and System.IO are the definition itself of a malware

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  • EULA breaking yes
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so i can't let peoples import their own scripts in scraps and moons

short granite
placid vine
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you can talk about this to mama llama on the modding discord if you want

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i'll not allow custom scripts while i don't find any way to analyze them

short granite
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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

sick pier
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its the internet of all places

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if people are smart enough to make malicious code dont you think theyd know how to get around a component.GetType() check

placid vine
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in junuary i'll accept implementation requests

placid vine
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wa are talking about adding custom scripts, so custom types

sick pier
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right and your saying how custom scripts could be malicious

placid vine
short granite
placid vine
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yes

sick pier
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this whole thing is just making a blockage for something that can be walked around

placid vine
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guys if you have real solutions i'm all ears

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but thunderstore doesn't scan the code

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and System.Data and System.IO can both steal informations from your computer

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fishing basically

short granite
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are you able to develop a program to scan code?

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if u could u could put that as part of the sdk

placid vine
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i'm not able no

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scan code is complexe
and reflection which is the simplest way is not enough

cobalt relic
# placid vine It's 300 but it's 1/300 chance to spawn

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 ?

placid vine
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it's spawn weight is 1 xD

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it happened several times ?

placid vine
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no antivirus is able to extract content of an unity assetbundle

sick pier
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you can scan the type

short granite
placid vine
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tell me how GetType will avoid a malware ?

sick pier
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the type gives information about the thing

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you can use get type paired with some reflection to infer what it uses in properties and methods

placid vine
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the type is the name of the class

sick pier
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type isnt just the name

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its a lot more

placid vine
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they just have to disable the scanner from the SDK dll, everyone know how to use DNSpy

short granite
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ah true

placid vine
sick pier
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im not saying it will tell you

placid vine
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that will not tell you if the namespace System.IO is used or not

sick pier
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read the rest of what i said

placid vine
cobalt relic
sick pier
placid vine
placid vine
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if you made your class internal, reflection can't get it

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the only way to bypass it is to make an instance of the class

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you don't realize it's a real maze

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theres will always be a rift

sick pier
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theres also check the security status of an Assembly which could help

placid vine
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"security status" ?

sick pier
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checking if the assembly its coming from is trusted

placid vine
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tell me more because that mean nothing rn

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what make a dev thrusted ?

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everyone can have a certificate in a couple of days to sign every of their code

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oh and you forget a last thing

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you can compile a script from string easily too

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string codeToCompile = @"
            using System;
            namespace DynamicNamespace
            {
                public class DynamicClass
                {
                    public void DynamicMethod()
                    {
                        Console.WriteLine(""Dynamic code"");
                    }
                }
            }";
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it's totally possible to run this

sick pier
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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

placid vine
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again, you don't explain enough

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so that mean nothing

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if by sandbox you mean a dedicated environment without network or such

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unity stoped to support this years ago

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listen, this debate is pointless, i will not allow custom scripts yet, period
if you have any problem with that, complain to mama llama

sick pier
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idk who that is

placid vine
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the admin of thunderstore who take cares about malwares

sick pier
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but whys that their issue

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this isnt got to do with them

placid vine
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they asked me yesterday if LE had any method to avoid unsafe scripts in modules

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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

short granite
placid vine
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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

sick pier
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i have a start to something

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using a safety system and you subtract an amont based on how sketchy something could be

short granite
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thats very broad

sick pier
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it doesnt account for string dynamic compiling but it covers off usage of types that are associated with System.IO and System.Data

placid vine
sick pier
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never said they were

placid vine
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i think i will simply add more events

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like left or right click for scraps
grabbed, dropped, held, in pocket, etc

short granite
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holo u can maybe add a dll checker into lethal expansion

sick pier
placid vine
placid vine
short granite
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oh

sick pier
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add a check for string length

placid vine
sick pier
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this also accounts for internal variables by decrementing safety based on if classes are empty or void of details that reflection cannot find

queen spire
marble widget
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1.3.5 & 1.3.6

cobalt relic
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yeah we keep bumping into them

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another in the same game, idk man they kind break the balance

mossy galleon
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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.

queen spire
elfin pecan
queen spire
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ah this one

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thanks, didn't know it existed

marble widget
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yesir

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there's also a core modules thing too

short granite
placid vine
placid vine
placid vine
short granite
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alr can u lmk when u have a system up?

placid vine
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If you already have a script I can look at it if you want

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You implemented RPC and such ?

short granite
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i dont have a script yet

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js wanna know if theres gonna be a specific place to send scripts

placid vine
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I don't have any full plan for it so I dunno

short granite
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ok take ur time ๐Ÿ‘

placid vine
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What you want to do exactly?

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You may not need a script

short granite
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still the wave thing, i want it to be a random event with random values

placid vine
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Ah I see

slender garnet
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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

placid vine
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like what ?

slender garnet
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i think mikes tweaks

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its mostly based off concern and my friends reports, hes been playing my modpack more than i have

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but, mikes tweaks messes with the time settings and i think that this mod might be overriding this

placid vine
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but i don't plan to remove the settings

slender garnet
placid vine
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for now yes

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the next major update for junuary will be settings for modules si it risk to don't longer work

slender garnet
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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

placid vine
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i read you have to use both

slender garnet
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alright i'll try it, thank you

viral niche
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Is there a way to disable the christmas stuff like the new maps and items?

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Preferably without having to make my friends dumpster dive into their game files to delete stuff?

queen spire
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lets you load custom stuff without the default mods from lethalexpansion

viral niche
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Ah okay, cool

mossy galleon
# placid vine It's planned for future Maybe February

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.

placid vine
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not that hard, mostly long because i don't embed any vanilla script so i have to remake a lot of fields

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then even if i do it, a really few peoples will make new dungeons because it's a bulk of twenties of prefabs

slender garnet
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also it worked lol

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the lethalexpansioncore

mossy galleon
# placid vine then even if i do it, a really few peoples will make new dungeons because it's a...

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.

elfin pecan
mossy galleon
elfin pecan
mossy galleon
cobalt relic
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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

rotund linden
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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!

tardy prairie
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you probably have a duplicated file name

rotund linden
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(i ended up figuring out the problem, i had to make an uncompressed build first, but thank you anyways!)

placid vine
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Read the console of unity when the error happen
There was detailed informations

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You had to rename some files

random tusk
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Guys I cant understand anything herea

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I dont know how to build a bundle or some asset for my mod

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for adding my items into game

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There is no wiki or any readme etc.

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I cant figure out how this sdk works

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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.

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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?

tardy prairie
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you just build it trough this

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then make a folder in your plugins folder and put it there

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also make sure to include whatever items or moons you made in the modmanifest

random tusk
tardy prairie
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they can be anywhere really

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but easiest to just put them with your scrap

random tusk
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btw can u check this

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Is there an mistake here?

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@tardy prairie

tardy prairie
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add a networkobject component to your prefab

random tusk
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how

tardy prairie
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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

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so you dont need to do it manually everytime

tardy prairie
random tusk
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Is it okay this way?

random tusk
#

I really need to understand how to add item from zero ๐Ÿคฏ

cobalt relic
#

Hey is there a way to preview easily the hand offset ? It's kind of hard to guess with the rotations/positions offset

placid vine
#

@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

placid vine
placid vine
cobalt relic
#

Thank you very much ๐Ÿ™

#

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

placid vine
#

No
The offset value is independent of the scene

#

Just copy paste

limber lagoon
#

How does one turn off rain on the inside of building? And how would one stop items disappearing from ship once it reaches orbit?

placid vine
#

for the items that dissapear, do you use the proper prefab of the ship navmesh collider ?

queen spire
#

#thunderstore-updates message
finished my first few items for my mod using this SDK :)

#

not sure if it works yet, thunderstore hasn't updated

placid vine
#

You should test it before upload on thunderstore, not after x)

limber lagoon
placid vine
#

theres two colliders in the ship entrance

#

they affect the saving of the scraps

#

and theres a third one further in sky

queen spire
placid vine
#

r2modman always have 15 minutes late

random tusk
#

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

placid vine
#

read the console of unity

#

you have two files with same name, which is illegal for an asset bundle

random tusk
#

which files

placid vine
random tusk
#

I cant understand it :DD

placid vine
random tusk
#

Should I delete the other template mod file?

placid vine
#

no

random tusk
placid vine
#

just rename one of theses two files

#

does it work after renamed ?

random tusk
#

no

#

same error with cristhmasvillage.lem

#

this is manifest file

placid vine
random tusk
#

no I didnt

placid vine
#

i told you to

random tusk
#

wait I will rename it and try again

#

Oh my bad sorry

placid vine
#

no worries ^^

#

it may be several files that must be renamed, read the console again if it still happens

random tusk
#

I know unity .net and some other apis but I am new in LE sdk sorry

placid vine
random tusk
#

ahh ok I learned something new again :DD

#

Which of these should I put in plugins? @placid vine

#

my mods name is turkishcompany btw

placid vine
#

the one you've made

#

so turkishcompany.lem

random tusk
#

I have LethalSDK files here

placid vine
#

you don't need it

random tusk
#

just turkishcompany.lem right?

#

and LE mod installed

placid vine
#

yes

random tusk
#

like this right?

#

@placid vine

placid vine
#

it should work yes

#

the console of bepinex will tell you

random tusk
#

@placid vine I think it worked right?

#

But I think I have to delete other template mod file

placid vine
#

yes it does

random tusk
#

bc It doubles moons

placid vine
#

it should fail

#

if if try to double moons

random tusk
#

I have 2 christmas moon and 2 other moon

placid vine
#

oh

#

so it don't fail lol

placid vine
random tusk
#

So can I delete other template mod file

placid vine
#

you don't need, read the warning of your modmanifest

random tusk
#

when I build bundle I dont have any errors

#

just 2 warnings

placid vine
random tusk
placid vine
#

don't reimport the scraps of the template

random tusk
#

oh ok

#

ok it is fixed now

#

btw

#

How can I find my item

placid vine
#

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

random tusk
#

you mean global spawn weight right?

placid vine
#

no

#

in the main menu you have settings

#

spawn weight to 100 will help ofc

#

but the main menu have settings

random tusk
#

this one?

placid vine
#

main menu of the game

random tusk
#

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

placid vine
#

sorry xD

random tusk
#

can I change its theme :d

placid vine
#

no

random tusk
#

oh ok

placid vine
#

i'm just lazy to made it orange xD

random tusk
#

oh ok np :dd

#

ScrapAmountMultiplier right?

#

I made it 10

#

10 is max

placid vine
#

yes

random tusk
#

@placid vine I cant pick up my item

placid vine
#

it require a collider and the proper tag

#

look at the template scraps

random tusk
#

@placid vine is tihs collider?

placid vine
#

box collider, PhysicsProp tag and Props layer

random tusk
#

yes or no @placid vine

#

I am changing Layer from Default to Props

placid vine
#

fpr everything except the scan node

#

that need another tag and layer

random tusk
#

so I am going to click yes

placid vine
#

yes

random tusk
#

for all items I have to this steps

#

ok

#

I added box collider

#

Do I need to edit?

placid vine
#

depend of you

random tusk
#

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

placid vine
#

better yes

#

just try and see

random tusk
#

alright

#

btw

#

can I add a decor with this sdk? @placid vine

placid vine
#

define decor

random tusk
#

which file or where

placid vine
#

no, define what do you mean by decor

random tusk
#

Ship decor like table or television or shower you know

placid vine
#

no, not yet

random tusk
#

alr

#

@placid vine I can grab but I cant scan it

#

how can I fix this

placid vine
#

read the warning

placid vine
#

and look at the template again

random tusk
#

State comes from an incompatible keyword space

#

what is the issue about this

placid vine
#

just restart unity

random tusk
#

alr

#

It says these 2 materials missing parents

#

how can I fix it??

placid vine
#

for some reasons it's a child material

#

create a new material with HDRP/Lit

#

remove the old one

random tusk
#

ok

placid vine
#

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

random tusk
cobalt relic
#

You can do it in the inspector

#

this one

random tusk
#

yea I am changing these but I cant see any change in scene

cobalt relic
#

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

random tusk
#

@cobalt relic btw how can I fix this? It lies horizontally on the ground

cobalt relic
#

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

random tusk
#

@cobalt relic how caan I increase my items spawn rate?

cobalt relic
#

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

random tusk
#

Bruh my item is flying

#

how can I fix this?

cobalt relic
#

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

random tusk
random tusk
# random tusk

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?

cobalt relic
#

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

royal pine
#

Why does this mod make my pc drop to like 40fps or lower when i host?

cobalt relic
# random tusk how can I check this?

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

queen spire
#

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

queen spire
# random tusk Bruh my item is flying

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

random tusk
#

Btw what the hack is this

queen spire
#

I think you gave the scannode a material?

#

on the prefab

random tusk
#

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.

random tusk
queen spire
#

I think scannode is used for scanning so you might want to keep it

random tusk
queen spire
random tusk
queen spire
#

I see

#

are you sure you applied the transform in blender?

#

if you're using blender that is

random tusk
#

I cant open this model in blender

#

I mean I can open but I cant see anything

#

Idk why

queen spire
#

it might be very small

random tusk
#

But

#

when I imported model into unity

#

It was very big

queen spire
#

hm

random tusk
#

It was big like main ship from lethal company

queen spire
#

try zooming out in blender?

random tusk
#

nothing

#

it is a object file not fbx

queen spire
#

try clicking on the model in this panel and pressing s and scaling it down?

random tusk
#

@queen spire Oh It is worked

#

And I realized the problem

#

it is not in center

#

how can I make it perfectley centered?

queen spire
#

๐Ÿ‘

random tusk
queen spire
#

press f3 and type geometry to origin

random tusk
#

thanks bro

queen spire
#

๐Ÿ‘

random tusk
#

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

random tusk
#

Ok I fixed it

queen spire
#

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?

placid vine
#

what mods did you used ?

#

and is there any error in console ?

queen spire
#

I just came off but I will see if I can find the error in the console when I play again tomorrow

placid vine
#

okay

queen spire
#

playing with a lot of mods, mostly QoL stuff and a few content mods

random tusk
#

How can I make my item two handed?

#

I already marked Two Handen Animation box but it is still not working?

placid vine
#

change the offset

#

the animation just change the walking animation or something, i'm unsure

random tusk
#

oh ok

#

btw custom grab sfx not working

#

how can I fix it?

placid vine
#

show me how you did

random tusk
#

togg_grab_sfx

#

.wav file in the same folder with asset file

placid vine
#

what about the asset bank in the manifest ?

random tusk
#

here

placid vine
#

well, theres not any audio clip in it

random tusk
#

ok I made this

#

is this right way?

placid vine
#

so it should work now

random tusk
#

btw I have a yellow error here

placid vine
#

yes, the error is pretty clear
i don't want to help you too much, you have to find your own solutions

random tusk
#

is it a serious problem

placid vine
#

if you read the error you'll understand it instantly

random tusk
#

@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

cobalt relic
#

mod update ?

random tusk
random tusk
#

@placid vine how can I find default sound effect names?

placid vine
#

on the mod page

random tusk
placid vine
#

on the SDK page i mean

latent walrus
#

Is there a way to remove the moons added by this mod? (such as waterridge, christmas village, etc.)

#

Iโ€™d like to only have the moons i downloaded from other mods available

placid vine
#

Remove the templatemod.lem

random tusk
#

@placid vine can I make a glowing item??

placid vine
#

HDRP/Lit can glow as well

random tusk
#

and also my car model needs lights too

scarlet scaffold
#

Hey @placid vine in the manifest there's an area for audio clips, is that working rn or no?

placid vine
#

yes

#

the asset bank

scarlet scaffold
#

Alright I'm guessing it's more for moon sfx than an scrap with sound right?

placid vine
#

ah you mean ambiance

#

not yet

scarlet scaffold
#

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?

placid vine
#

no, will be in the 1.4.0

scarlet scaffold
#

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)

limber lagoon
#

latest version of lethal expansion causes my moon to break I guess. Don't know what causes issue?

limber lagoon
#

I think I fixed the issue.

#

Is there a way to add quicksand and random map spawn like the pumpkins to the map?

still scarab
#

Does this mod have compatibility with more company? I tried to play with some friends and the game didn't let them

placid vine
#

it's softly compatible, i ain't tested in deepness

still scarab
limber lagoon
placid vine
#

no, you have to place AINodes

#

like in the templates

still scarab
#

I install manually

#

Y just put all in plugins

#

Is that the problem?

placid vine
#

it's recommended to place every mod in a different folder in plugins

#

it's the best way to manually install it

still scarab
#

I see

still scarab
#

@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

placid vine
#

yes

#

everything in the same folder

real cosmos
#

Does Lethal Expansion increase fall dmg?

cobalt relic
#

@placid vineare you an actual game dev irl ?

dire hamlet
#

Can you disable the planets that come with this mod?

latent walrus
maiden mountain
#

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

random tusk
#

@placid vine can I make a glowing item with strobe effect too?

placid vine
placid vine
placid vine
placid vine
random tusk
placid vine
#

i still don't understand what mean strobe effect

random tusk
#

In the sense that the light turns on a little and goes out a little

placid vine
#

you can use an animator controller and an animation clip that always loop on the scrap

random tusk
#

I mean The effect is when it shines a little, then fades out a little, and then shines again a little

random tusk
#

btw is LC API causing problems for you too? @placid vine

placid vine
#

i dunno i don't use it

random tusk
#

with multiplayer

random tusk
limber lagoon
limber lagoon
# placid vine

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?

placid vine
#

honestly the outside object is still blurry for me
i just know they pick the AINodes to spawn

#

try to maximize the spawn rates

limber lagoon
placid vine
#

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

limber lagoon
#

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.

placid vine
#

no worries

still scarab
#

Do you think it may be a problem with this? @placid vine sorry for being annoying

placid vine
#

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

still scarab
#

I will

#

Thanks

still scarab
placid vine
#

this mean a moon try to load scraps from a module not installed

still scarab
#

Thanks

maiden mountain
#

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

random tusk
#

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

austere geyser
#

Found incompatiblity between Lethal expansion and ScoopyVariety/SCPFOundation mods where the interiors dont spawn at all

cobalt relic
#

Is the Two handed animation working ? My character carry heavy objects with one hand

wary prairie
#

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)

placid vine
placid vine
placid vine
#

It's to the dev to ScoopyVariety to add their dungeon to custom moons

placid vine
wary prairie
random tusk
random tusk
placid vine
random tusk
#

I will try to move axe a little bit far from camera

placid vine
#

I personally don't remember to have any error with the setting so I need a video to reproduce it more easily

random tusk
#

btw do u know how can I add custom shovel model? @placid vine

#

I want to use this axe as a shovel

placid vine
random tusk
random tusk
#

I can try to read a wiki or api about this

placid vine
#

It's not in the SDK yet

random tusk
placid vine
#

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

random tusk
#

I saw an example in lethal things mod. A boink hammer but I dont know how can I make a shovel like this

random tusk
latent walrus
#

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

placid vine
#

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

still scarab
#

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?

cobalt relic
#

Hey ๐Ÿ‘‹ 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

placid vine
#

i don't think LateCompany is compatible with LE

placid vine
#

it's a vanilla thing and you can change it in the LE settings

still scarab
#

Oh I see, is there a similar mod compatible to LE?

placid vine
#

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 -_-

still scarab
still scarab
placid vine
#

i need to check more deeply why late company made this null exception with LE

#

but with bepinex it's boring to do

still scarab
#

bepinex is the mod of which all the other mods are dependent right?

placid vine
#

yes

#

it's the modding framework

flint apex
#

my mod is deleting other custom scraps from spawning for some reason, what can cause this?

placid vine
#

it may contain implementation of flashlights

random tusk
random tusk
placid vine
#

tell me exactly how to reproduce it

#

modded moon, vanilla moon, specific scrap ?

#

did you was host, client ?

cobalt relic
#

Is there a wiki maybe somewhere to learn some stuff about LE without bothering you all the time ?

dire bobcat
wary prairie
#

I also sent you my r2modman profile code so you can use the exact same mods I have when trying to recreate the issue

wary prairie
# last island did you ever fix this>

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)

marble widget
#

does anyone know how the part to part ratio for spawn curves works?

#

like what are the parts lmao ๐Ÿ˜ญ 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

placid vine
#

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

dire hamlet
#

Fairly new to modding but have experience with unity and modeling. Is there a tutorial how to create new moons / interior?

random tusk
#

@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

#

This is the settings of Leviathan Axe

placid vine
#

And work over this copy

#

Look how the template is made

#

Duplicate the template and work over the copy too

dire hamlet
#

Thanks! :)

marble widget
#

this is a game bug either vanilla or old version of lc api

#

not sure but havent seen it in a bit

dire hamlet
#

Is there also a way to mod the dungeons?

placid vine
#

not yet

dire hamlet
#

Okay, thanks for the quick answer! rooC

placid vine
#

need testing and reports

#

theres no documentation on theses new features, i'll made templates in next days

random tusk
#

Btw can I test it did you update the sdk?

placid vine
queen spire
#

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

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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?

random tusk
cobalt relic
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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 ?

maiden mountain
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they should be located right at the top of the script, just below the min and max value

cobalt relic
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Yes that's what I was thinking indeed, but even with these 2 checked none of my items in game use the right animation SadCri

maiden mountain
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hmmm thats strange then

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i wouldnt know myself how to fix it, sorry about that

cobalt relic
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Yeah no problem thank you ๐Ÿ‘

random tusk
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@placid vine I cant find my item in dungeons. Here is my item's settings in unity

tardy prairie
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Did you add it to the mod asset?

queen spire
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mod works fully now :)

random tusk
placid vine
placid vine
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Unsure about what does the two handed animation check
But you need to change the offset too

cobalt relic
placid vine
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i see
hmm

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it's like the conductive metal, it seems to don't work

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i looked with the unity explorer and the values are properly set in game

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i don't understand

cobalt relic
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conductive metal is not working properly either ?

placid vine
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no

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until proof of contrary

indigo skiff
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still getting dungeon/seed sync issue in multiplayer

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like falling through map and modded dungeon (Scoopy/SCP) being different to other clients

placid vine
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it's a known issue

marble widget
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ah crap ๐Ÿ˜ i thought it actually was solved

random tusk
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@placid vine dude can u check this

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My 2 items spawnink

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but other 2 item is not spawning

cobalt relic
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they're inside a prefab ?

random tusk
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I turned scrap type to Normal from Shovel and it is fixed

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when I turn my model into Shovel object, it doesnt spawns

placid vine
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I'll check later

dusty cipher
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@placid vine The mod is broken on v47. I didn't get a chance to copy the error.

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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.

marble widget
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there should be zero expectation for mods to work in new version until update lmao

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go to properties in steam, betas, and then previous version

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if you can't copy the error you should still find it in logoutput

dusty cipher
marble widget
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but yeh if you want the game to work with your mods you def will need to roll back

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some things have already been updated but dependencies should take a little time

placid vine
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Copy that, I'll give a look today

cobalt relic
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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

marble widget
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i was able to load up a custom world with no problems in v47

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but i'm using the latest lethal expansion core

dusty cipher
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That's a different mod

marble widget
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which comes with fixes for dungeon syncing and exits and whatnot

dusty cipher
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Try loading Experimentation

marble widget
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its lethal expansion and has the functionality for custom worlds

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hmm

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ok i will

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yup

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working fine

dusty cipher
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LethalExpansion, not LethalExpansionCore

marble widget
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๐Ÿ˜ is your brain not braining

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did i not explain what im explaining

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๐Ÿคจ

dusty cipher
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It doesn't matter if LethalExpansionCore works or not. This is not the LethalExpansionCore mod-release

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This is the post for LethalExpansion

marble widget
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you are saying words sir but they are not making sense i gave you a hotfix solution until lethal expansion does work

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so you can be on v47

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๐Ÿ˜ญ

dusty cipher
placid vine
wary totem
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I love it. Thank you

marble widget
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i mean you wouldnt have it if you didnt have mods that depend on it.

dusty cipher
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Only Scoopy's variety mod. But the point is that it's not a LethalExpansion issue

marble widget
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ah

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im not having this issue with lethallib? or maybe i should look into this more

placid vine
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i think weather brokes in LE

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ah nvm

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was pure random to have no weather on every moon lol

wary totem
placid vine
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after i short test i saw no error

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i must disable the patches for the weekly moon

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disable the custom scraps and all the settings

placid vine
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shovel audio must be an audio source in the same object

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and it should use the TwoHanded animation

indigo skiff
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still listed in known issues-

reef plaza
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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

placid vine
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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

reef plaza
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I'm more saying as a config setting

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Not an in-game one

placid vine
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i rewrote the config manager to made all of them automatically added to the settings menu

cobalt relic
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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 ?

placid vine
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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