#Lethal Expansion and SDK
2957 messages Β· Page 3 of 3 (latest)
wait what the hell you did a workaround to try to fix the two handed anim already ? I should test it too maybe that'll help
I can test some stuff in 1.3.15 with the coil head too
Okay so I've tested the 1.3.17 animation support for 2 handed items but unfortunately it didn't change the issue on my side
the mod works fine on v47 (v48 actually is the newer version now apparently)
but yeah the 2 handed anim doesn't play
Hmm
I will check again
Man I don't see anywhere on thunderstore how to manually download a previous version of the mod, I'd like to test the storm going through the roof on 1.3.15
oh my bad it was at the bottom of the page π
So I had 2 keys and one canned food inside wateridge facility for a whole day, with a storm outside, and no lightning got inside on 1.3.15
I might have been lucky, I'd like to test it out on aquatis because I remember lightning going through the roof
okay
i checked and it work
i have the proper animation
Ok maybe I did something wrong then
I updated lethalexpansion to 1.3.17 did it need something else ?
Okay I don't have this slider I guess I need to update the unity part too then
yes
yeah I told myself that this thing should still be updated sometimes I never did it
How can I update it ?
probably dumb af but I have no clue
just overwrite
Yep, it works ! You're a god
So just for the record when you update LethalSDK it means I need to overwrite the Unity setup right ?
So, I'm curious, are there plans to make LethalExpansion compatible alongside LethalLevelLoader? Since I know Scoopy's Variety Mod's interior has moved to it, and I know the SCP Foundation Dungeon is planning on moving to it soon, I imagine that would make compatibility with your SDKs easier if all of the modded interiors function under the same umbrella.
Cuz I'm not gonna lie, it would really suck to see a rift in the community between LE and LLL and have to choose whenever I want cool modded moons or cool modded interiors 
yes
i honestly dunno, we'll see how goes the compatibility
i still need help to continue LE and the SDK, alone i do overdoses and don't find the mood to work lately
Valid
Should I choose my shovel item as two handed? @placid vine
Ok I will make it Two Handed
@placid vine It is different in two handed animation how can I fix it
I take the ax in my hand, but when I left click, it stays like this and does not hit. Also, I cannot press G and drop the item.
Updating the SDK completly broke my mod so ima have to redo it from scratch Edit: not doing that all again, such bs how the SDK breaks easily
@placid vine yo, is there anything specific that biggerlobby does that makes it incompatible w/ lethalexpansion
i need to change some things for the new version. if there's anything you need me to fix it's a good time
I want to personally thank @placid vine for this. Not only is it amazing, it is so fun creating with the SDK. So many ideas can come to light. Respect π
What does it broke exactly?
Ok I will check why this happens
Hello
It's the network sync which broke
They both patch the chat in an incompatible way
i'll take a look
Controllable boombox had same issue
And they did a compatibility patch lately
You could see at the commit they did
Lc_api and more company both use a chat patch that work with the chat patch of LE
You can peek if there's something particular in theses too
Having the same issue
Melee weapons seem to not work
for some reasons the isHoldingButton state of the shovel does not reset
ok i found
the issue wasn't even in the shovel script, it was in the player controller script
@random tusk@tired citrus
finally fixed in 1.3.18
gg
They say on the other discord the LECore fixed the the coil head glitch, I'm asking some more about that maybe that could be helpful
alright I will try again today
where is 1.3.18
ok so you mean I dont need to update unity project
no
ok
I can't post pictures anymore wtf is this bs
I need help for something but I can't post the screenshot now what
Discord being discording
alright well I was about to ask some help on these new hands and how to make my model match the hand position correctly in this version, I put a brick in the one handed model hand and copied the transform param but, as I thought it would, it was not at the right place
So there's something I don't get there
Did you placed the brink in the object called HoldAxis ?
Ohhh
I think I get it, I opened the scene again and indeed it seems right there
So I place the item in the HoldAxis as a child I guess
Yes
then I can copy the position etc
Exactly
alright thank you I'll do it right away π
Will the video tutorial come out soon?
@placid vine I made shovel hit force 3 and I can instantly kill any entity with 1 hit
How can I make it more balanced
can I give float value to shovel hit force?
Enemies just have 3 hp
oh ok
alright
Their hp too
ok I will make 1 or 2
Does "Use global spawn weight" overwrite weights you customized per moons ?
Or is it for non customized moons only like modded ones and such
yea it is owerwriting spawn rate
for all moons
So how do you make a default spawn weight for modded moons and such ?
Ok I see, thanks guys
Whats the correct way to get Ladders to work? Just tried it and confused xD Ty
Look at the ladder or Wateridge
for some reason Wateridge isn't showing in the moons list
[Info :LethalExpansion] Module found: D.C./Aridion v1.3.0.0 Loaded in 648ms
[Info :LethalExpansion] Module found: Kast v1.3.0.0 Loaded in 8677ms
[Info :LethalExpansion] Module found: Oblivion v1.3.16.0 Loaded in 451ms
[Info :LethalExpansion] Module found: OldSeaPort v1.3.15.0 Loaded in 2976ms
[Info :LethalExpansion] Module found: ChristmasVillage v1.3.3.2 Loaded in 1131ms
[Info :LethalExpansion] Module found: 10 E Gypt v0.1.0.0 Loaded in 3932ms
[Info :LethalExpansion] Module found: Ether v0.1.1.9 Loaded in 4518ms
[Info :LethalExpansion] Module found: Infernis v1.0.0.0 Loaded in 1087ms
[Info :LethalExpansion] Module found: Crypt v1.3.2.0 Loaded in 8ms
[Info :LethalExpansion] Module found: MinecraftTaigaMoon v1.1.1.0 Loaded in 533ms
[Info :LethalExpansion] Module found: Aquatis v0.4.2.0 Loaded in 7903ms
[Info :LethalExpansion] Module found: Orion v1.1.3.0 Loaded in 6050ms
[Info :LethalExpansion] Module found: Assal v1.1.0.0 Loaded in 2901ms
----
[Info :LethalExpansion] Terminal reset.
[Info :LethalExpansion] D.C.Aridion Moon added.
[Info :LethalExpansion] 13-Kast Moon added.
[Info :LethalExpansion] Oblivion Moon added.
[Info :LethalExpansion] ChristmasVillage Moon added.
[Info :LethalExpansion] ChristmasVillageNoTime Moon added.
[Info :LethalExpansion] 10 EGypt Moon added.
[Info :LethalExpansion] ether Moon added.
[Info :LethalExpansion] Infernis Moon added.
[Info :LethalExpansion] Crypt Moon added.
[Info :LethalExpansion] Taiga Moon added.
[Info :LethalExpansion] Aquatis Moon added.
[Info :LethalExpansion] Orion Moon added.
[Info :LethalExpansion] Assal Moon added.
[Info :LethalExpansion] Conviction Moon added.
[Info :LethalExpansion] atlasabyss Moon added.
[Info :LethalExpansion] secret labs Moon added.
[Info :LethalExpansion] Moon route price updated.
even though OldSeaPort is loaded
Hello, Hi, so grateful to have a LE/SDK β€οΈ I made a cool moon. I would like only coil heads to spawn in the dungeon, but after adjusting the settings many times I still can't seem to get any monsters to spawn...If you could point me in the right direction on this I would super appreciate it! (:
It's in the templatemod
OldSeaPort contains it's assets, textures, meshes, etc
ah, I see
Ever tried the whoopie cushion scrap type ? I tried to add a .mp3 sound directly into the "whoopie cushion audio" at the end of the inspector page but it doesn't fit, can't select my file
I don't understand what I have to put in this place
you have to register your audio files in the assetbank of your mod
and write their name in the scrap
Mmmmmh ok I did this but it doesn't work, do I have to add anything in the whoopie cushion audio list ? Because when I click on it the list is empty
any error in log ?
No error in unity
the console ingame doesn't show much, but when I step on a whoopie cushion I get this
[Info : Unity Log] Collided with whoopie cushion
[Info : Unity Log] Fart with debounce called : 125,9099; 0
[Info : Unity Log] Fart c
Which I don't get when I walk on my custom asset
(I also added the Asset bank in the mod manifest at the bottom)
i could look at it later if i can
does it have a box collider ?
i missed your message sorry
can you show me screenshots of your moon's settings ?
It has one yes, I'll check at home to see if it's properly set when I'm done working
https://imgur.com/a/oJu6bRV I copied the WaterDeep planes( y: -107 and -108) from the oldSeaPort to help block the sunlight from entering the dungeon..Thanks so much!
entrance audio reverb id must be 2 to disable the light
don't add a plane to block the light x)
and weird, with your screenshot it should spawn
Just went to the moon Dine to see if monsters spawn, and nothing spawned, so it might be something unrelated π€
Any other mod ?
just deleted LethalLib going to try it
Lethallib should work with LE
Am I in some sort of 'admin' mode and not realizing it? My stamina is not decreasing
Found it, Inside the Config for Posiedon.GameMaster.cfg there is a 'Natural Enemy Spawn = false
I can confirm it has a regular collision box and a scan node box https://i.ibb.co/VmbMcmZ/image.png
does the "more company" works for the last version of the game???
When I try to export, it spams the same message "ScrapModName.lem" can't be found, even when restarting NEW projects, the first Asset Build works, then asoon as I asset build again it breaks
Very frustrating
Uncheck trigger and contact for the root collider
Conflict in file names
Read the console logs to see which files exactly
Mmmh I unchecked both but it still doesn't want to work
There is no message in the ingame console when I step on the object, and there still is when I step on a vanilla whoopie cushion
Also I was wondering if the SDK was able to modify already existing planets from the vanilla game by any chance ?
no sadly
Thanks to your help I managed to upload my mod
Thank you very much π
I don't understand, some people tell me to switch the LECore because of all the fixes and such, do you think I should do that ?
Also is it possible to make a config file for things like prices of scraps, etc...?
I'm sorry I'm asking a lot of things at once 
config file was what i planned as next major update
but i don't think it will come soon
Hey guys, I've been trying to implement a noisemaker prop with the new sdk and I think im doing something wrong but I don't know what
it doesn't let me post a picture here, but I have the noisemaker scrap type and in the noisemaker option I have my prefab selected as a source but no audio far source
okok, but yeah I even tried with the whoopie cushion type. I can select my audio source but it doesn't play in game
It's a known issue
ahhh fair enough
i just tried, noisemaker works
maybe I'm doing it wrong?
i just changed the Battery from templates into noisemaker, haven't done anything else
and it worked
I'll try something tomorrow
also I'm having a problem with another scrap that I've made. It's a type of painting but the image always faces away from the player. I've tried modifying the offset but any idea what value I should use to flip it towards the player?
show me a screenshot, i don't understand
can't send it in chat for some reason so I'll send you a dm
@cobalt relic@scarlet scaffold
for whoppie it requires a trigger object
i do a quick update to add a missing component on this trigger too
okok fair enough, so basically just a box collider with is trigger on
Also I sent the image
can you send a screenshot of the battery with the audio source and stuff?
If that's possible of course
i added nothing on the battery
it generated the required components
but place a custom audio source allow to customize it's behaviour
okok then is there a way to add a custom mp3 sound?
okok that might've been why
Thanks I'll try it out tonight π
Also I added a sound on a clock, some alarm sound but it's so distorted ingame when I click on LMB to trigger (also there is no UI like the clown horn to say you can press LMB)
Do you know why the sound is so distorted ?
i think it's the audio source
it is missconfigured
Is it on my end ? How can I change this ?
Hello, attempting the Whoopie Cushion effect myself. I feel I am missing something. Is the Trigger on a particular layer and tag?
last LE version ?
it has been fixed in 1.3.19
hmm, doesnt seem to be triggering still. one moment
can't seem to post the images
did make the Trigger a separate child node, with the trigger collision box
the Tagis Untagged and Layer is Props currently
huh, worked when I took that trigger off entirely! my apologies
a trigger is automatically created
Ahhh, gotcha
is lethal expansion still compatible with v49? when i updated the game, i tried loading up my custom moons but they dont seem to show up in the terminal
should be
conflict caused by LLL, just install LethalExpansionCore (dont remove LethalExpansion)
Can't send image, but I went through all files and it's there, just it wont replace it
idk why
Think I figured it out
nvm
lol
Does anyone happen to know why, when adding more than 1 fire exit, the extra fire exits don't let you enter and say "??? The entrance appears to be blocked." .....I copied the same Interact Trigger from the template EntranceTeleportA Door...Each door has a unique Entrance ID..thanks so much!<3 I've also tried adjusting the FireExitsAmountOverwrite
It's weird
Does the fireexits on wateridge are working?
It may be a global bug
Hmm ill have to check it..wait to get waterRidge's .lem file would I have to make a new scene of oldSeaPort and build the assets? (im v sleepy rn my bad lol) I need to noclip down into the dungeon somehow and see if the exits are actually blocked and/or even spawning at all etc Heres link to screenshots, https://imgur.com/a/rDcQgHA ...idk if it will help, i'm going to keep trying tomorrow
Is there any way to attach a simple script to a scrap object?
Thinking about making a scrap object that adds a bit of insanity when players first look at it just like a corpse
no sorry, for safety, custom scripts are not allowed and automatically removed
What do you mean by safety?
It's just as easy to include malicious code in any mod, attaching it to a custom scrap item through this SDK is not any different
Anyone who wants to bundle malicious code with their scrap mod can do so just by including it in their dll without attaching it to the scrap item. That restriction is zero barrier against people who might want to be malicious
But it would be very useful for those of us who just want to make new scrap items
the SDK and LE remove every script that are not whitelisted before load the scraps/moons
neither, if the scrap is loaded with LE, the script will be removed before it's Awake void
That's not what I'm saying. Removing scripts like that is pointless because the mod could just include its own code in a dll that has nothing to do with the SDK. Stripping scripts from the scrap items does exactly zero to prevent a bad actor from including malicious code in their mod, it's just a restriction for those of us who want to make interesting things
Not to mention it wouldn't be very hard to circumvent with a simple harmony patch
I have to agree with this, any mod you download can inject code, all you're really doing is forcing extra steps
True
But it's the minimum I can do
Admins of thunderstore agreed this method
Anyway as you saw on the mod page, I'm looking for a successor for it
The next contributors could remove this feature if they want
At least a DLL can be scanned
A bundle can't be scanned by any antivirus
So if there's malicious code, it will be in a DLL and easy to find
With this feature it's impossible to add malicious code in a bundle
@heavy leaf @reef plaza
hopefully I found the right place to ask for help using the SDK (and sorry if something similar has been brought up before, I can't easily check in forums).
I'm new to unity, and have been stumped by this apparent lighting issue I'm getting in my testing with terrain. I've tried adding roughness maps and changing smoothness, but no matter what the terrain is always way too reflective and shiny, with these white edges around everything as well (even when the terrain doesn't look reflective in the editor). Not sure if I'm doing something wrong with the materials or the terrain game object, but any help would be appreciated.
https://media.discordapp.net/attachments/362762359556538368/1196746479273001050/image.png
That's valid, I hadn't thought of the anti-virus angle
can you show me ?
I attached an image link in the message since I cant add attachments, if it's not showing up this should work too:
https://media.discordapp.net/attachments/362762359556538368/1196746479273001050/image.png
the glare is intense in that pic, but you can see the texture in the first pic, and the second shows the same area in the editor
https://cdn.discordapp.com/attachments/663270103185358848/1196787895328055367/image.png
https://cdn.discordapp.com/attachments/663270103185358848/1196788546154008616/image.png
it seems like a lot of the changes I've been making to the terrain (like varying the normal map strength) hasnt been doing anything, so I suspect there some kind of disconnect between what's in the editor and what's actually being used, everything else I change on the map updates fine though.
https://i.postimg.cc/qR1D4g1f/image.png Mess around with the values I highlighted. or use a mask map
I've tried both, hasnt seemed to change a thing, thats why im thinking i made some deeper mistake somewhere with the terrain file
the terrain just gets packed into the map prefab, right? I dont need to store anything separately as a resource?
@woeful ingot can i see the icons you checked on the top of the scene viewer ?
these ones?
https://cdn.discordapp.com/attachments/663270103185358848/1196796147780567130/image.png
https://cdn.discordapp.com/attachments/663270103185358848/1196799695499051059/image.png
Moons added in lethal expansion no longer show on terminal anyonw know how to fix this?
LethalLevelLoader isnβt compatible and causes this
thx
Sorry
I'm back
I guess you tried to change the AO
Weird
How do you use the reverb scripts in Holos's SDK to stop custom audio from playing when you have entered the dungeon. I have many custom moons already but haven't figured out how to stop it like that.
The entrance's reverb id must be 2
OK so reverb 2, but where would I put the audio file? I always make a new audio source haha. I see music 1 and music 2 slots already made can that be put in one if those?
What do you mean by entrance sorry.
I mean the entrances doors
They have a trigger script in them
Omg lmao.
Wait so any audio outside will turn off if I set that to 2?
Thank you.
I see another dev made something like lethal expansion. I will not jump over ever. I'm Holo all the way.
You can
I'm slowly stopping the support of LE
I search for someone to continue the project
LLL is inspired of LE and my researchs, but may go further
It may be the future of LC modding
I just personally don't approve that LLL to let made custom scripts and export them in bundles
It's unsafe as fuck
hey uhh, should I leave Planet Prefab Name empty?
You can
so I'm trying to move the delivery ship's position but I don't know where it went within the game, all I hear is just the delivery sound in the distance.
I moved itemshipinstancer or it should be the Systems ?
sorry pretty new to this π π
it should be in Systems yes
as the template
and beware to don't have two ones in the moon
getting delivery after ordering even before landing :/
nowhere to be found still lol
Ya I read that. Thank you for all of your work BTW. Truly awesome and respected. I just got used to your SDK to so this hurts 
Ya I program for a living and that's a BIG no no. That's why I asked you if you supported it. It's cool and all but will leave the community with malicious scripts running locally.
I love Unity so much. I started in Unreal for a game engine but prefer Unity.
Ya they are both default set to Reverb Preset 2 for interact trigger. What do I do with my custom audio to connect to this
it's connected, nothing to do
in Systems you have the audio reverb presets
and the 3rd (ID : 2) one should be inside
Yes I understand that hehe. I mean, where am I supposed to place my audio? Right now I made its own audio source. Is it supposed to go into Music1 or Music 2 instead?
My custom audio still plays when inside because nothing is telling my custom audio to stop. My custom audio isnt connected to anything is what I mean
Its just on an audio source
ah, up to you
i never experimented custom musics
so i dunno
but i don't think they are disabled when entering in the dungeon
Ya no they aren't. I do see music 1 and 2 though I tried putting my custom music in numebr 2 to see but no xD
the dungeon is at Y - 200
you can change the curve
volume alwais at 1 and suddenly gets at 0 when too far
you can make the dungeon lower too by moving it's root
Hmmm Ya that would work to. Make 3D sound or leave 2D? 3D works but can get distorted sometimes and slow down LOL
So Ive been experimenting with the SDK in unity. I got my model in, posed, all that stuff. It appears in game and when I scan it the right name and value pops up. But I cant pick it up. Like i walk up to it and the PICK UP text doesnt appear any reason why this would happen?
distortion is the doppler effect
does it have a collision and the proper object tags ?
as the templates
Also are there any tips to properly setting the position of it in your hands. Rn its like upside down behind my head
it does
look how the templates are made
I cant send an SS but I put it to where its placed in the arms properly then put it down as a prefab
no, you have offsets values in the scrap asset
drop the prefab in the proper axis in the scene
and copy it's rotation and location as offset
Alr Ill try that thx
How could I give it an animation that just loops over and over
@placid vine any ideas why this happens? I only moved the transforms-
I'll try with a fresh project if not
unsure to understand the problem
oh the song
do you have two drop pods on the scene ?
only one
hmm
I did try remove it from hierarchy and grabbed another from the prefab to try fix it but no luck-
it is in the Systems object ?
yep
it must be a difference between your moon and the template in any way
do I have to reassign them somewhere or?
no, just copy paste from the template should be enough
okie, I'll try that
would it be fairly simple to change a moon's skybox? was hoping to do this to my new moon im creating
I haven't tried that yet thats a good idea but not sure if supports it. What I did is make a "fake" skybox haha. Made a Sphere around the map and animated my own "fake skybox" Player has no idea hehe
But there is probably.a more logical way I unno haha
Put a cubemap here https://ibb.co/VxPsRvL. (make sure you have a volume profile file in your project files) If you dont just hit clone and drag it into your project files
i almost went that path, specially cuz the map im trying to port comes from another game, and they handled their skybox through a sphere model, but unfortunaly that wasnt working haha. thank you tho!
ahh okay, thank you! ill try this method
If you import a texture set this to Cube https://ibb.co/CJg3DdS
oh yeah, thank you for the heads up
ill try building my moon soon and see if everything worked out
Is this your first moon? :D. I'm so excited to see it! DM me when done so i can downlaod! I've made about 6 now!
this is technically my fourth moon! but it'll probably be the first one i make public, since i've got the practice to make a proper moon now haha
and can do! will message you whenever i publish it :D
I apologize as I know basically nothing about Unity.
I've been doing my best to follow the format for adding scrap into the game. I made a copy of the example scrap, added in my own prefabs, attatched a material, edited the name of the scrap and the values. I then changed the mod name on the manifest. Then I deleted the example scrap folder and I'm ending up with an error when I try to build.
If someone would be willing to help me, I would greatly appreciate it. I apologize again that I don't know much and I'm doing my best to learn.
change the HDRP profile
it's in the Lighting object
don't edit it, create a new one
ah perfect, sdDesat answered
Ended up (pretty much) finding a solution to this if anybody encounters the same shiny terrain issue. Instead of using the roughness mask, lowering the opacity (i.e. alpha channel) of the main texture (the one under diffuse) seemed to do the trick in lowering the smoothness. Though my normal maps still dont seem to quite be taking effect, I'm just about satisfied.
would this happen to be correct? https://gyazo.com/674ff31977467b6a4c38ad52fe61be17
i tried it but it still seems like the skybox hasn't changed
Does anybody know why my map does not appear anywhere? I try to type its name but it still does not appeer
make sure to uncheck Is Hidden in your Moon Settings within Unity
I have it set as un hidden
Always did so that is not the issue
hm, that's odd
I cant like see it in the moons tab and it doesnt appear when I type its name
Are there any other things that could cause it to just not appear
1 sec
For some reason i cant post ss's but It is loading the module
When would the moon register?
OH it is actually registering the moon
it simply doesnt appear
Any other things i could do to debug? or anything else that could cause it to not worl
I have no idea.. is there any errors or warnings?
oohhh i found smthn
let me fix something
Double check everything. Mod manifest in Unity etc also. It does work.
Ya so the newest LethalExpansion update broke something it seems with custom moons. Never had an issue and now after I build anything I get this error. Gameloads fine, but now no moon
TextMP has an update it seems i will try that
Welp..... It ruiend TextMesh Pro.... Updated and now no idea. Erros with building now, was fine before.
Ah this is why now..... LOL
UnityEngine.StackTraceUtility:ExtractStackTrace ()
AssetModificationProcessor:ProcessAsset (string)
AssetModificationProcessor:OnPostprocessAllAssets (string[],string[],string[],string[])
UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets (string[],string[],string[],string[],string[],bool)```
Ive never included it wtf LOL
_
How do I not include the TMP scripts though
Cant even unstall it and reinstall. It needs TMP
Welp update literally destroyed it
Like why is this randomly happening
UnityEditor.BuildPipeline:BuildAssetBundles (string,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)
LethalSDK.Editor.Lethal_AssetBundleBuilderWindow:BuildAssetBundles ()
LethalSDK.Editor.Lethal_AssetBundleBuilderWindow:OnGUI ()
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
6 of those now
Yeah it had "CoilHead" in the monster list and didnt recognize it. So it didnt appear
How would I go about adding my custom scrap to my moon generation and vice versa for the scrap?
huh? This is regarding my own issue lmao. The lethal expansion update is not allowing my moons to work. I fixed all the errors in unity and still get the Caret error.
I dont make custom scrap no idea lol
Can you like not build the bundle?
Right as I loaded into a lobby it would send an error like: LethalExpansion could not read "CoilHead" from library, meaning moon "Reign" could not be displayed or smthn
OOO
Ya after the Lethal Update for the actual mod not SDK no bundles work
Literally was building fine before
well builds worke dya
But said TextMesh error in console when loading after LethalEx update
So i updated Textmesh pro in Unity and BIG NONO. Whole project is TOAST
400 errors because of Text Mesh crap
I dont either
The SDK uses it tho
I never use it
I dont think its used if its not in your mod folder right?
not sure why that would prevent building
No no
It doesnt prevent building until after i updated it becaue of the game error in console
Oh
Its not in my mod folder lol
well I would try to dig through the errors and find where it says you load into lobby
I have a backup before update on my last moon. Ima revert
use his ss's
I might have an older version then
7th moon lmao
Alright
Gospeed my friend
Well gl with that
Just sucks. Literally just updated Lethal Expansion and boom. Textmesh errors. I cant even control that
Sorry to bust in mid conversation--I'm having a plethora of weird issues and haven't a clue where to go after searching around. The "Deep" water from the prefab is Z-fighting with the upper water later, the sun/lighting isn't moving, the item dropship doesn't deploy, and the custom scrap sounds don't work (although I saw this might not be fully implemented yet?)
Also my friends can't play the map--its complaining about the lack of a mod manifest in their consoles but I'm able to load in just fine in solo
Where did you like learn to assemble it? Like did you just put it together on your own?
And did you use the template?
I used the template
I even tried copy and pasting the sun and itemship prefab from the docks template too
Im not like 100 percent sure
but i think with the item ship and sun youd need to copy the entire folder they come with
like i just took the entire lighting and system folder
but if you did do that then i wouldnt be sure
Like Systems/Enviornment?
Yeah I tried posting some images either, to no avail
Uhhhh, I guess I could try that, although they're not a whole prefab
What about the Sun?
Ya u need to be part-timer or above to post images
Ah okay
I agree
Bro im so sad.... Like all Ido is make custom moons and my project was almost done.
It hurts the heart
But got backup loaded just updatng SDK and gunna try and build and see whats up before adding aqnything
Uhh I made a bunch of moons already. I dont want to plug them here but if interested ill dm you! But ya was making a Halo moon for my 7th
Ok all updated now time to open the backup.
Im just gunna build first because I KNOW it should build, I already published this one
OK pressed build and then waiting outside for 5 min until it's done. Hopefully I come in and test it and it works. Or I cry and play Palworld
Oh My GOD. know the issue....... I deleted my project for no reason. The update somehow installed lethal core and that was on at same time as Lethal Expansion.... the CONFLICT. I never installed that HOW was it there.
Hey Holo. I know you didn't make LethalExpansion Core branch ( your code still though really but de-bloated it says ) . But why do some mods have LethalCore and Expansion? Core disables Expansion anyways. I don't get it. Why the hell are people making Core a dependency. Expansion works better anyways. Core sometimes gives errors.
Howdy! I'm trying to move where the player ship lands, can someone help me with that?
btw @wary totem nice job on getting the Kingdom Hearts maps in haha
Recognized your name
Hey hey! Thank you very much! Was that Destiny Islands by any chance? I have more maps out now! I also am going to start doing some maps that people request if I can. π€β€οΈ
You know what the funny thing is. I've never moved it haha. I've always moved the map around the ship and if I needed the ship "moved" I've always moved the entire map making sure not to touch the ship etc haha.
Thanks for the reply. Yeah, I figured this out. I'm having some new issues now haha, first map problems and all that. And yes I downloaded Destiny Islands and I love it
idk if you'd be willing to help me troubleshoot at the moment some immediate things I'm running into
Hey hey. Ya we all started there bro. I had an issue today where I had to scrap the entire project and load a backup of an older map.
This is hard coded in the game, you can't change it
wow that's bonkers haha, wonder why he did that
Ya so do what I do Matt. Move map if needed around the ship.
Don't tell that kind of things
Because it's an engine limitation
The ship landing is based on an animation clip
Wym lmao. I'm saying build map around the ship since you can't move the ship.
No way around it
my moon keeps getting eclipsed when i try to test π i should turn that off
Lmao. I turned off that yeh
No weather for my maps usually.
Also since you can't use scripts you can still move things with animations.
Works good with key framing also if you have no animation file to go with something.
is there a way I can accurately preview the lighting and volumes in Unity?
lighting does not* match what i get in-game
Uhhh ya lethal applies the stuff over it after to get the game effect.
Inside of Unity I don't think so.
I make so many builds that it doesn't bother me really.
Because most maps have no meshes I end of checking for holes π€£
I'm still wanting to know why some.map makers are making Core and Expansion both dependencies. To me is stupid
it's just bothersome that when I get it in-game that the lighting is totally blown out and super bright, but in editor it looks fine for the most part
You are hitting play though right? It's roughly.close
in Unity?
Ya sorry
No no no not.play game hahaha
i don't have to export the asset bundle every time??
No no u do ya.
I mean
I hit play lol. That's just me
I'm weird. Mostly animations etc to check.
You can adjust lighting though.
I just turn it down a bit an is usually fine. But depending on material etc light from the sun will shine through anything.
just appears overly yellow
Ya that's the color of it. Can change it
It is yellow tint ya haha
That's spot on.
It's the "kelvin" toggle
On the sun lighting
sometimes when loading into my map the camera cuts to somewhere on the ground outside the ship where it lands?
but when i quit and reload the map it works just fine
It does? U sure u don't have a random camera placed
positive, and it doesn't happen everytime, so I'm hoping that it's an unrelated bug with a diff mod
Hmm maybe. For me it's.usually.the map slightly loads in the ship for 1 second before the door opens and then fixes itself lmao.
Sorry new phone and I keep putting dots lmao
no worries i appreciate the help
got the lighting where i want it, will edit skybox later, ship is landing where i need it to
last thing is I set dogs to spawn outside and I edited the graph to ramp up later in the day but they are spawning as soon as I land
I haven't tampered with amucof that haha. Not even scrap so I don't know anything on that ;/ I just docit for maps.haha
I think my SDK might be totally broken somehow, but the scrap min/max values aren't matching up with the values appearing ingame. Like a min:max of 32:64 is showing up as 12
Is there some step I'm missing?
how do you do water? like in Vow right next to the dam for example so that when it rains and starts flooding I don't have to worry about two water layers
Vanilla scrap value multiplier is x0.4 for every scrap
There's a component called WaterSurface
Look how the water is made in Wateridge
gotcha, ty
Ooohhh, gotcha gotcha, thank you for the clarification!
If I can bug you real quick about something else real quick--I used the template to make a map, but for some reason the sun refuses to animate, the itemdropship doesn't spawn at all, and the water sometimes works and other times doesn't
I tried copying the prefabs from your example seaport map and replacing the ones I have in the map, but those didn't fix any of the issues
Before I try gutting the map and replacing everything again, is there anything else I should check for?
There's could be a plenty of reasons for all of them ^^"
Double check integrity of everything
And duplicate the template instead of working over it
Work over the copy
Work on a new mod folder too
Not in the templatemod folder
If you simply duplicate the template folder
Change names
Open the template prefab you copied and replace the plane by your entire map
Keeping everything else
It should work
Okie dokie
π I'll give it a shot later tonight, thank ya!
i'm having trouble changing the time of day when dogs spawn
i edited the graph and the spawn weight and they're still spawning as early as 9am
i'm almost ready to push out the map
the last thing I need to do is set the item dropship location, when I drag the prefab to where I want it to land, it doesn't land there and I hear the music very far away
Check if you don't have several ones
Use the unity explorer mod
And for the spawning
Check if you don't confuse the outside and the night monster graphs
Oh heck, one more thing! Are custom sounds for scrap viable or is that the thing coming in the 1.4 version?
custom sounds for scrap is since 1.0 :P
add the sound in the assetbank you added to your mod manifest
Huh... I tried that when trying to figure it out and it didn't work :C
Do I have to find a new spawn of the scrap after adding the sounds or should it just overwrite it?
I can't post images yet but I have two things named accordingly, but I did have them named the same as their sound file. For example "Item_GoldenIkura_OnGround_00.wav" is "Item_GoldenIkura_OnGround_00"
Although after changing the name I now cannot seem to compile my map anymore
Moving Temp/unitystream.unity3d to D:/Unity/LethalSDK_Project/Assets/AssetBundles/marooner's bay.lem: The system cannot find the file specified.
Is currently what I'm getting
I'm gonna try a fresh SDK install
this error is because you have two files with same name
it makes a conflict
Thank you thank you!! I got that fixed up
As for the sounds,
The moon/planet doesn't work either
@placid vine I'm very sorry if this has been asked already, but will LethalSDK get an update that removes the Christmas item ship?
seems to be a recent bug, wateridge orbit prefab don't work any longer neither
more infos are written in changelogs
aah sorry
i read too fast, i though you was asking about the christmas village
well, you can remove it yourself and drop the custom version of the dropship in your mod's assetbank
as Network prefab
Ah okay! I'll hold off on that then. What about the sound thing? Is it an assetbundle issue?
I'm gonna split the scrap off into their own mod later but I'm doing this for now just so I can test them and the map at the same time. Also the 4 duplicates of those certain scraps is because they're all supposed to be different rarities
I apologize. This has probably been asked before.
I've built the asset bundles. I want to publish this so that it can be used without adding the scrap Lethal Expansion normally adds. It's not that I dislike the scrap. It's that if people download this mod, I don't want them to wonder why there's suddenly more scrap than maybe what they had thought there would be.
How might I be able to set that up?
did you figure it out? if not, your moon settings should have a list of spawn-able scraps where you can also blacklist those scraps from spawning as well.
Really? I'll take a look.
Where are these moon settings?
this is where mines is, should be inside the moons folder
this is my blacklist
that should prevent all LE's scraps from spawning
I don't think I have any moons listed there. You have a custom moon in there. Is that a requirement?
Yeah. I have the old Seaport. I can change this setting in the modmanifest there. I added the first custom scrap I made there
I'm working on custom scrap. No moons.
ah, those.. I am not sure.
No worries. I was also confused.
With LLL becoming the next thing and you stopping LE development. Why not just allow custom scripts like LLL allows.
It really can't do any harm. Can't run that bad of code through it. It's pretty safe.
Tell me how it's safe
It's impossible to scan a script from an unity bundle
Antivirus can't open them
They can open DLLs but not bindles
2 friends got fished on discord this week
I got DMs from them about, the classic "I make a game, do you want to test it ?"
But the "game" is a fishing malware
This month there's particularly a lot of fishing
I don't think the thunderstore admin (mamalama) will approve custom scripts neither
They already asked me if there was a safety on LE
Ya phishing has been a thing for a while. But what does that specifically have to do with LE? The dev of LLL doesn't seemed to worried about it. We had a good talk, I just wanted your full input on the situation. I mean no harm just wondering from both sides.
they don't worry about it
but i do
if it happen any time they will regreet the lack of protection
i don't want this happen in LE modules
grab a discord or steam token should be around 30 lines of code
Ok thanks for explaining!
it seems i was wrong
scripts can be called from bundles but they will be dummies fully blank
the script has been found on the scrap but it don't contain the fields and the output was never done
Is that for LE? Ya so no code actually gets bundled right?
Makes sense ya.
is there a reason why the Christmas village mod has 2 diff things?
the other isnt even selectable from what ive seen because it just defaults to the top one
Because you write with spaces
There's no space in a console command
Write it without spaces
ah
whats the diffrence anyways
does no time just make the time not pass
Yes
Hello, is it possible to do with Lethal Expansion SDK a scrap item that is like the robot that plays a loop sound when it's picked up?
not natively
but you can now create your custom scripts if you want
I released this as a Preview channel for LE.
Theres some changes in the 1.3.26 that require testing in multiplayer.
Testing focus :
- Compatibility with LLL.
- Host/client settings sync.
- No crash with low end computers on moons using terrain.
- Setting to hide the ModSetting menu button.
- Press O in main menu to show the ModSetting menu when the button is hidden.
don't use both LE and LE Preview in same time obviously.
Hope you don't mind me asking, but is there any knowledge or support for moons having custom animations when you fly in and away from'em? I got a mod that illuminates them properly and noticed they have at least 3 anims o:
Also I ended up getting the map and custom sounds working! I moved them all into a new project and after some testing, it turns out the SDK was not happy with me having its folder named "Marooner's Bay", but having "Marooners Bay" works A-okay
you mean the ship take-off animation ?
No like on the monitors when you're in orbit
The "SpaceSunShine" mod shows the planets/moons in orbit. They move when approaching, departing, and when you're leaving the planet and returning to orbit
It's like never visible ingame
Or maybe I'm misunderstanding what you're saying, if so I apologize
I'm getting this error out of a sudden when compiling with my Lethal Expansion SDK project just after finishing some scrap. It translates to:
''Moving Temp/unitystream.unity3d to...''
''System could not find specific file''
Any clue of what's happening?
yesterday it was compiling without any issues
Been trying multiple things and no luck, I tried the following things:
- Restarted Unity
- Restarted PC
- Tried compiling with less assets, or even one,
- Copying the files into a new fresh SDK
- Checked every single asset in case there are any errors
It's a really vague error but it basically means you have a filename conflict--if you check your console it'll tell you what files are conflicting
Lethal Expansion do that too, beware to compatibility
And yes
The SDK support custom moon orbit prefab
But not custom animations
You can add a custom animation to your moon orbit prefab tho
I can tweak LE tomorrow to don't add the animator if it is already added
Conflict in file names
Read the console of unity
That's great to know! I'll definitely experiment with that a lil bit, thank ya so much
another preview version
1.3.27
Testing focus :
- Custom moon orbit prefab animations.
- Coil head agro on non-host.
you can test on the preview 1.3.27, otherwise your animation will be overwritten
Yep that was it... thanks to both of you for the info!
They are all written on the SDK page
okay
and how can I add a custom whoopie cushion sound
Add the sound in the asset bank of your mod
Well then define the sound in the scrap
Okay
So I should change the scrap type to whoopie cushion and add the audio below it?
Yes
After making around 30 of scrap my SDK project file instantly crashes when I click on compile
Any idea of what it could be?
Copying the assets to a fresh sdk fixed it... Dunno how the original project got corrupted
remove the Library folder if happen again
Also, custom items that are shovels when I click to attack it doesn't play any animation (but the sound does play). How can I make an item play the animation of hitting?
do you use two handed animation ?
nope, normal 1 hand
okay, ty
Real quick, is it possible for alternate scrap meshes and materials to work on skinned mesh renderers?
dunno, i never used skinned mesh renderers
Ah okie! Yeah by default they don't seem to get overridden so I was curious if there was a workaround or somethin'
find your "sky and fog global volume" item and in the right, at the very bottom, there should be a fog setting
you could either tick it off like this, or adjust the setting to your liking
I turned it off already
ah good!
Still doesnβt do anything π
oh, thats weird then
Does it fix it for you?
i didnt tick it off cuz i still wanted fog, but i reduced the settings for it
have you also ticked off this one?
Idk why I donβt even know if itβs a fog
Yep
hmmmm, thats pretty strange
that is weird
It really is
not sure what the fix is then, sorry about that
No problem. Glad you atleast tried!
the last thing i could think might be the issue, would be if you didn't redo the prefab after adjusting the settings, but i imagine you would've done that
Unfortunately not
When no weather, the dustcloud is automatically added
I would have to edit the weather system, I haven't dove in it yet
It's not fog
It's the dustcloud weather effect
Okay, would you do it tho?
Yeah
Dunno
I work on other projects, I almost only hotfix LE
Two peoples took LE for continuation
I will still work on it a bit sometimes for additions
But not crunch as I did
π
Is there anything that I can do to atleast lower it down
Itβs pretty annoying
No I'm sorry
It's hard coded in vanilla
Okay :/
It will not be as simple as disable it
Because it's the intended behaviour of the vanilla moons
There's something like
If current weather is none, enable the dust cloud
I'm not sure what I did wrong. I tried opening the LethalSDK using Unity 2022.3.9f1 and nothing is rendering
It also shows 999+ errors in the console even though I didn't do anything yet
The scene view is not rendering anything in the unity editor
@placid vine
I think I fixed the errors in the console but the scene view is still not rending
show me the root of the project folder
show me inside of Assets, Packages and ProjectSettings
try a fresh install of the project
show me inside LethalSDK_Project\Assets\Settings
I tried making an HDRP project and that works fine but this project doesn't :c
what happen if you disable the light bulb icon ?
Scene view is just a gray void
Nothing
and what happen if you open the scene called SceneBuilder ?
at the root of the project
It still doesn't render anything
try to disable all theses checks
Nothing changes
if you change the render to wireframe
do you see the wireframe of the scenebuilder ?
I tried that already
don't click on fix
Okie
and show me the following tabs :
- Graphics
- Graphics > HDRP Global Settings
- Quality
- Quality > HDRP
that's the same tab
What tab?
β
theses 4 ones
how did you fixed the script errors ?
i must understand why it haven't took this profile by default
Do I click Save to asset.. ?
well, return on the HDRP Wizard and click on fix
remove the entire project folder
and join me in Modding Voice, show me a screenshot of how do you run the project
i'll write you in the written channel of Modding VOice
Okay
If anyone is having the same issue, create a new HDRP Unity project and copy over the ProjectSettings, Packages, and Assets folder into the new project. It seems to have worked for now.
I don't know if you've already been told, but the latest version of LLL is not compatible with LethalExpansion. At least atm
do you use LECore ?
the new entrances of LE are not implemented in LECore yet
some peoples had an issue with the combo of LE, LECore and LLL
in that specific case, only LE and LLL works well together
Is there a way to disable the LE ModMenu values entirely?
I have a mod that modify some of the values that Modifies some of the values ββthat the LE menu mod has, and I would not want there to be possible conflicts
it may conflict with the host settings thing
i especially made compatibility patches simplest as possible
another dev just need 5 minutes to do it
exemple of the dev of another mod who did a compatibilty patch for his mod in 3 lines
Hmm. I'd have to talk with the dev of the mod
show them the commit
or even simpler, ask them what booleans to disable and i'll do it
here the list : https://github.com/HolographicWings/LethalExpansion/blob/main/LethalExpansion/LethalExpansion.cs#L729
Yep
tell to the dev they should dm me to talk about the different bugs if we want to fix all the incompatibilities
their mod is not opensource, will be complicated
And I have no option to remove it, it is as a direct reference so that the logo of my modpack can appear (it was hard)
But they have a github to list the issues, maybe there you can contact to him
I can give you the Link if you like
i found it
but honestly i'm a bit lazy about investigating on this huge mod...
i don't longer work actively on LE, i only do hotfixes
i'm open to work with them on a mutual compatibility patch and change things in LE to make the things more compatible if they come
but i need error logs to know what to change
their mod is not open source so it's their responsibility to investigate first on what could be incompatible and tell me what cause this
i don't want to spy and decompile their code
I may help with that, giving you the error logs, but it would be tomorrow
okay
I get it
List of conflicting values between LethalExpansion and AdvancedCompany
- MapSizeMultiplier: AC comes with an internal configuration that allows me to edit the size of the dungeon for each moon, including custom moons.
- ScrapAmountMultiplier: AC comes with an internal configuration that allows me to edit the Scrap amount for each moon and per weather, including custom moons.
- ScrapValueMultiplier: AC comes with an internal configuration that allows me to edit the Scraap value multiplier for each moon, per weather and globally, including custom moons.
- StartingCredits: AC comes with an internal configuration that allows me to edit the Starting Quota for each new save
- MoonPriceMultiplier: AC comes with an PERK that allows me to get a percentage discount when purchasing moons for each level increased.
- GlobalTimeSpeedMultiplier: AC comes with an internal configuration that allows me to edit the Global Time Speed for each new save. (It may also affect the NumberOfHours Value)
And this iss the log when you just load the game until you enter the main menu.
And this is the only error message I got
perfect thanks
@wooden vesseldone a 1.3.35 with a compatibility patch
I'll be testing it when it's avaliable!
Thank you so much!
i can't fix this error
they get all external DLLs and patch them in a savage way, i can't avoit it
testiing the update rn!
Hmm, It seems that LLL doesn't show the LE moons
but It can be written
Oof, forget it, it don't work (I assume it's LLL but showing here in case)
everytime I confirm, this error shows up
Complete Log (on a large modpack)
a little bit more testing
I downgraded LLL to 1.0.7 and...
I can pick infernis and confirm now
but when landing
But, when changing on LECore and the LLL v1.0.7, it loads correctly
Ok, some good news, the Latest version of LLL (v1.1.4) now loads the LE custom moons (Through LECore, I need to try the latest version of LE)
I regret to report that it still does not detect custom Moons using the latest version of LE and LLL
It does not matter if LegacyMoonLoading is activated or not.
hi! i wanted to point out that it seems like the latest version of LethalExpansion (v1.3.36) is causing an unique issue to custom moons. vanilla moons seem to be fine in regards to it.
there's this weird pink floating square above the moons, and the ship is always at it's destination position, but invisible, and not interactable. when trying to order equipment, nothing seems to happen. im not sure if this is something my custom moons are causing, or just a bug in the mod itself, but i figured i'd point this out.
oh i think it might be cuz the moon was exported on an older version of the sdk (v.1.3.19)
since the moon is working fine on other versions of lethalexpansion before 1.3.36
ok yeah, switched my project files to the latest sdk version, seems to be working fine now
@placid vine hey, sorry for the ping, i hope im not bothering.
i was wondering if it would be possible to have a scrap spawn outside the moon? for example, i make a custom moon and place a "Cog1" scrap in a specific spot, and it's always gonna be there when the player lands on the moon, and somewhere else i place a "battery" which is also gonna be at that same spot.
i concepted an idea of a moon that could have some parts on the outside where the player could go to find some scrap that wouldn't be otherwise inside the building itself, and the catch is that there would be certain threats that the player would avoid to collect those, like spike traps and such.
a very rough example of the idea that i had. i actually even attempted to just place a scrap prefab in a moon and try to grab it, but i guess it doesnt have the data like its value and such when its spawned like this, so it didnt work
ohhh okay, ill try putting this to practice once i have the time then, thank you!
Sorry to bother ya once again with my wacky issues, but this should be the last ideally. I tweaked my map's "Sky and Fog Global Volume" settings to look like how it does in the first screenshot, but when I compile the map it looks like the standard prefab's setup, even when I completely turn off settings like the volumetric clouds or set them to be disabled.
Actually one last thing, apologies, is it possible to edit the item dropship entity and the sun's animations without them breaking?
hit clone on the right when you have the volume selected in the hierarchy. Double-click on it and drag it into your mod's folder
Oh my gosh I feel like a dunce, thank you so much! Would you also happen to know anything about potentially tweaking the sun and item ship prefab?
I dont know
The prefab is in the LethalExpansion module, you can't edit anything from it
You must create a new one
You can edit them yes
You must create a new prefab and register it in the asset bank aoaf your mod for the item dropship
Is it possible to have an interact trigger activate an animation (like the door on experimentation). Iβm able to get it working client side but canβt figure out how to sync it with other players.
Sadly still having this issue.
On normal LE, we can't see the LE Moons
We can type it, but we have this
And pressing confirm, it doesn't nothing and we get this error message
More tutorials will come someday, in future, maybe.. ^^"
Links :
Unity Hub : https://unity.com/download
Unity Editor : https://unity.com/releases/editor/whats-new/2022.3.9
Lethal SDK : https://thunderstore.io/c/lethal-company/p/HolographicWings/LethalSDK/
Recommended config :
10 GB of Storage Space (Remove the Unity installer after installed i...
For some reason my custom moon takes 2 days off of the quota days left. From starting at 3 days to 1 after leaving the moon. Is there something I'm overlooking?
Do you have any other mod besides this?
Did you changed the time scale of the moon ?
@placid vine btw, i just put out biggerlobby 2.7.0 which fixes the chat patch
as far as I know that should have been the only incompatibility
idk if you have a way to do per-mod-version incompatibility ratings or not
no, it would be a mess to manage x3
but i can change the compatibility rating if you say they fully work now
i'm not super familiar with lethalexpansion but it didn't seem desynced in a 5 player local lobby
definitely not spamming networking in the chat like the last version
sesync was a risk, but doesn't happen if every players in the lobby keeps the default settings
by exemple if the host changed the dungeon size setting
the setting wasn't synced though host and clients, so they didn't has the same dungeon
and the entrances are resynced though the chat too, i struggle to mess with the unity netcode >_>, so without the chat sync, all entrances would keep the entrance ID to 0
hmm, does the syncing not work in LAN
the map size desync actually happens for me whether or not i have biggerlobby installed
it is supposed to work, i do all my network tests in lan
if it work, you may see in logs something begins and ends with [Sync]
i just done a 1.3.39 version, some changes and updated the compatibility rank in it
When used with LLL it seems that on some moons the weather is not the same for all players any tips ? I also use lethal expansion core if that makes any difference
it's hard to explain, but yes, new moons can desync the weathers
if a client try to get the weathers of all moons before the modded moons are added, well, the result will be different
LE is supposed to resync the weather
i advice you to temporarly disable LECore while it is outdated, it disable the LE Network Sync system
tell me if using only LE and LLL fix the issue
Idk about anymore but before when using only LE and LLL none of the new moons showed up in the terminal will try again tonight (this is why I checked only use core) and it fixed them showing up in terminal.
Yeah I lowered it to make the day longer, does it need to stay at 1 ?
it's normal then, vanilla issue
I apologize for bugging ya again, but I've been trying to make some of the custom scrap only spawn on my custom map, and the others be able to spawn elsewhere. I've been tinkering with some of the spawn values, but "Others" doesn't seem to work. I've tried setting it to 100 and loading on a separate testing map with no vanilla scrap spawns and I can't get it to show up
I also set Experimentation to 100 for testing purposes and that worked just fine
I tried messing with the map's Spawnable Scrap weights as well but those don't seem to recognize custom scrap?
Like so?
Will the map scrap values override the scrap weights if I make one have a global spawn rate? Like for instance if I want one to have a global weight of 10, but on the map its like 35
yes
both apply
not overwrite
so you must put it in the scrap itself
Others 10
your map 35
I tried experimenting with that earlier and they didn't end up spawning in any other maps
Lemme try again
It all worked without a hitch!! I guess I accidentally had the global spawns turned on initially or somethin'. Thank you so much for all the help
Oh heck wait, I had the global thing checked on--"Others" isn't working
This is the setup. I even tried it with only "Others" and this item being in the moon but that didn't seem to work either
Is there a way to add a audio trigger to an object?
As in when player enters objects vicinity(enters trigger box) it makes a sound?
or maybe periodically make noise like the land mines but stops when picked up?
you can use the Damage Player, it have an event
just disable the damages
i'm unsure it will work, but you could try
but it will be clientside only, network in unity is pain and i don't understand a shit in it
Does the new version of expanstion work with the new level loader? or no?
Any tips on trying to get new interiors working with lethal expansion and lethal level loader and have the new moons show up in terminal?
For now they are just fundamentally incompatibles
I need to rewrite a good part of the mod
I hesitate about wait for batby to make a good migration guide or converter and deprecate LE
I will make an announcement about it
Does anyone know how I can make a moon always be at night
Also can you add outside ambience sound
Whenever I do it plays inside the dungeon
Iβm trying to make it play only on the outside
Can you update an existing project to a newer LethalSDK update
edit the direct and indirect lights
look at the christmas village, it's always night
i didn't added this feature, and i don't longer work actively on the SDK i'm sorry
i only do hotfixes and tiny updates
the entrance audio preset ID must be 2 irrc
look at the entrances of the template
overwrite it
beware to the SceneBuilder scene, if you overwrite it, well, you overwrite it
will sdk work with expansion?
i keep getting these errors, and assume its telling me to download sdk
@placid vine
having core and expansion in my pack seems to have fixed this issue
but muhc longer load time
this is core, it's not my mod
core too much different to provide support
core is outdated and need an update, LethalSDK.Editor.TerrainChecker is actually atually from LE 1.3.30
Core is equivalent to 1.3.22
Please update LE to v50
Is there an resource for porting a LE map to LLL?
Yes


