#Lethal Expansion and SDK

2957 messages Β· Page 3 of 3 (latest)

placid vine
#

you might reverse to 1.3.15 and try to check if the coilhead is still bugged like that, i need reports about this fix

#

could fix the thunder inside too

cobalt relic
#

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

cobalt relic
#

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

placid vine
#

Hmm
I will check again

cobalt relic
#

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 πŸ˜„

cobalt relic
#

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

placid vine
#

lighting strike clients only

#

not host

cobalt relic
#

ah shit I need friends then Hug

#

I'll try it tonight

placid vine
#

okay

placid vine
#

i have the proper animation

cobalt relic
#

Ok maybe I did something wrong then

#

I updated lethalexpansion to 1.3.17 did it need something else ?

placid vine
#

change the animation here

cobalt relic
#

Okay I don't have this slider I guess I need to update the unity part too then

placid vine
#

yes

cobalt relic
#

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

placid vine
#

just overwrite

cobalt relic
#

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 ?

reef plaza
#

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 Sadge

placid vine
reef plaza
#

Valid

random tusk
#

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

random tusk
#

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.

drifting laurel
silk void
#

@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

wary totem
#

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 πŸ™

placid vine
placid vine
silk void
#

i'll take a look

placid vine
# silk void 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

tired citrus
#

Melee weapons seem to not work

placid vine
#

for some reasons the isHoldingButton state of the shovel does not reset

placid vine
#

and isBeingUsed quickly twitch from true and false

#

i don't understand

placid vine
#

ok i found

#

the issue wasn't even in the shovel script, it was in the player controller script

placid vine
#

@random tusk@tired citrus
finally fixed in 1.3.18

cobalt relic
#

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

random tusk
placid vine
#

not SDK

#

the mod

random tusk
#

ok so you mean I dont need to update unity project

placid vine
#

no

random tusk
#

ok

cobalt relic
#

I can't post pictures anymore wtf is this bs

#

I need help for something but I can't post the screenshot now what

placid vine
#

Discord being discording

cobalt relic
#

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

placid vine
#

Did you placed the brink in the object called HoldAxis ?

cobalt relic
#

Oh

#

no

#

it's a prefab floating in the scene

placid vine
#

Yes that's why

#

Theses objects are the referencials

cobalt relic
#

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

placid vine
#

Yes

cobalt relic
#

then I can copy the position etc

placid vine
#

Exactly

cobalt relic
#

alright thank you I'll do it right away πŸ™

rain coral
#

Will the video tutorial come out soon?

random tusk
#

@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?

random tusk
placid vine
#

Float are not possible

#

The value is an int

random tusk
#

alright

placid vine
#

Their hp too

random tusk
#

ok I will make 1 or 2

cobalt relic
#

Does "Use global spawn weight" overwrite weights you customized per moons ?

#

Or is it for non customized moons only like modded ones and such

random tusk
#

for all moons

cobalt relic
#

So how do you make a default spawn weight for modded moons and such ?

placid vine
#

Add a moon called Others

#

Like on the last version of the templates

#

@cobalt relic

cobalt relic
#

Ok I see, thanks guys

wary totem
#

Whats the correct way to get Ladders to work? Just tried it and confused xD Ty

placid vine
indigo skiff
#

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

short loom
#

Hello, Hi, so grateful to have a LE/SDK ❀️ 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! (:

placid vine
#

OldSeaPort contains it's assets, textures, meshes, etc

indigo skiff
#

ah, I see

cobalt relic
#

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

placid vine
cobalt relic
#

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

placid vine
#

any error in log ?

cobalt relic
#

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)

placid vine
#

i could look at it later if i can

placid vine
#

can you show me screenshots of your moon's settings ?

cobalt relic
short loom
placid vine
#

don't add a plane to block the light x)

#

and weird, with your screenshot it should spawn

short loom
short loom
placid vine
#

Lethallib should work with LE

short loom
short loom
#

Found it, Inside the Config for Posiedon.GameMaster.cfg there is a 'Natural Enemy Spawn = false

cobalt relic
brittle meteor
#

does the "more company" works for the last version of the game???

drifting laurel
# placid vine What does it broke exactly?

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

placid vine
placid vine
#

Read the console logs to see which files exactly

cobalt relic
cobalt relic
#

Also I was wondering if the SDK was able to modify already existing planets from the vanilla game by any chance ?

cobalt relic
#

Thanks to your help I managed to upload my mod

#

Thank you very much πŸ™

#

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 ?

cobalt relic
#

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 pepecute

placid vine
#

config file was what i planned as next major update

#

but i don't think it will come soon

scarlet scaffold
#

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

placid vine
#

Use another audio source for far

#

But is it optional

scarlet scaffold
#

okok, but yeah I even tried with the whoopie cushion type. I can select my audio source but it doesn't play in game

placid vine
#

It's a known issue

scarlet scaffold
#

ahhh fair enough

placid vine
#

i just tried, noisemaker works

scarlet scaffold
#

maybe I'm doing it wrong?

placid vine
#

i just changed the Battery from templates into noisemaker, haven't done anything else

#

and it worked

scarlet scaffold
#

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?

placid vine
#

show me a screenshot, i don't understand

scarlet scaffold
#

can't send it in chat for some reason so I'll send you a dm

placid vine
#

@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

scarlet scaffold
#

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

placid vine
#

i added nothing on the battery

#

it generated the required components

#

but place a custom audio source allow to customize it's behaviour

scarlet scaffold
#

okok then is there a way to add a custom mp3 sound?

placid vine
#

yes

#

in the asset bank, in the mod manifest

scarlet scaffold
#

okok that might've been why

cobalt relic
#

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 ?

placid vine
#

it is missconfigured

cobalt relic
#

Is it on my end ? How can I change this ?

placid vine
#

add an audio source in the prefab

#

add an audio output interface too

dim forge
#

Hello, attempting the Whoopie Cushion effect myself. I feel I am missing something. Is the Trigger on a particular layer and tag?

placid vine
#

it has been fixed in 1.3.19

dim forge
#

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

dim forge
#

huh, worked when I took that trigger off entirely! my apologies

placid vine
#

a trigger is automatically created

dim forge
#

Ahhh, gotcha

maiden mountain
#

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

indigo skiff
#

should be

fading acorn
drifting laurel
#

idk why

#

Think I figured it out

#

nvm

#

lol

short loom
#

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

placid vine
short loom
heavy leaf
#

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

placid vine
heavy leaf
#

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

placid vine
placid vine
heavy leaf
#

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

reef plaza
#

I have to agree with this, any mod you download can inject code, all you're really doing is forcing extra steps

placid vine
#

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

woeful ingot
#

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

reef plaza
woeful ingot
#

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

placid vine
#

it seems the terrain don't have an texture

#

how it look in Unity ?

woeful ingot
#

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.

dire bobcat
woeful ingot
#

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?

placid vine
#

@woeful ingot can i see the icons you checked on the top of the scene viewer ?

woeful ingot
#

these ones?
https://cdn.discordapp.com/attachments/663270103185358848/1196796147780567130/image.png

placid vine
#

yes

#

and theres no problem, you have the proper ones

#

show me your texture layers

woeful ingot
#

https://cdn.discordapp.com/attachments/663270103185358848/1196799695499051059/image.png

grizzled coral
#

Moons added in lethal expansion no longer show on terminal anyonw know how to fix this?

rose tide
grizzled coral
#

thx

placid vine
#

I guess you tried to change the AO

#

Weird

wary totem
#

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.

placid vine
wary totem
# placid vine 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.

placid vine
#

They have a trigger script in them

wary totem
#

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.

placid vine
#

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

indigo skiff
#

hey uhh, should I leave Planet Prefab Name empty?

indigo skiff
#

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 πŸ‘‰ πŸ‘ˆ

placid vine
#

it should be in Systems yes

#

as the template

#

and beware to don't have two ones in the moon

indigo skiff
#

nowhere to be found still lol

wary totem
wary totem
#

I love Unity so much. I started in Unreal for a game engine but prefer Unity.

wary totem
placid vine
#

it's connected, nothing to do

#

in Systems you have the audio reverb presets

#

and the 3rd (ID : 2) one should be inside

wary totem
#

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

placid vine
#

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

wary totem
#

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

placid vine
#

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

wary totem
#

Hmmm Ya that would work to. Make 3D sound or leave 2D? 3D works but can get distorted sometimes and slow down LOL

haughty wren
#

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?

placid vine
placid vine
#

as the templates

haughty wren
#

A collider on the node and and object right?

#

Oh wait does it need a tag?

haughty wren
placid vine
#

theres a scene for that

#

in the Mods/LethalExpansion folder

placid vine
placid vine
haughty wren
#

I cant send an SS but I put it to where its placed in the arms properly then put it down as a prefab

placid vine
#

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

haughty wren
#

Alr Ill try that thx

haughty wren
#

How could I give it an animation that just loops over and over

indigo skiff
#

I'll try with a fresh project if not

placid vine
#

oh the song

#

do you have two drop pods on the scene ?

indigo skiff
#

only one

placid vine
#

hmm

indigo skiff
#

I did try remove it from hierarchy and grabbed another from the prefab to try fix it but no luck-

placid vine
#

it is in the Systems object ?

indigo skiff
#

yep

placid vine
#

it must be a difference between your moon and the template in any way

indigo skiff
#

do I have to reassign them somewhere or?

placid vine
#

no, just copy paste from the template should be enough

indigo skiff
#

okie, I'll try that

maiden mountain
#

would it be fairly simple to change a moon's skybox? was hoping to do this to my new moon im creating

wary totem
dire bobcat
maiden mountain
maiden mountain
dire bobcat
maiden mountain
#

oh yeah, thank you for the heads up

#

ill try building my moon soon and see if everything worked out

wary totem
maiden mountain
#

and can do! will message you whenever i publish it :D

mighty spear
#

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.

placid vine
#

it's in the Lighting object

#

don't edit it, create a new one

#

ah perfect, sdDesat answered

woeful ingot
maiden mountain
#

i tried it but it still seems like the skybox hasn't changed

haughty wren
#

Does anybody know why my map does not appear anywhere? I try to type its name but it still does not appeer

indigo skiff
haughty wren
#

Always did so that is not the issue

indigo skiff
#

hm, that's odd

haughty wren
#

I cant like see it in the moons tab and it doesnt appear when I type its name

haughty wren
indigo skiff
#

anything in the console? like did your moon gets loaded at all or

haughty wren
#

1 sec

haughty wren
#

When would the moon register?

haughty wren
#

it simply doesnt appear

haughty wren
indigo skiff
#

I have no idea.. is there any errors or warnings?

haughty wren
#

let me fix something

wary totem
#

Double check everything. Mod manifest in Unity etc also. It does work.

wary totem
#

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

haughty wren
haughty wren
wary totem
#

I dont make custom scrap no idea lol

haughty wren
#

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

wary totem
#

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

haughty wren
#

Hmm ive never used the text mesh for anything

#

just made scrap and moons

wary totem
#

400 errors because of Text Mesh crap

#

I dont either

#

The SDK uses it tho

#

I never use it

haughty wren
#

I dont think its used if its not in your mod folder right?

#

not sure why that would prevent building

wary totem
#

No no

#

It doesnt prevent building until after i updated it becaue of the game error in console

haughty wren
#

Oh

wary totem
#

Its not in my mod folder lol

haughty wren
#

well I would try to dig through the errors and find where it says you load into lobby

wary totem
#

I have a backup before update on my last moon. Ima revert

haughty wren
wary totem
#

Na i cant now, I messed around to much

#

All it was was the lethal expansion update

haughty wren
#

kinda like dig step by step to see where it stops functioning

#

oh

wary totem
#

Had a build fine before that

#

Like normal

haughty wren
#

I might have an older version then

wary totem
#

7th moon lmao

haughty wren
#

of the unity thing

#

hmm

wary totem
#

So sad

#

Ima revert and than obv update the SDK because its older

haughty wren
#

Alright

wary totem
#

Gospeed my friend

haughty wren
#

Well gl with that

wary totem
#

Just sucks. Literally just updated Lethal Expansion and boom. Textmesh errors. I cant even control that

rich sail
#

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

haughty wren
#

Ugm

#

I think everything broke for you XD

rich sail
#

Pretty much LOL

#

The main ship, scraps, triggers, and other things work A-okay tho

haughty wren
#

Where did you like learn to assemble it? Like did you just put it together on your own?

#

And did you use the template?

rich sail
#

I used the template

#

I even tried copy and pasting the sun and itemship prefab from the docks template too

haughty wren
#

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

rich sail
#

Like Systems/Enviornment?

haughty wren
#

No like the entire Systems thing

#

I cant post an ss for some reason

rich sail
#

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?

wary totem
#

Ya u need to be part-timer or above to post images

rich sail
#

Ah okay

haughty wren
#

I want to get that then

#

kinda hard to visualize without them

wary totem
#

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

haughty wren
#

;(

#

I feel that

#

What are you making exactly?

wary totem
#

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.

wary totem
#

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.

crimson sorrel
#

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

wary totem
# crimson sorrel 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. πŸ€—β€οΈ

wary totem
crimson sorrel
#

idk if you'd be willing to help me troubleshoot at the moment some immediate things I'm running into

wary totem
placid vine
wary totem
#

God TYPED

crimson sorrel
wary totem
#

Ya so do what I do Matt. Move map if needed around the ship.

placid vine
#

Don't tell that kind of things

placid vine
#

The ship landing is based on an animation clip

wary totem
#

No way around it

crimson sorrel
#

my moon keeps getting eclipsed when i try to test πŸ’€ i should turn that off

wary totem
#

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.

crimson sorrel
#

is there a way I can accurately preview the lighting and volumes in Unity?

#

lighting does not* match what i get in-game

wary totem
#

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 🀣

#

I'm still wanting to know why some.map makers are making Core and Expansion both dependencies. To me is stupid

crimson sorrel
#

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

wary totem
crimson sorrel
#

in Unity?

wary totem
#

Ya sorry

crimson sorrel
#

wait a minute

#

wait wait wait

wary totem
#

No no no not.play game hahaha

crimson sorrel
#

i don't have to export the asset bundle every time??

wary totem
#

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.

crimson sorrel
#

just appears overly yellow

wary totem
#

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

crimson sorrel
#

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

wary totem
crimson sorrel
#

positive, and it doesn't happen everytime, so I'm hoping that it's an unrelated bug with a diff mod

wary totem
#

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

crimson sorrel
#

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

wary totem
#

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

rich sail
#

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?

indigo skiff
#

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

placid vine
placid vine
#

Look how the water is made in Wateridge

indigo skiff
#

gotcha, ty

rich sail
#

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?

placid vine
#

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

rich sail
#

Okie dokie comedyπŸ‘ I'll give it a shot later tonight, thank ya!

crimson sorrel
#

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

crimson sorrel
#

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

placid vine
#

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

rich sail
#

Oh heck, one more thing! Are custom sounds for scrap viable or is that the thing coming in the 1.4 version?

placid vine
#

custom sounds for scrap is since 1.0 :P

#

add the sound in the assetbank you added to your mod manifest

rich sail
#

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?

placid vine
#

i don't think so

#

show me what you did @rich sail

rich sail
#

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

placid vine
#

it makes a conflict

crimson sorrel
#

@placid vine I'm very sorry if this has been asked already, but will LethalSDK get an update that removes the Christmas item ship?

placid vine
placid vine
#

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

rich sail
placid vine
#

No
Sounds are supposed to works

#

Show me your modmanifest

rich sail
#

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

mighty spear
#

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?

indigo skiff
indigo skiff
mighty spear
indigo skiff
#

this is where mines is, should be inside the moons folder

#

this is my blacklist

#

that should prevent all LE's scraps from spawning

mighty spear
#

I don't think I have any moons listed there. You have a custom moon in there. Is that a requirement?

indigo skiff
#

did you use TemplateMoon? it should have at least one of those :/

mighty spear
# indigo skiff

Yeah. I have the old Seaport. I can change this setting in the modmanifest there. I added the first custom scrap I made there

indigo skiff
#

wait so, you only made custom scraps but not moons or?

#

sorry got confused

mighty spear
indigo skiff
#

ah, those.. I am not sure.

mighty spear
wary totem
# placid vine more infos are written in changelogs

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.

placid vine
#

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

wary totem
placid vine
#

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

wary totem
#

Ok thanks for explaining!

placid vine
#

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

wary totem
#

Makes sense ya.

wet flume
#

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

placid vine
#

Because you write with spaces

placid vine
#

Write it without spaces

wet flume
#

whats the diffrence anyways

#

does no time just make the time not pass

placid vine
#

Yes

exotic silo
#

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?

placid vine
#

not natively
but you can now create your custom scripts if you want

placid vine
#

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.
rich sail
#

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

placid vine
#

you mean the ship take-off animation ?

rich sail
#

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

exotic silo
#

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

exotic silo
#

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
rich sail
placid vine
#

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

placid vine
#

Read the console of unity

rich sail
placid vine
placid vine
exotic silo
lofty wharf
#

hi

#

does anyone know the sounds for the Grab and Drop SFX for scraps

placid vine
lofty wharf
#

okay

lofty wharf
placid vine
lofty wharf
#

Okay

#

Then what

#

That’s it?

placid vine
#

Well then define the sound in the scrap

lofty wharf
#

Okay

#

So I should change the scrap type to whoopie cushion and add the audio below it?

placid vine
#

Yes

exotic silo
#

After making around 30 of scrap my SDK project file instantly crashes when I click on compile

#

Any idea of what it could be?

exotic silo
#

Copying the assets to a fresh sdk fixed it... Dunno how the original project got corrupted

placid vine
#

remove the Library folder if happen again

exotic silo
#

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?

placid vine
exotic silo
placid vine
#

made it two handed

#

i don't think the one handed animation is made for it

exotic silo
#

okay, ty

rich sail
#

Real quick, is it possible for alternate scrap meshes and materials to work on skinned mesh renderers?

placid vine
rich sail
maiden mountain
#

you could either tick it off like this, or adjust the setting to your liking

lofty wharf
#

I turned it off already

maiden mountain
#

ah good!

lofty wharf
#

Still doesn’t do anything πŸ˜”

maiden mountain
#

oh, thats weird then

lofty wharf
#

Does it fix it for you?

maiden mountain
#

i didnt tick it off cuz i still wanted fog, but i reduced the settings for it

#

have you also ticked off this one?

lofty wharf
#

Idk why I don’t even know if it’s a fog

lofty wharf
maiden mountain
#

hmmmm, thats pretty strange

lofty wharf
#

I tried everything on my own

#

That’s why I’m askin someone who might know

maiden mountain
#

you could try maybe setting the volume size to 0x0x0

#

for "localvolumetricfog"

lofty wharf
#

I did too

#

It’s so weird

maiden mountain
#

that is weird

lofty wharf
#

It really is

maiden mountain
#

not sure what the fix is then, sorry about that

lofty wharf
#

No problem. Glad you atleast tried!

maiden mountain
#

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

placid vine
#

It's not fog
It's the dustcloud weather effect

placid vine
lofty wharf
#

Oh

#

Damn

placid vine
#

I will still work on it a bit sometimes for additions
But not crunch as I did

lofty wharf
#

πŸ‘

#

Is there anything that I can do to atleast lower it down

#

It’s pretty annoying

placid vine
#

No I'm sorry
It's hard coded in vanilla

lofty wharf
#

Okay :/

placid vine
#

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

green beacon
#

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

green beacon
#

@placid vine

#

I think I fixed the errors in the console but the scene view is still not rending

placid vine
#

show me the root of the project folder

green beacon
placid vine
#

show me inside of Assets, Packages and ProjectSettings

green beacon
placid vine
#

weird

#

you use the proper unity version ?

green beacon
placid vine
#

try a fresh install of the project

green beacon
#

I did

#

I just installed it again

placid vine
#

show me inside LethalSDK_Project\Assets\Settings

green beacon
placid vine
#

all seems fine

#

errors fixed but still see nothing ?

green beacon
#

I tried making an HDRP project and that works fine but this project doesn't :c

green beacon
placid vine
#

what happen if you disable the light bulb icon ?

green beacon
#

Scene view is just a gray void

placid vine
green beacon
#

Nothing

placid vine
#

and what happen if you open the scene called SceneBuilder ?

#

at the root of the project

green beacon
#

It still doesn't render anything

placid vine
#

try to disable all theses checks

green beacon
#

Nothing changes

placid vine
#

if you change the render to wireframe

#

do you see the wireframe of the scenebuilder ?

green beacon
#

I tried that already

placid vine
#

and does the wireframe shows ?

green beacon
placid vine
#

open the HDRP Wizard

#

and show me the HDRP Tab

green beacon
#

I see something that looks like a problem

placid vine
#

don't click on fix

green beacon
#

Assigned - Graphics

#

Okay

#

I won't

placid vine
#

open the project settings

#

in Edit tab, top of Unity

green beacon
#

Okie

placid vine
#

and show me the following tabs :

  • Graphics
  • Graphics > HDRP Global Settings
  • Quality
  • Quality > HDRP
green beacon
#

Where?

placid vine
green beacon
placid vine
#

the two others ones too

#

Graphics and Quality

green beacon
placid vine
#

that's the same tab

green beacon
green beacon
#

I see

placid vine
#

should be this one

green beacon
#

Okie

placid vine
#

how did you fixed the script errors ?

green beacon
#

Idk, I created a AssetBundles folder in Assets

#

And I built the asset bundles

placid vine
#

i must understand why it haven't took this profile by default

green beacon
#

Do I click Save to asset.. ?

placid vine
#

i don't think it's needed

#

it still don't show anything ?

green beacon
#

Nope cry

#

I even tried reloading the project

placid vine
#

well, return on the HDRP Wizard and click on fix

green beacon
placid vine
#

uh...

#

show me the scene again

green beacon
#

I double clicked on Environment to make sure it's in focus and still nothing

placid vine
#

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

green beacon
#

Okay

green beacon
#

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.

wooden vessel
#

I don't know if you've already been told, but the latest version of LLL is not compatible with LethalExpansion. At least atm

placid vine
#

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

wooden vessel
placid vine
#

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

wooden vessel
#

Hmm. I'd have to talk with the dev of the mod

placid vine
wooden vessel
#

It will be hard...

#

It's AdvancedCompany...

placid vine
#

arf

#

this mod add an huge amount of things

wooden vessel
#

Yep

placid vine
#

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

wooden vessel
# wooden vessel Yep

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)

wooden vessel
#

I can give you the Link if you like

placid vine
#

i found it

wooden vessel
#

kk

#

Good luck!

placid vine
#

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

wooden vessel
#

I may help with that, giving you the error logs, but it would be tomorrow

placid vine
#

okay

wooden vessel
#

I get it

wooden vessel
#

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 is the only error message I got

placid vine
#

perfect thanks

placid vine
#

@wooden vesseldone a 1.3.35 with a compatibility patch

wooden vessel
#

Thank you so much!

placid vine
#

they get all external DLLs and patch them in a savage way, i can't avoit it

wooden vessel
#

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

wooden vessel
#

a little bit more testing
I downgraded LLL to 1.0.7 and...

#

I can pick infernis and confirm now

#

but when landing

wooden vessel
#

But, when changing on LECore and the LLL v1.0.7, it loads correctly

wooden vessel
#

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)

wooden vessel
#

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.

maiden mountain
#

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.

placid vine
#

Missing material on the sun ?

#

Check the sun and eclipse materials

maiden mountain
#

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

maiden mountain
#

ok yeah, switched my project files to the latest sdk version, seems to be working fine now

maiden mountain
#

@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

placid vine
#

i think you already can

#

use the network object instancer

maiden mountain
#

ohhh okay, ill try putting this to practice once i have the time then, thank you!

rich sail
#

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.

rich sail
#

Actually one last thing, apologies, is it possible to edit the item dropship entity and the sun's animations without them breaking?

dire bobcat
rich sail
dire bobcat
#

I dont know

placid vine
placid vine
cunning tulip
#

Is it possible to have an interact trigger activate an animation (like the door on experimentation). I’m able to get it working client side but can’t figure out how to sync it with other players.

wooden vessel
#

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

placid vine
short loom
#

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?

wooden vessel
#

Do you have any other mod besides this?

placid vine
silk void
#

@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

placid vine
#

no, it would be a mess to manage x3

#

but i can change the compatibility rating if you say they fully work now

silk void
#

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

placid vine
#

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

silk void
#

hmm, does the syncing not work in LAN
the map size desync actually happens for me whether or not i have biggerlobby installed

placid vine
#

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

fickle obsidian
#

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

placid vine
#

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

fickle obsidian
#

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.

short loom
placid vine
rich sail
#

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

rich sail
#

I tried messing with the map's Spawnable Scrap weights as well but those don't seem to recognize custom scrap?

placid vine
#

make it don't spawn at all, then add your scrap to your moon

#

do the reverse

rich sail
#

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

placid vine
#

yes

#

both apply

#

not overwrite

#

so you must put it in the scrap itself

#

Others 10
your map 35

rich sail
#

I tried experimenting with that earlier and they didn't end up spawning in any other maps

#

Lemme try again

rich sail
#

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

rich sail
#

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

quasi summit
#

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?

placid vine
#

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

quasi summit
#

Thankies I'll give it a try

fickle obsidian
#

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?

placid vine
#

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

lofty wharf
#

Does anyone know how I can make a moon always be at night

lofty wharf
#

Also can you add outside ambience sound

#

Whenever I do it plays inside the dungeon

#

I’m trying to make it play only on the outside

lofty wharf
#

Can you update an existing project to a newer LethalSDK update

placid vine
placid vine
placid vine
placid vine
#

beware to the SceneBuilder scene, if you overwrite it, well, you overwrite it

timber gyro
#

will sdk work with expansion?

#

i keep getting these errors, and assume its telling me to download sdk

#

@placid vine

placid vine
#

Outdated expansion ?

#

@timber gyro

#

Send me full logs, I'll read them later

timber gyro
#

how do i get logs?

timber gyro
#

having core and expansion in my pack seems to have fixed this issue

#

but muhc longer load time

placid vine
#

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

lofty wharf
#

Please update LE to v50

uneven fable
#

PLEASEEEEEEEE

#

i need wateridge back

short loom
#

Is there an resource for porting a LE map to LLL?