holographicwings / lethalexpansion Goto Github PK
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License: MIT License
LethalExpansion Mod
License: MIT License
Strange issue where the mod does work on the main menu, and the log shows it is at least trying to work, but I can't see the new moons the host is trying to route to, nor do any of the mod's settings changes actually get applied. This is extra strange, as they have nearly the same mod set as me, aside from one or two client-side mods?
Hello!
I loved the mod you made, but I would like to provide some suggestions to give the option to hide some options that the mod provides through the ".cfg" file:
I have the same bug mentioned in #12 ,which was said caused by outdated module.
However,when I remove all my module to test the Lethal expansion mod only,it still cant work.
Maybe I didnt get grasp of the solution,but here is the logoutput.
LogOutput.log
A teammate just died from getting struck by lightning while Wateridge was stormy from inside the dungeon.
Modded moons were loading fine at the terminal in 1.2.6 but since the 1.2.7 and now the 1.2.8 neither Wateridge or Orion are appearing. The "Load SDK Module" option is turned on.
So we might be running to many mods at the same time, And sadly i was never the one having the issues. But we had people in different seeds of the map.
Example: different layout of staircases. could walk trough doors that were not there for the rest of us.
Could drown because for him the world was flooded, while for us it was normal, he was host at one point and the world was eclipsed for him but for us it was normal... We got eaten when we landed by dogs.
ima throw my logoutput and you can try to find something in there. maybe it helps maybe it does not.. Alot of fart cushin calls.
im not sure if the logs are reset between sessions so maybe it wont help you at all. otherwise yeah we were in the middle of playing so i had no time i just reset the mod pack we ran to a version without the lethalexpansion.
Tell me if you need something more from me and i can see what i can do.
Title pretty much says it all. The constant syncing of the config from host to players is creating lagspikes ofr the non-host players. A fix could possibly be to onlay syny the config when a new player joins and when the host updates the config.
Me and my friends tested this while being on the ship on a fresh save. We confirmed it is your mod.
I don't mean to sound rude but can we have the option to disable this? or just remove this feature?
it's been broken for 3-4 updates now and get's stuck in the screen, pulling up the mouse with ESC hides the window only for it to pop back up when you unpause. I would update but in the past, that's had bad repercussions updating while making mods in the SDK.
Plus there's been a few times where certain updates were broke.
What i'm getting at is if people are on an old version, they're probably on it on purpose as there's already a layer of update checker via the mod managers so this adds a layer of redundancy and jank.
I get the idea is that it SHOULD only show in the main menu, but after 3-4 updates of it not being fixed, it's better off to remove it for now imo, right?
Spoils the initial surprise when finding out the danger of going to the moon and causes players to plan a little too much.
like where should I upload files and what kind? I read some questions, but people generally cannot formulate the idea...I seem to have installed everything, but when I go into the game and click on these..mod settings, in short, the usual settings open
I encounter another common desync problem is sometime that when someone pick up a custom added scrap that required Lethal expansion the scrap just stay there for other players and when they try to pick it up, the game create a huge lag spike or just do nothing except changing your weight a split second and just drop back down. scrap only fix when in the ship after orbit.
im trying to test the sea port moon and orion moon but it wont load i dont know if i installed it incorrectly
On version 1.2.16 the log shows infinite RPC handler messages anytime someone joins, the more people joining the worse it gets until it's unplayable. I also noticed the modded moons were not loading.
I tested it on different versions and all of this works fine on 1.2.15
Would it be possible to have a seperate mod which only implements the custom moon support? Custom moons mods depend on this mod but it packages too much and might conflict with other mods. I understand if this request does not interest you, thank you for your work.
On the latest version of LE, I can assume that the tweak to improve item dropships on custom maps broke the placements on official ones. When buying items on any map including the company the item dropship would go through the ground, leaving the items inaccessible.
While I don't have logs, I am pretty confident LE was the culprit as degrading the mod to version 1.2.16 fixed the issue altogether.
Written with translator:
The new update means that new moons that previously existed will no longer be recognized. In addition, in all old versions that still work, a "thick" banner is always displayed and you should please update, but you can't even click away from this banner in the game. Please please, as long as the new update is not compatible, remove these really annoying banners from old versions that make it impossible to play and prevent you from currently being able to leave any of your mods in the list. Please help quickly. I love your Lethal Company mod, but then it probably has to go.
For this post I must had to create an github account - please help
Getting errors such as "An error occured" and "An error occured while spawning into the game. Please report the glitch!"
We can typically start lobbies and play on new saves but as soon as we get done with our session and try to come back to the save, it gives us an error. We played on Wateridge as well as the vanilla maps.
We have been having this issue since we installed the mod around version 1.2.5
First of all, thank you very much for creating such a high-quality mod. However, when I opened the mod menu, I found that the explanatory note interface for the bottom option could not be displayed, and the scroll bar could not be pulled down.I'm not sure if anyone else has encountered the same problem as me.
Two specific features:
Please make it possible to presh ESC on the terminal - at this time we cant do that a freeze/stuck in terminal menu
Seems items from this or using this to spawn change into items from lethal things Link: https://thunderstore.io/c/lethal-company/p/Evaisa/LethalThings/ And sadly they are both great mods would love if they could work together
I ran around waterridge and Orion for a while and barely encountered any monsters I found one face sucker and a spore lizard and I got killed by a bracken after going there 14 times and trying to die intentionally I was just running around the maze. I like the new maps and the mod but they both need more monsters in the maps or an adjustable feature for how many can spawn like the loot multipliers. I would try to do something about it myself if I knew how to do that kind of stuff🤣 I would greatly appreciate a feature being added for more monsters or just more monsters In general. other than that all of the other features so far are great and add some nice stuff to make you feel like your doing more in one match I really like it. Keep up the good work👍
I found a map length multiplier mod that cannot run when lethal expansion is taking over the dungeon generator values. Can you please add a disable feature in the config like the one you have for quota settings?
Your map size multiplier seems to generate in a very stressful way for the game where the length multiplier increases distance between exits and seems to work in a very efficient manner (i can set this one for 30x and get into the dungeon, walk around for a while and see no performance decrease.). It'd be great to use your mod and have the custom moons but I can't use increased map size at the performance levels that your multiplier creates
edit: i have an rx 6800s with a ryzen 9 6900HS and 16 gigs ram. when i use your map multiplier around 4.5x the game seems to buckle. my resources won't be used fully but the game will slow down significantly.
the map length generator i set to 30x and honestly didnt see any performance decrease but can actually measure the extra time it takes to create the world (about as long as it takes when i set your mod to 10x).
I am wondering what is going on with how whenever someone joins, they get kicked from the lobby right away despite mod list showing me they have lethal expansion.
LogOutput.log
No idea where to put the Modules folder, the sdk dll, mod dll, and the .lem. I don't use mod managers.
After every run (ship down and back up to space) the seed should get randomized for the next moon/landing. However, the seed is the same every run (in our case 320159). We started the session by landing at Waterridge 3 times for the whole quote, the seed remaining the same. After selling at the company and flying to Titan, the seed remains the same. There are many mods installed but this only occurred recently after this mod installation. This was done on a fresh save.
everytime i enter a moon that has a weather like Eclipsed or Stormy, it changes it to Dustclouds or something like that. I don't know if there's a setting to change this or not as I couldn't find one that says it in the Mod Settings. I play with all Default and have never changed it since I got this. This didn't happen before i updated it to 1.3.6
The mod is completely not working ever since I updated my game. And it is also not working with my friends games as well
I was getting 2 bear plush from Plushies plus mod, a bronze trophy, Oj gloves and that 2 handed bronze statue thing from all the scrap, when i start the ship to orbit the moons, the game result screen ignore these scrap value and only count other scrap that is not from these mods the value it shown is 182$, scanning them still saying they still there and worth over 400$. and when i leave and
rehost the save file, all the scrap that was not register by the game disappear and when i scan again the total value is now exactly 182$ just like the game show on the result screen. Kinda weird because all of these custom scrap required lethal expansion.
Would be great if you added some of the missing scrap options like twohanded & conductive etc
I'm converting this comment from a previous issue on the Orion mod to this repository
I think "TestMoon" should be hidden in the terminal by default (but maybe still possible to travel to if you put the word in?)
If this has already been done, please disregard this issue - thank you
Even when everything is updated, the Module's were made using 1.2.0 SDK, nothing loads in.
Not even the preset template. This was an issue introduced back in 1.2.5 of Expansion and was labeled "Fixed" under the assumption it was retrocompatibility. But even the built in stuff like the beans, tape, etc doesnt spawn.
I open up the game, it shows the mod name on the bottom, i add another mod later, it works, (its on the newest ver.) everything works BUT opening the mod settings so i can do crap.
A popup shows up requesting for an update, I cannot select any of the options.
Is there a decent way to easily integrate a custom dungeon (which is built via LethalLib) into a custom planet? Or rather: force a custom flow type on a moon? If not via LethalLib, just a native implementation for this SDK?
I'm down to look into it myself and submit a PR if I do figure it out, but I figured I'd ask nevertheless
Deadline is shown incorrect for clients.
The Host me and all other clients are the same mod folders and same configs. But monitor is shows the incorrect deadline to clients. It's 16 days. When it really is 3 days left.
Hello, there. This account has been made with the sole purpose of complaining.
I would like to list my issues regarding the maps that come with the LethalExpansion & LethalSDK mods since, as a mod player, this are insanely useful and bring good additions to the game. Except them moons.
(TL:DR - Wateridge is mid, lacks door textures, has no uniqueness to it and falls short on optimizations; Xmas Village is absolute ass, has many problems and generally sucks. My main suggestion would be to separate moons from the toolset).
If I may suggest something (as I don't want to just complain), I would recommend adding some unique enemy to the moon. Since there's an abundance of water, why not some sea-related monster? Even if it's just a re-skin of the Bunker Spiders to make them Crabs would be more than enough. Or even adding traps and map-hazards. The floor is wood-textured, so making weak planks that break if you're too heavy and could potentially drown you, akin to Vow's bridge, would already give it something to go for. Or, instead of falling through the, have tentacles that spawn during the night that pull the Amazon workers in and drown them by force. Or, hell, why not both? They break during the day and tentacles attach during the night. Wateridge has a lot of potential as a good map, and I do hope to see it get fixed and expanded.
Unfortunately, for this map (even if it is 'limited time') there's no saving in its current iteration. There is no reason for it to be so big, there is no reason for it to have pointless emergency exits, there is no reason for it to have a Landing-to-Entrance path as long as it does. This doesn't put me into the christmas spirit, it puts me into the 'Go complain to the developer' spirit, and that's never a good spirit to have.
Then, hoping to answer some questions that might come with this report.
Finally, my last suggestion.
Make the moons a different mod. I, as I'm sure many others too, downloaded these mods sorely for the support they grant the actual working moons and scraps. They add useless storage to my HardDrive, and overall make the performance of the game worse. Wateridge, as a standalone, would be great with the right hands working on it (I know I keep bringing it). XMas village, however... was too ambitious. That's something that the game developers should've made, if they wanted to make it. Why not decorate Wateridge instead with the Winter spirit instead? Also, the concept of a limited time moon isn't that appealing, if I may say. Assuming Xmas village was a banger, then I'd be bummed out once it was removed. And surely many others would want it to stay as its standalone, maybe even someone getting the files and releasing it on their own (assuming it's even worth it, which is not). Again, I have no knowledge about modding. I have no idea how hard would it be to separate the moons from the pack without breaking something. But it would absolutely be amazing if that could be a thing.
That was all. Happy (late) Christmas, and (early) New Year. If there's any issue with my report, I'll gladly listen to what I got wrong or what fell short of the truth, etc.
If you think I was too harsh with Xmas Village. I was.
Is there any particular reason the Terminal_Patch is internal rather than public? I need to access newMoons but since Terminal_Patch is internal I can't access it from an "outside" assembly.
Hello!
First of all, I must indicate that I loved the mod, adding new possibilities to the internal customization of the game, with the configurations and all the dynamic options that it has within.
Despite everything, I have a small detail, when playing with companions, some have a desync in the facility, visualizing how some players can go through walls, walk in the air, as if two facilities were loaded at the same time.
I have already confirmed that the bug occurs due to this mod.
Regardless of the configuration, because I share the code through r2modman to my friends, where it also has the config inside and equal to mine.
I would like to see if this bug can be fixed, because the modpack I have largely depends on your mod for the starting credits, the quota, the dynamic deadline and much more.
I dont know if this is the right place to write this but this is an issue ive had while using this mod so i believe this is fair.
I installed this mod as a required mod for another mod and was impressed by the library type features it adds. But when i got ingame i was suprised to notice that it for some reason also added a new moon and scrap itself. The moon and scrap are good but it seems more reasonable to have those be in a seperate mod as many users will be installing this mod just to use its features as an SDK. Additional features like that dont belong in an SDK and Settings mod no matter how well made they are tough id love to see them in a seperate mod to give me and other users more control over what they install.
As per the title, only the host is targeted by Coil Heads on this map. All other maps, Coil Heads act normally.
game crashes when i load up a new moon
Sometimes moons don't appear. I had this issue after going to the company, also the speed lines that appear on the monitor when traveling to another moon shows up once then stops if you pick another location again before landing.
sorry for edit I thought your mod was giving me fps issues but it was another one.
P.S I think it would be a cool idea if you make the monitor appear with color instead of keeping it green (if it's possible) so we can see the moons clearly.
when im pressing on mod settings its opening just game settings, and i cant change deadline and other stuff, here's the log
LogOutput.log
Drop pod doesn't appear on WaterRidge when purchasing items.
Also, I can't scan main entrance on WaterRidge.
P.S I think it would be a cool idea if the company had it's own moon. I see that it's the same as Experimental.
Title pretty much sums it up.
Basically a setting that allows players to choose on how a dungeon is generated on a scale from Complex/branched to linear/deep.
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