GithubHelp home page GithubHelp logo

lethalexpansion's People

Contributors

buffmage avatar coockie1173 avatar holographicwings avatar maxwasunavailable avatar megapiggy avatar panthr75 avatar ustaalon avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar

lethalexpansion's Issues

Incompatibility with LethalCompanyBetterScaling

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?

LogOutput.log

Config to hide some options [Suggestion]

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:

  • Hide the "Mod Settings" in the Main Menu: When a new button is added to the main menu, the "Host" button ends up being part of the "Lethal Company" image.
  • Hide the "Custom Moons": Because the custom moons are not completely finished, I would like there to be the option to hide these moons so that players do not travel there.
  • Hide the "threat level": I know this is already suggested, but, like the other suggestion, it spoils the threat level of the moon without even having traveled to it.

An Unsovled Problem

I have the same bug mentioned in #12 ,which was said caused by outdated module.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

Modded moons not appearing

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.

Weird issue with Lethal expansion latest version.

I've been using this mod in my modpack and when I updated the mod to its latest version it suddenly stopped working so I went back to the older version and it was working again. when looking into logs this seems to be the error that causes it not to load.

Screenshot 2023-12-14 130056

People Loading in different seeds

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.

LogOutput.zip

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.

Constant config syncing is creating lag spikes for non-host players

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.

Update checker is incredibly intrusive.

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?
image

help pls, how to install the mod?

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

Lethal Expansion Added Custom scrap Desync Issue

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.

Custom moons wont load

im trying to test the sea port moon and orion moon but it wont load i dont know if i installed it incorrectly

Lite version of this mod?

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.

Version 1.3.1 - Item Dropships go through floor in random spots on all maps.

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.

Please fix the new update fast 1.2.5 - Incompatible and Issue banner on every old versions

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

Unable to play multiplayer with previous save files.

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

The explanatory note interface for the bottom option could not be displayed

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.

问题

Lethal_Company_Enhancer features

Two specific features:

  • Always Show Terminal
  • Scrap Protection (specifically "coinflip" where each scrap is given a coinflip for if they're removed on all player death)

MORE MONSTERS

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👍

can't use this mod with any other map size editors

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).

Same seed every run

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.

LogOutput.log

Entering moons with Weathers are changed to nothing

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

Your mod

The mod is completely not working ever since I updated my game. And it is also not working with my friends games as well

Game doesn't register some custom scrap and disappear

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.

missing scrap options

Would be great if you added some of the missing scrap options like twohanded & conductive etc

Hide TestMoon from the terminal

I'm converting this comment from a previous issue on the Orion mod to this repository

sfDesat/Orion#4 (comment)

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

Custom Scrap isnt spawning

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.

Mod settins wont open

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.

Custom dungeon compatibility with LethalLib

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

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.

Wateridge & Christmas Event Maps Issues

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).

  • Wateridge
  1. Main Entrance & Emergency Exit doors have no texture
  2. The bonfire in the beginning area is a nice addition, but deals massive damage and persists after stepping off. I know that fire burns, but it would be better if it did less damage (if persistent after stepping off) or leave the current damage if it did not persist after stepping off.
  3. Stairwell is pitch-black. Since the map clearly goes for a medieval-esque vibe, maybe adding some torches or lanterns, as there are in other places around the map, would be great at making the ambience better.
  4. Leaving the Moon puts you in the Limbo. You're stuck in a perpetual "Waiting for the ship to land" state. That is perhaps one of the worst problems a mod could have.
  5. The map is too small and doesn't have any remarks on its outside. I know this might sound dumb, but unlike most maps, this one doesn't have anything going for it. It's small and pretty straight to the point. For an S Rank map, that's in my opinion bad. It feels as an attempt to replace Experimentation, but even that moon has something special. Vow has its brittle bridge, Offense it's... damned turrets, March its many emergency entrances, Titan its long (and dangerous) stairwell, but Wateridge offers nothing. It's cool and aesthetic, but there are no unique dangers. Other than the fire.

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.

  • Christmas Village Event
    (Now, for this one I won't be as kind. Not one bit.)
  1. The map is absurdly big. What is the point of walking through the snow for nearly 2 minutes just to reach the entrance? Not even Rend/Dine force you to such BS. Why have the ship land SO far away, when there's so much space in the village and its near surroundings.
  2. Oh, boy. This map suffers the opposite from Wateridge. It's gigantic. Bigger than Rend/Dine I dare say. There is absolutely no purpose for the map to be so big when you only need so little to explore as, just like Wateridge, there is literally nothing there. And since the map is so large, with so much snow particles and foliage and all that, it stutters like hell. Not even 3 seconds in between before I get massive frame drops while I'm outside, making even walking a living hell.
  3. The emergency exits. Why? Why do they take you to Narnia? Where do you go to reach back to the mainland? I know they leave you just under the main entrance, as the scanner points it above you (although it tends to be inaccurate even in vanilla), but that still begs the question "How the hell do I even leave?" You're in a dark, rocky cave that's bumpy and hard to navigate and leads you on and on and on to NOWHERE. There is no point trying to find a path out, as (again) the stutters make it so not worth the effort. It's better to hop back in the facility and find the main entrance. I've found 2 emergency exits that fit the previous description, while one has a raft that has no collision and kills you as you fall into the water. If there's any more exits, god bless. Whatever god might even want to do that.
  4. It has door textures, at least.
  5. And, just as Wateridge, it lacks character. It has nothing unique nor special to it. 'The Christmas spirit' you may say... No. It remains generic and stale, as all it has is some colored presents and a large Pine Tree. 'The cave system' you might add... No. Maybe, but it falls mega flat. It's awful to navigate and too long to bother. It would've been nice if that's what all the Moon was about. Some sort of underground cave town... like Undertale, actually. Snowdin, somehow, manages to capture an even better Christmas spirit than this moon when all it has is snow (and more skeletons and puns than it). As I said: Unfortunately, Xmas Village has nothing to offer. Just like McAfee, all it does is take space from your computer storage.

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.

  • If you don't like the maps, why just not even go to them?
    It's not about whether I like them or not. Mods that includes moons aren't that small. They aren't adding just a suit, or a bunch of scrap, they're adding an entire map with configurations, and enemy weights, and scrap totals, etc. If they're going to be WITHIN the mod, without me being able to chose if I want them installed or not, then... they have to be good. They have the worth the space they're taking and give a fun experience to me and my friends. Wateridge has the potential, Christmas Village does not. And since they aren't worth playing, I would like to not have them installed.
  • Why not uninstall LE & LSDK?
    Because they're the tools that make many mods work. Not only new Moons, but also Scraps. I can't delete them if I want, perse, a damn Floppa Fumo. Who doesn't want a Floppa Fumo? There's also other Moons, like Orion & Aquatis, which are incredibly good and unique. Which, if I deleted said mods, I wouldn't be able to play. Those mods that LE/LSDK support share way more fun and value than what Wateridge (in its current version, as of 12/26/2023) and XMas Village offer. And, if I even have to say, No. I won't just 'delete all mods that support it'. I play modded because it's way more entertaining than Vanilla, that should be obvious.
  • There must be a way to delete them from the files, just do that.
    bruh. I don't doubt that's an option, I know it most definetely is, but that's not something I can bother doing. Or creating some sort of support mod that removes them or something. I have no knowledge modding, if barely some texture changing.

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.

Desync issue [Bug]

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.

Mod does more than it sets out to do

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.

crashing

game crashes when i load up a new moon

Moons sometimes not showing and speed lines

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.

Drop Pod Not Appearing

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.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.