#Atlas Abyss (Custom Moon)

1 messages · Page 1 of 1 (latest)

fading lagoon
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A new moon of dark secrets, jagged terrain and carved stone. Below the surface, the Masked Men have broken free. The abyss below extends redacted metres and none have survived the fall.

Please message me if you find bugs or issues with the map.

If you would like a version of the map that costs (800) heres a link:

#1193657447290769489 message

Or If you would like a version of the map that costs (250) heres a link:

#1193657447290769489 message

https://thunderstore.io/c/lethal-company/p/Zingar/Atlas_Abyss/

whole vapor
supple panther
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i love this map concept

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i feel like a lot of creators don't realize just how many moons we have already

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only the really good ones are worth using because they don't come with new content barring maybe ooblterra which isnt out

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this one is amazing. totally worth setting up

wheat cliff
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This is amazing

supple panther
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can the price of this moon easily be adjusted?

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id like it if it had a higher cost than titan for balance

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i mean im using lq and increasing spawns with my own mod so i can sorta adjust difficulty on my own but cant adjust moon price

visual pine
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that's sick, does this have a custom interior?

vale oyster
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this map is so nice

supple panther
magic stump
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I am so exited to try this

supple panther
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presently a custom interior would need to be a different mod (i think) because of the limitations in how custom moons and mods are made

magic stump
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It looks fun

supple panther
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i like the vibes personally.. it does need a custom interior though

magic stump
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I’ve seen many moons that just

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Look completely off

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this one looks really fun

supple panther
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yeah its def got a permanent spot in my modpack now

visual pine
visual pine
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oh

supple panther
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lol @fading lagoon

visual pine
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ehhh whatever

supple panther
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rofl

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i've done the same thing lmao

fading lagoon
supple panther
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any clue which one lol

magic stump
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There’s only one that makes moons free as far as I’m aware

supple panther
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yeah to my knowledge lethal expansion doesn't have a way to change modded moon pricing yet

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and its not in the config anyways

magic stump
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default map

supple panther
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default map?

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waterridge or ?

magic stump
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Waterridge

supple panther
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i just take the shit out

magic stump
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How

supple panther
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remove the file

magic stump
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I haven’t messed with r2modman before

magic stump
supple panther
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if you remove template mod that breaks other worlds but

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removing water ridge is fine

fading lagoon
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I’ll try find it later but if not I can just make a copy that costs more

supple panther
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that'd be awesome dude

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hey im curious is lethalsdk able to support outdoor scrap spawns

supple panther
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looks like a bool or somethin if its just 2 or 3 settings you couldn't use it for custom pricing

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abyss costs nothing right now so doubling that is still nothing

magic stump
fading lagoon
supple panther
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i really want to make a world or atleast see one released where you have overworld gameplay

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like its unappealing because the generation isnt random anymore if you do but yeh

magic stump
supple panther
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titan has the navmeshed landscape ready to go and unused

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lethal level loader is probably gonna implement all this quickly but its in like.. first steps phase rn

supple panther
magic stump
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You’d only have to do it once though because being real it would be REALLY boring to do it every run

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Since it’s the exact same puzzle

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Or it could be generated that’d be neat

supple panther
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well there's decent save to save handling of objects

magic stump
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Either way unlockable blueprints based on where you are would be interesting

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As an example

supple panther
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it'd be complicated to do this on a planet that you leave and come back to probably but

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having new landing zones

magic stump
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what if you could dig the ground with a shovel in rend

supple panther
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and a base you can unlock like a bunker with deep storage

magic stump
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And unlock the nut cracker’s shotgun

supple panther
supple panther
magic stump
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Obv too extreme of an example since it would break balance

magic stump
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I know you can grab it

supple panther
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buyable shotguns

magic stump
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But this is just an extreme example

supple panther
magic stump
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I don’t really like the idea of op items being sold late game or early

magic stump
supple panther
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cant buy something you dont have credits for

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make the price 1500 if its that big of a deal

magic stump
supple panther
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credits cant be obtained without hours in the game

magic stump
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Like too helpful

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It would make the game feel less hopeless and kill the original vibe imo

supple panther
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shotgun isnt a god weapon you can rebalance spawns to increase challenge the only problem is the bracken makes it impossible to scale the game up

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also jesters cant be killed. coilheads cant be killed. giants cant be killed. neither can dogs

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and the ghost girl cant be killed

fading lagoon
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@supple panther you still awake

supple panther
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yup

fading lagoon
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how much did you want the moon to cost

supple panther
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titan is 700 so >800

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i think 800 is fair for other players i would push it a bit higher for myself but yeh

supple panther
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nice! thank you

fading lagoon
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np

fiery oxide
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Sorry to bother but can we please get a version that costs 250 since its a early game moon, I think it should not be to pricey. I would change it myself but I have no clue how.

vale oyster
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Cant do it yourself and this moon is too nice looking to be free i think

toxic fable
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Does anyone know what the name of the moon is for the config? I'm trying to enable Scoopy's dungeon interior to Atlas Abyss but I'm having trouble with the name. I'm trying to have it so the dungeon only spawns on Atlas.

fiery oxide
toxic fable
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Still doesn't work ezgif

fiery oxide
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Do you have the latest version of ScoopysVarietyMod? My Config looks diffrent

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nvm you are using version 0.4 while there is allready version 0.5.1 out

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just get the new version should work then

surreal wave
toxic fable
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no way, apparently the .dll file never installed payforhim . It'll definetly work now

surreal wave
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for me work 🙂 you use latest version or no?

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Use Scoopys Variety Mod v0.5.1
and add to Atlas Abyss

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A is Capslock.

dark portal
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Looks cool

fiery oxide
warped forum
vale oyster
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agree

true swallow
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I think so too, there's a bit too much loot for a free moon, either reduce the loot a bit or make it around 400 bucks to fly there

wheat cliff
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how much spawns on dine or rend?

fading lagoon
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Yeah fair point ill make it 400

fading lagoon
wheat cliff
fading lagoon
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around the same

wheat cliff
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Hmm I wonder if 400 is too low then. Considering rend is 550

warped forum
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True

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You could make less scrap spawn/less value and make it 300 for an easily affordable planet early game but still containing more loot than vanilla

wheat cliff
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Might be the move there

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Too close to dine and rend rn

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Dine is 600 credits

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Rend minimum is 18 scrap and 26 max

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Dine is 20 and 28

fading lagoon
wheat cliff
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Seems more balanced

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So the scrap spawn is lower than rend but close?

fading lagoon
wheat cliff
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So for abyss, you getless scrap spawn but more enemies spawns for half the price of rend.

fading lagoon
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Yeah

warped forum
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seems fine for me, thank you 😁

warped forum
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You're gonna upload it with the next release? Cuz it's not on thunderstore yet

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nvm I guess its just thunderstore taking a minute, I see it on the web but not on the launcher

fading lagoon
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I uploaded it but Idk how long the launcher takes to update

celest viper
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So uh, I found a way to scale down into the "unreachable depths"

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Just slowly dropping on the left of the ship

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hugging the wall

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I will say, dogs on the bridge are exceptionally brutal, not sure if that's intentional or not

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If not, making the bridge a smidge wider would be nice

vale oyster
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i like it that way as it makes it challenging to cross

fading lagoon
vague tangle
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@fading lagoon lmk if you have any questions about LLL btw, happy to answer them

fading lagoon
vague tangle
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Working on the best way to handle templates and documentation right as we speak aha. been working with KayNetsua all day getting EGypt ported

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You can get pretty far if your comfortable with unity and looking at the basegame assetrips for ref

fading lagoon
vague tangle
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#1189846772286242826

fading lagoon
boreal saddle
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Maybe its because we got the SCP dungeon, but no enemies spawned outside. Stayed until midnight.

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I also have Backrooms, and when i checked console there was something about pathpolygons or something like that. Dont remember well

celest viper
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It's possible. I've definitely had enemies spawn outside before. Dogs and masked are your main threats on Atlas

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I have backrooms and SCP dungeon but don't have it enabled on Atlas

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Could've just been RNG too

boreal saddle
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Couldn't have been, we went 3 days there.

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None had enemies outside, but inside there was on the SCP map and the normal facility. Barely any though.

celest viper
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Hmm, strange. Tbf I've only seen one or two enemies outside on any day that wasn't Eclipsed

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Atlas is a little on the easier end

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And if Masked spawn, there's a high likelihood they sprint for a fire exit and you never see them again KEK

boreal saddle
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when do they spawn even lol

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i cheated to go to atlas and havent seen anything spawn

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yeah nothing spawned but the dungeon was scp as well

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oh they did

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just had to leave the ship

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2 dogs tho and only at 8pm

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half expected there to be more at an S difficulty

celest viper
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I honestly think Atlas is currently more of an A difficulty

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But I like it where it's at

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I don't need more super difficult maps in my pack

stiff helm
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None of these work for me, does anyone know why this might be?

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They do work for the vanilla moons though

cyan drift
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for the castle one

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you didnt put a rarity on it so that may cause issues

stiff helm
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so it should be Atlas Abyss99999

cyan drift
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So it would be Atlas Abyss99999 for example

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yea

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and then just capitalize secret labs

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Secret Labs

stiff helm
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yea lemme try this

stiff helm
cyan drift
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well thats literally what I have mine as

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so idk

stiff helm
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Should I try without guarantee

cyan drift
stiff helm
cyan drift
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idk I use a mod manager

stiff helm
cyan drift
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its in the same place as the dll

stiff helm
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like it's just in the plugins folder?

cyan drift
stiff helm
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or should the LEM be but in the dungeon generation's folder?

cyan drift
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and then its just in the scoopysvarietymod folder

stiff helm
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could you open the second scoopy folder?

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so I can see what's inside

stiff helm
cyan drift
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the top one is the lem

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obviously

stiff helm
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Mine's identical then

cyan drift
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these are the instructions on the website

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so

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idk

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you have all the required mods?

stiff helm
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yea I have them

stiff helm
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I now noted an error in the console where the dungeon generators cannot find the specified moons

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currently mine are in the lethal expansion > modules folder

cyan drift
stiff helm
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they're standalone alright

stiff helm
cyan drift
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for scp

vale oyster
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Experimentation50,Offense50,Vow50,Assurance50,Rend100,Dine100,Titan150,Kast250,Taiga200,Aquatis180,Orion60,Auralis170,Castle Grounds150,Atlas Abyss250

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oh i dont have it at 999 anymore

cyan drift
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mine works

vale oyster
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did it get updated

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it had a limitation

cyan drift
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yeah

vale oyster
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and it was like 9998

cyan drift
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the limitation

vale oyster
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or something

stiff helm
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I think 5 9s is the limit

cyan drift
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is 99999

stiff helm
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oh

vale oyster
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well it was 9998 not 9999

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but it might have been fixed

cyan drift
stiff helm
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I'll give it a shot

cyan drift
vale oyster
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yeah prob one more 9

cyan drift
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it shouldnt matter

stiff helm
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Not working

stiff helm
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my guess is that the dungeon mods are not finding the moons

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but I don't know how to fix this

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Is there a way of making so that a certain mod loads later?

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Looking in the console the moons are registered, maybe I should not have rarity, low rarity I don't know at this point

knotty palm
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Really quick question, is this the correct format for allowing a modded interior to spawn on moded moons?

stiff helm
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if CastleDungeonMoons is set to list it should work

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but I'm currently struggling with it just not working

knotty palm
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Or modded interiors

stiff helm
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The Variety modded interior in Atlas Abyss

knotty palm
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yeah thats the thing

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Im fairly certain its a problem in how we declare what modded moons things spawn in

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I came here because I thought we might have to put a unique name into the config for the modded moons

celest viper
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That looks right compared to mine, I honestly think your settings are just really low which is why you're not seeing it often

celest viper
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actually yknow what

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get rid of atlas

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just type abyss

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that worked for me

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secret labs should work as is

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CastleDungeonMoonsList = assurance300,offense200,orion200,aquatis100,abyss9999

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Mine currently

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Works with all and is almost always guaranteed on Atlas Abyss

stiff helm
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CastleDungeonMoonsList = abyss9999

trying this

celest viper
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Yeah my current settings work for me for sure

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So if that doesn't work then it could be a mod conflict or someth

stiff helm
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It does work for vanilla moons

knotty palm
celest viper
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Technically no

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At 9999, you're effectively giving it a 9999/9999+whateverbasechance of atlas abyss

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So like the base game, there's a very low chance of the other maps

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But at 9999 it should be incredibly rare

knotty palm
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ok thats really good to know :P

celest viper
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Yup yup

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Technically you could even go for adding one extra 9 to make it abysmally low chance of other maps

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But that's a player choice

stiff helm
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My issue is so specific I cannot imagine that another mod is causing it to not work

celest viper
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You'd be surprised 😂

knotty palm
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:)

stiff helm
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On modded moons specifically I cannot get custom dungeons working

stiff helm
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Do modded moons get listed for y'all on the computer?

knotty palm
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what moons are you testing?

stiff helm
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abyss and scp base

knotty palm
stiff helm
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damn something is very wrong on my end

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'cause they're not listed

knotty palm
stiff helm
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not core actually

celest viper
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That'll do it

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Get LECore

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LethalExpansion has a TON of issues

knotty palm
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get core, it works WAY better

celest viper
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And LECore patches them

stiff helm
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should I have both?

celest viper
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Yeah you can

stiff helm
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or only core

celest viper
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LECore will effectively disable LE

stiff helm
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Understood

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Now let's see

celest viper
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But you can have both so that mods that have LE as a dependency still work

knotty palm
stiff helm
#

TooManyEmotes.Patches.PlayerPatcher.CheckIfStopPerformingEmoteDirty (GameNetcodeStuff.PlayerControllerB __instance) (at <abc4feef84444f0ab5832fdbb46a69f6>:IL_0001)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)

[Error : Unity Log] KeyNotFoundException: The given key 'Player (30) (GameNetcodeStuff.PlayerControllerB)' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
TooManyEmotes.Patches.PlayerPatcher.CheckIfStopPerformingEmoteDirty (GameNetcodeStuff.PlayerControllerB __instance) (at <abc4feef84444f0ab5832fdbb46a69f6>:IL_0001)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)

[Error : Unity Log] KeyNotFoundException: The given key 'Player (31) (GameNetcodeStuff.PlayerControllerB)' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
TooManyEmotes.Patches.PlayerPatcher.CheckIfStopPerformingEmoteDirty (GameNetcodeStuff.PlayerControllerB __instance) (at <abc4feef84444f0ab5832fdbb46a69f6>:IL_0001)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControlle

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now many mods are screaming

knotty palm
stiff helm
#

maybe I should just not have lethal expansion?'

celest viper
#

You need LE/LECore for modded moons

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It looks like TooManyEmotes is breaking from the error

cyan drift
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so theoretically

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he could get rid of lethal expansion

stiff helm
#

it doesen't look like I had lethal expansion to begin with

cyan drift
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ok

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well

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get lethal expansion core

stiff helm
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oh wait I do

cyan drift
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still get core

stiff helm
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[Info : Unity Log] soumdmanager: True; False what is this bruh

stiff helm
cyan drift
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well i dont know what mods you have

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so idk

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is there a reason you arent using a mod manager btw

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I dont really care

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but it is easier

stiff helm
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I don't like mod managers in general

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usually because I tinker with mods

cyan drift
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you can always still tinker with mods with mod managers

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but anyways

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yeah i dont see a reason why thats happening

stiff helm
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I'm gonna see if any mod requires LethalExpansion (Which I doubt)

cyan drift
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well the secret labs moon does

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so does atlas abyss

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but lethal expansion core should cover those

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you could still try to have both tho

stiff helm
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I did try that but I got the black screen with smoke

cyan drift
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oh

stiff helm
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nop not a single one

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let's try again

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Nope doesen't work at all

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Core seems to mess things up even more

cyan drift
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you should post your logs (I probably cant help with logs but maybe someone else can)

stiff helm
#

the logs say frustratingly little

knotty palm
knotty palm
stiff helm
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I THINK I SOLVED IT

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I DID IT

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IT STARTED LOOKING FOR LETHALEXPANSION IN LETHALEXPANSIONCORE

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I just copied it over

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damn

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that is

eager carbon
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price should honestly be 650

celest viper
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Disagree, am tired of every moon having super lategame prices and Atlas Abyss is honestly not that hard

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More A-tier than S-tier imo

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Orion feels much more 650 than AA

knotty palm
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Anyone know what spawns outside Atlas Abyss?

true swallow
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dogs for sure, masked can come out

celest viper
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Yeah I've only seen Dogs, Masked and Manticoils

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Mostly on the bridge which results in angry dogs on the bridge

celest viper
#

My current moons are Aquatis, Orion, Ducky, Atlas Abyss, Secret Labs, and Kast

eager carbon
celest viper
#

I would LOVE to order them by difficulty, I really would

cyan drift
celest viper
vague tangle
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its on my trello

celest viper
#

Sweet wolfVibe

vague tangle
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i got the moons data prepared in a way to process it like you want

celest viper
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Then I look forward to it!

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But I look forward to everything involving LLL wolfVibe

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I will eventually make a Spooky's Jumpscare Mansion layout

vague tangle
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maybe ill make a tribute volcanic themed map called tremor

fading lagoon
knotty palm
celest viper
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It takes a bit longer during bootup, save file creation is fine for me tho

knotty palm
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Windows even opens the "app is not responding" window

green phoenix
vague tangle
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yeah discord is dumb

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more moons far from scrapped

celest viper
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More moons scrapped confirmed

vague tangle
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more moons almost dropped early w/ LLL lmao

green phoenix
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I was really concerned when it went, I really enjoyed the stuff shown in that thread

vague tangle
#

just remember that the only reason LLL exists is because i got annoyed about LE limitations

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while making more moons

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🤠

celest viper
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Don't blame ya

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It's good for people who want a simple, codeless environment for making moons, but for making something truly unique it ain't enough chief

green phoenix
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Oh wait I literally just saw the thread there, I have no idea if I'm being dim or what 🤔

celest viper
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Hard to explain

knotty palm
celest viper
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That's kinda what I'm saying, right now there aren't

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Cuz you can't code anything unique cuz you're limited by what LE is capable of

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But if you want to add a unique feature to your moon, you can't rn

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Unlessss you use LLL

primal jackal
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u have a plan date for it to come out?

fading lagoon
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the port is done and ready just waiting on the next LLL update

knotty palm
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@fading lagoon, does Secret Labs still not work with multiplayer like it says in the readme?

fading lagoon
knotty palm
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port will fix it?

fading lagoon
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yes tested it with atlas and can play multiplayer custom dungeons on it

eager carbon
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only boombas

fading lagoon
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its probably one of the mods messing with spawns but the new port isnt out yet

eager carbon
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it keeps going back and forth

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finally one enemy decided to spawn tho

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but only one

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gotta tinker probably

stiff helm
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Is custom moons not working multiplayer a known issue?

fading lagoon
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Custom moons work multiplayer just not with custom dungeons unless it uses LLL

stiff helm
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what is LLL?

fading lagoon
#

Lethallevelloader

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The custom moon has to use it aswell as the dungeon I think

stiff helm
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Oh I see, the scp and dungeon ones don't right?

fading lagoon
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The scp dungeon uses LLL I think just not the moon yet

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I’ll port over the secret labs map SoonTM

stiff helm
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So your SCP moon does not support custom dungeons in multiplayer?

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Or is it both?

fading lagoon
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Both don’t support it at the moment but next LLL patch atlas will be ported to LLL so atlas will support it

stiff helm
#

Okay, do notify 'cause your maps are really cool

fading lagoon
stiff helm
fading lagoon
#

Also comes with a lot of fixes and small changes

stiff helm
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Uh is egypt the only custom moon that supports level loader? lmao

fading lagoon
#

Yea I ’m pretty sure it is

stiff helm
#

Is there a way of seeing what mod each log is for?

knotty palm
#

they're really close too

knotty palm
#

like

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a custom moon mod might cause Unity Log warnings but you cant really tell which mod is making the warnings

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but ig u can sort of tell through checking what logs its inbetween

fading lagoon
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But I don’t use the terrain tool and my port doesn’t spam the console with navmesh

stiff helm
#

When a player connects to my game everything crashes and all the logs are nonsense, I want to know which mod is causing the error without having to go through and isolating each

fading lagoon
stiff helm
# fading lagoon Which log are you looking at

The console
[Info : Unity Log] soumdmanager: True; False
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LCOuijaBoard.Plugin+StartOfRoundPatch.Update (StartOfRound& __instance) (at <97d007071eee4559870c7ba8e909b650>:IL_0010)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::Update(StartOfRound)

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Stack trace is different each time

fading lagoon
stiff helm
#

Where can I find it?

fading lagoon
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In bepinex

stiff helm
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Or the joiner

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I'll try and get the host's aswell

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this must be an old log

knotty palm
#

@fading lagoon i know i shouldn't ask but are there any secrets on abyss...??? :P

knotty palm
#

i love the decor, and i noticed there are def some interesting symbols on the walls.

stiff helm
#

Everything is working, thanks for the help guys!

primal jackal
#

i really hope this works

#

it got so much potensial

surreal wave
#

💀

whole vapor
#

The logging being a problem anyway

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BepInEx comes with its own logging solution that means instead of "Unity Log" it says "[Info: YourPlugin]" which makes debugging a lot easier

vale oyster
#

Are coil head working on this map asking for someone @fading lagoon

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As if they can see players not just walk around random places

fading lagoon
vale oyster
#

Well some modded moons coil heads dont work it tends to be related to the level not the mod

#

A lot of levels has fixed it

celest viper
#

I haven't had any issues with Coils on this map but can't say for sure

vale oyster
#

Thats good enough for me i think it should have been a consistant issue otherwise

surreal wave
#

@fading lagoon you should add new route or make like Vow the Bridge ( if to heavy you know break the bridge 💀 )
why i suggest that because this is... 8 AM Forest giant come out

vale oyster
#

add some parkour tf

serene reef
#

does anyone know some existing alternatives for lethal expansion ive heard people running core to avoid le's bloating but im unsure myself i currently have two modpacks because of lethal expansion so it'd be nice to get some affirmations

green phoenix
#

As for LE, LEcore and custom dungeons on custom moons, I think LLL and LEcore incompatabilities were resolved? I'm not sure, Batby will be able to give an answer to that

serene reef
#

yippeee

celest viper
#

A parkour shortcut for avoiding giants sounds neat NODDERS

green phoenix
#

Everyone gangsta til the giant does the parkour course

magic stump
#

if it just cant reach doing parkour would make things too easy

fading lagoon
magic stump
#

you gotta think quick and drop smth that sounds fair

green phoenix
#

I've not played this moon yet but at the very least 2 handed items would be a pain, jetpack solves all the single handed loot items I suppose and giants are super rare here are they not?

fading lagoon
#

Yeah giants are super rare but I could just remove the spawn instead of the parkour

visual pine
#

lethal company enemies jump across gaps by floating

raven pike
#

One of my favorite moons

real crow
#

Was about to say, I've never seen a giant on AA

#

I wonder if it's as rare as seeing a Giant on Assurance or smth, or even a Ghost on Experimentation

primal jackal
#

wait is the mod out?

boreal saddle
#

What's the internal name?

warped forum
#

Is there a reason why Atlas Abyss is taking so long to load? Got a pretty long loading time already and I'd love to reduce it

fading lagoon
#

The loading time should also be reduced after its ported to LLL

past venture
#

Zingar, I showed my guys your new moon yesterday and I think out of all the modded moons ive shown them so far, yours are their favorites, and they really aren't a fan of mods and such

raven pike
#

Happy to hear that, this is definitely a permanent addition to my list

past venture
#

we had a great moment where we were cornered by dogs and masked and juked them with some quiet tactics, and the loot is pretty good just maybe a bit strong for 300

fading lagoon
#

Loot and spawns are also reworked but will need some testing after its released just debating whether I release the port now or wait for the fixes tomorrow.

#

Heres change log for next release if you are interested.

  • Ported over to LethalLevelLoader.
  • Reworked enemy spawns. (testing need feedback to levels of both)
  • Reworked scrap spawns. (testing need feedback to levels of both)
  • Fixed collisions on starting rock to prevent being able to slide to the bottom.
  • Improved navmesh.
  • Improved surfaces to be more smooth.
  • Fixed collisions on bridge.
  • Changed the itemship to have a hole in the rocks to arrive.
  • Itemship should now drop items closer to ground.
  • Fixed missing texture.
  • Fixed spots you get stuck in.
  • Removed collisions on small rocks.
  • Change spawn island slightly.
  • Fixed cube map.
  • Fixed gaps in the rock.
  • Fixed items floating instead of dropping to the abyss.
  • Changed collisions on several assets.
  • Created new stone material and swapped starting area material.
  • Added parkout to fire exit side to get to ship.
  • Add config to change the moon price
raven pike
#

LLL has pretty good gains on load time processing in general?

fading lagoon
#

Yeah its alot faster, I also removed everything that was pulling assets from other mods

west drift
#

oh shoot when is that update dropping

#

might hold off til then

#

sounds juicy

fading lagoon
raven pike
#

That reminds me tangentially, does this specifically pull the dungeon interior if it's present?

west drift
#

rad

fading lagoon
#

Ive only set it to default dungeons since you can just add the chance in the configs

raven pike
#

Don't get me wrong I like that it does, this is the moon where it probably fits the most

fading lagoon
#

Do you know what the custom dungeons id is

raven pike
#

I can check

raven pike
#

Still not sure but wanted to note in the meantime I just saw the difference of load times for another moon before and after moving to LLL and wow it's considerably faster, looking forward to the next version

green phoenix
#

Just got to say I love this mod! Got it first time with Scoopy's dungeon and that suits it perfectly, I do need to ask what can be done around sounds? The lack of ambience and the stepping sounds are all I can really think of here, a good part of making the atmosphere on moons is what you hear or see

raven pike
#

Some looming chasm SFX ambiance would be pretty great

fading lagoon
#

Thats a good idea ill try get that working before the release

green phoenix
#

I feel something like this would be neat

https://youtu.be/Xi4DZOhHkI4?si=DGXrU406eMpYVaGe

There's nothing like low howling wind in a tunnel or cave. Enjoy this soothing sound and windy ambience.

Use to sleep, relax, study, or focus. 12 hours long. 4K.

Still Photo by Siculodoc / Licensed through Adobe Stock

---About Me---

Hi, my name is Jack and I've been a filmmaker for 25+ years. I've always loved sound, sound mixing, and ev...

▶ Play video
#

And I'm not sure what sounds lethal has available or how it handles footstep sounds, but the one whenever you walk on the grey stone at like the assurance entrance should work

chrome beacon
#

lll port hell yeah

#

I'm excitedly awaiting the day I can uninstall le

celest viper
#

Some of the older moons may never update, not to mention there are still new moons being developed using LE's SDK, but LethalExpansionCore fixes basically any real compat issues so I don't mind either way ^^

chrome beacon
#

yeah that's fair, but LLL loading times 🤤🤤

#

plus LEC is causing my game to not launch (idk why)

celest viper
#

Huh, odd

knotty palm
celest viper
#

LLL's loading times comparatively are certainly nice

vague tangle
#

LLL loading times are actually kinda long lmaoo

celest viper
#

Oof KEK

#

LLL just doesn't tell you that so it feels faster

chrome beacon
vague tangle
#

the loading time increase on egypt was literally disabling all meshcolliders before instansiating the level and turning them back on one by one in async

chrome beacon
#

that's the bugged pack

raven pike
#

Is the internal name just atlas abyss?

real crow
#

Yeah

green phoenix
#

Oh yeah just to confirm our group was playing Kast and Atlas today using the custom interiors and we had zero issues with LEcore

knotty palm
#

@fading lagoon sorry for ping, is this still true for all of your moons or no?

#

(I might have asked before but I think I wasn't sure about the answer :) )

cyan drift
#

what exactly are you asking

#

there are 2 different things in that image that you could be asking works

knotty palm
#

Incompatability issues with multiplayer!

#

Apologies

cyan drift
#

as long as you have lethal expansion core

#

everything should be fine

fading lagoon
#

Yeah with core it should be fine but whenever the update for LLL is out both my moons will work

forest summit
#

LLL update is out!

raven pike
#

woooo

#

I don't see it on the site 😨

forest summit
#

sorry was just a heads up for Zingar

#

im not saying the Atlas Abyss update is out

raven pike
#

oh haha

fading lagoon
west drift
#

DUB

fading lagoon
west drift
#

sheeeeeeeesh

#

juicy

green phoenix
#

Brilliant can't wait to try it out, also I'd just like to say that jetpacking is very fun on this moon, you're doing great work 🫡

fading lagoon
#

Atlas Abyss (Custom Moon)

forest summit
#

wooo lets go!

raven pike
#

I know some opinions seem to differ on LECore vs. LLL but I just did some stopwatch tests with my load times between LECore Atlas Abyss & LLL and it was a difference of 10 seconds faster with LLL for me at least. Cheers!

visual pine
#

i don't think loading times really matter. wow the game takes 6 more seconds to boot up what a big deal

raven pike
#

When you've got 20 modded moons that adds up quickly

frigid agate
#

I will never complain about a mod becoming more optimized

visual pine
#

this is a good point

#

but eh, if someone has 50 modded moons it's their fault

raven pike
#

What an odd stance to take

warped forum
#

almost half a minute just for booting up on top and if theres any bugs and the game has to be restartet you wait again

raven pike
#

Consider that without any mods, LC loads inside of like 10 - 15 seconds. Then with modded LC, you might be playing with a big group of friends, and if something happens and most of the group need to relaunch the game or whatever, there's a world of difference between that taking people a minute versus four minutes or whatever.

#

It becomes a budgeting thing where you wind up going 'Well we'd really like to play with that moon, but that moon literally doubles the time it takes to load the game versus these ten moons that have a negligable impact on load time.'

visual pine
#

this is a good point x2 i forgot that good pc is not the only type of pc that exists

raven pike
#

We're only three months into modding for LC so I can easily see in another six months there being dozens and dozens of cool moons to expand on the game with, so long term the more commonplace and efficiency can be made and the easier it can be implemented, the bigger impact it'll have as people broadly start expanding on the game a lot more.

celest viper
#

Personally I don't find the load times to be a big deal, but I also acknowledge that they should be improved if and when possible

green phoenix
#

Seeing how far the modding scene of this game has gotten since the demo in October has been wild, I can't wait to see what sort of things the future holds

surreal wave
#

@fading lagoon this is Price Moon is override? because Uncertain Company not work the moons price this is atlas abyss [ latest version ]. i mean Random Price Moons

old version work fine for random Price Moons

formal basin
#

dunno if this is the place i go for this but should atlas abyss be taking me to a test moon?

fading lagoon
formal basin
#

yes

fading lagoon
#

get rid of lethal expansion, use lethal expansion core

formal basin
#

alright

celest viper
#

If any of your mods say they need Lethal Expansion as a dependency, just install both

#

LECore will overwrite LE

vague tangle
raven pike
#

this gaggle of 10 friends who want to visit too many moons to die in calamitous ways salutes you

knotty palm
#

Sorry if I dunno what I'm talking about I just thought it was a really interesting concept. I assume the closest colliders would have to be loaded first, just not sure

vague tangle
#

Absolutely, But scenes in Unity can't be accessed before loading them at runtime, so thats going to be a feature of the assetbundle builder

knotty palm
#

:P

knotty palm
vague tangle
#

It's the process/window used in Unity Editor to compile the stuff you have in editor into the assetbundle/s

#

basically because I can't turn them off before loading the scene in LLL directly, what the custom builder will do is make a copy of the scene before build and turn them all off before its built into the bundle

#

that way it's done automatically

knotty palm
#

Gotcha! So... someone needs to make a custom builder. Sounds like a simple enough thing to code but it also sounds like hell to mess with unity editor

green phoenix
#

Weird bug where outdoors is counted as indoors and vice versa, see the time

knotty palm
#

and what happened beforehand

green phoenix
#

Positive, LLL changeover happened, and i've been playing it regularly

knotty palm
#

i wonder if other custom moons have the same issue

green phoenix
#

Nah tried out Egypt and Kast, they're working fine

#

I mean this is too, just the timer and echo effect is inside

celest viper
#

Might be due to the LLL update, might have been configured oddly

#

Enemy spawns still working properly? No eyeless dogs in the building?

green phoenix
#

Yeah spawns are all fine, even got a giant on the outside

fading lagoon
green phoenix
#

It seemed pretty consistent when I was entering the facility, everything would be echoey like I was outside, it would fix itself if I went to the ship

#

Also not sure if it was because I was cutting straight to the facility on jetpack

#

Okay I think I know what might be causing it

#

I get into the facility before the timer even appears 😅

fading lagoon
#

Speedrun

vague tangle
#

its a little finnicky

fading lagoon
vague tangle
#

yeah shockingly needed

#

i copied the triggers from assurance and cleaned them up for egypt iirc

fading lagoon
#

I’ll have to fix it when I get home then

#

Could you send screen shots of the reverbs so I can copy them

vague tangle
#

i can but might just be worth loading up assurance assetrip yourself so i dont miss anything

calm agate
visual pine
calm agate
#

also do enemies spawn outside in this map

visual pine
calm agate
surreal wave
#

zingar u should not make Price Moons Atlas Abyss is Override that price. make Anothers mod like custom price moons become conflict. but i already know solution delete Atlasabyss.dll

cyan drift
#

speak english

surreal wave
#

idc about eng dude, when my job is QA

#

and i'm not Main language ENG so?

knotty palm
#

do you have your game time set differently for egypt or something?

fading lagoon
fading lagoon
#

Atlas has the same as rend and secret is same as titan

fading lagoon
knotty palm
vague tangle
knotty palm
#

Lmaoo

#

Is audioreverb like an area where audio uh reverbs?

vague tangle
#

no

knotty palm
faint tangle
#

I apologize if this has been asked already, but does this mean there is another seperate custom interior for this moon? and if so where do I add it, it's too vague

fading lagoon
#

I haven’t made a custom interior yet I’ll clear up the read me after I fix the other issues

faint tangle
fading lagoon
#

But scoopy variety mod fits well with it

calm agate
real crow
#

Ye idea is you download smth like Scoopy's Variety Mod, and in the config, you add the Atlas Abyss moon for the Castle Dungeon indoor theme

hidden cedar
#

What do we type in the castle dsungeon moon list

green phoenix
knotty palm
fading lagoon
#

Update to 1.1.1

  • Added audio reverbs to fix the outside and inside switching.
  • Added the ability to disable and enable the DLL in config. (off by default)
  • Added more scrap into the spawn pool. (Notably the comedy and tragedy masks)
scenic cobalt
#

The map is amazing visually heartExclamation
what's the stats of the scraps on this moon ? I mostly find stuff that cost 10-15 and the loot at the end of the day are never very high, especially for a paid map so I don't go on it most of the time

raven pike
#

This is one of my favorite maps for sure, it's so unique and flavorful and still fits great with the game IMO. If this got a custom interior too that would be gnarly, it works really well with the dungeon one though.

sharp lake
#

i love the exteriors and design of this moon but balance wise i don't think it feels very good

#

havent played that much but the surface felt very empty (mostly avoidable dog spawns, also only very late in the day after we had finished moving almost everything)

real crow
#

Do Masked spawn outside too or are they able to escape the inside with Scoopy's interior theme now as well?

sharp lake
#

in the interiors we only saw 2 masked and 2 thumpers

#

and that was all 3 days together

real crow
#

Quite a difference compared to me lmao

sharp lake
#

for a $300 moon it just doesn't feel like much is going on with it

real crow
#

1 day alone I had Loot Bug, Spore Lizard, and a Bracken

#

Outside had 2 Masked, Dog, and a Giant

sharp lake
#

we were using the dungeon interior so that could be part of the issue

real crow
#

I know if enemies spawn in the coffin room, they usually get stuck

sharp lake
#

if the masked don't already spawn outside, i think that would be helpful

#

i didn't encounter any giants on any of the 3 days so i wasn't even aware they could appear

#

even staying till like 10 pm

#

i think surface masked would make a lot more sense though. the whole flair of the map is surrounding masked and there's basically 0 cover for giants

#

i dont think giants would be very fun to deal with

real crow
#

All the other times before the LLL update I encountered only dogs

#

It was my 1 run after the LLL update I encountered them

sharp lake
#

i stayed on the ship with a shovel all day and night and never had to use it on a masked like i was hoping could happen

#

and on the inside my crew only encountered 1 masked on day 1 and day 3

real crow
#

I had to lock myself into the interior since there was no cover, kinda SOL if a giant spots you on the map

#

I only SOMEHOW got out thru sheer dumb luck, double sheer dumb luck cause a masked got killed by a dog as I was running the fuck to the ship while the Giant's back was turned

fading lagoon
#

I can increase the scrap and the outside spawns, the giants are just a very rare spawn it should only really be masked and dogs

gleaming forge
#

is it moon with map or only moon?

knotty palm
sharp lake
#

i think the outside spawns should happen earlier in the day. maybe even close to all day (around 10:30-11) so you have enough time to grab equipment and go in but it's dangerous all day otherwise

#

when we played there was a pretty good density of dogs outside, very late into the day; they just didn't come out early enough to be a problem for us

raven pike
#

problem with masked outside is with the layout of this map it could become functionally impossible to get back to the ship safely, let alone leave anyone on the ship for comms

sharp lake
#

we never encountered any masked outside. not sure if they're meant to spawn naturally or if they just weren't leaving the dungeon for us

raven pike
#

masked spawning inside then leaving the dungeon is how they work on every map afaik, dungeon interior they can get stuck though

#

facility, mansion etc. they'll try to make their way outside and go visit the ship

#

in that normal behavior you can conceivably mitigate it by people inside engaging and fighting them

#

but if they start appearing outside in fiat, the ship player is toast

sharp lake
#

shotguns instakill masked and it's pretty easy to shovel them as long as you aren't getting teamed. and usually, if you are getting teamed, it's because someone on your team converted or wasn't helping you deal with interior spawns

#

both feel like fair punishments i think

raven pike
#

I feel like the route to flavor for moons is having more unique-feeling spawn tables for monsters fitting their theme, so e.g. a high percentage of masked spawning inside covers the theme of the moon fine

#

masked appearing outside directly makes it very difficult bordering on impossible to leave someone in the ship

sharp lake
#

just my two cents anyway. love the visual design and i think the concept is cool, but in execution it does feel a little off, to me

#

there's a lot of chokepoints on the way to where the ship is parked and provided the masks aren't spawning in super huge amounts i think it would be manageable

#

im not sure how easy it is to make dogs spawn in high density and masked spawn in low density outside

#

i havent educated myself on the specifics of the spawn mechanics

raven pike
#

how frequently do you think the player on the terminal is going to have to check the exterior if masked can spawn at random out in the surroundings while the rest of the team is inside, especially earlier in the day?

sharp lake
#

but the dogs were mostly just roadblocks at the entrances for us, didn't really approach the ship or do much else

#

we had them patrolling the bridge which felt pretty cool

raven pike
#

generally speaking masked only start exiting a dungeon when they're done messing with the players in there, have already converted them, or have a wide open path to head there without players getting in their way

sharp lake
#

you'll also have a radar on yourself you can switch to

#

and you can even leave a radar booster out near the path to the ship if you want to be extra safe

raven pike
#

I just think it's liable to make it unplayable for a lot of people if you hike up masked outside out of nowhere, I don't think there should be an expectation that most groups are going to have a shotgun on hand and it's a big ask to juggle providing meaningful monitor support and also continually go play with the door and hope to spot masked spawns to try to shovel them if they're turning up.

sharp lake
#

idk. that's totally fair

#

in its current state i just dont feel like it lives up to the theme it's presenting, and the exterior feels far too safe

raven pike
#

I think it may be a case of whether or not you're balancing the difficulty around players with a high degree of LC 'mastery' or savvy

sharp lake
#

the description makes it sound like "harder rend but for less routing money"

#

with lots of masked

raven pike
#

all I know is I take groups of 8 casual players + 1 monitor player to this moon and fairly often have half the team wind up masked

sharp lake
#

and at least on our run it felt leagues easier than rend and just kind of boring

#

we played in a group of 4

#

3 inside and i was on terminal

#

only met 2 masked across all 3 days

#

it's possible luck just dealt us two very different hands

raven pike
#

Were you on dungeon interior those days?

#

because masked have a really hard time with the dungeon interior currently

#

they get stuck frequently

sharp lake
#

yeah, by the sounds of things that probably contributed a lot

raven pike
#

combined with how big the dungeon interior layout can be there's a fair chance that a number of masked spawned and were stuck in wings you didn't reach

fading lagoon
#

Okay i got it so dogs spawn at 10:30 to 11

sharp lake
#

as an aside i also dont think eclipses are working properly

#

the first weather variable for eclipses sets the minimum amount of monsters that spawn when there is an eclipse

#

i think every single modded moon i've seen has min spawns set to 1

#

equivalent to experimentation, assurance, and vow

#

atlas abyss actually has min spawns of 0 it seems, meaning monsters dont spawn at the start of the day during eclipses like the other moons

#

for comparison, march has 2 minimum spawns during eclipse, rend and titan have 3, and dine and offense have 4

#

1 or 2 would probably be fair for AA considering masked are in the outdoor spawn pool

fading lagoon
#

True I forgot to set it to something woops

sharp lake
#

having the possibility of landing into 3 masked sounds like a nightmare

#

LOL

#

anyways

#

all my feedback is based on a single 3-day visit and also used the dungeon interiors, which sounds like it could have contributed negatively to monster pathing

#

i do look forward to revisiting it and i'll be keeping an eye out on future progress

#

this is a really cool level, overall. very unique flavor you don't get from any other moon

fading lagoon
#

Ill work on outside spawns and fix the eclipse should be updated later today

green phoenix
#

Ah just noticed it was 5, yeah I'm not sure how they even work on this moon without a mod like motionsense

#

Unless there were things to hide behind because you really have an open cliffwalk, 2 open large areas and the bridge

sharp lake
#

a 5/(60+30+5) = ~5.26% spawn chance is kind of alarmingly high

#

for a planet with almost 0 cover

raven pike
#

Giants are a rough fit for this exterior in general, like they can just park in front of either exit and you're screwed

fading lagoon
#

I could just remove giants from spawning

#

Make A giant theme map instead

raven pike
#

that could be rad -- spelunking your way up strange giant-proportioned structures

#

jack and the beanstalk hiding out behind weird giant alien furnishings trying to avoid detection

sharp lake
#

i think masked + dogs alone is an interesting combo, especially with the terrain setup

#

giants feel like they'd be kinda uncounterable

#

somehow worse than offense giants - there's basically no cover from giants on offense, but at least there's open space and an upper route

fading lagoon
#

Yeah fair points ill remove them

real crow
#

Dogs I find is completely fine too, especially since they can also outright kill some of the masked that spawn

Giants however are such an extreme pain with the lack of cover to avoid line of sight, and problem is cover in a map like this I think would just clutter the map moreso than add to the atmosphere/scenes of the map

green phoenix
#

Also remember that Zeekers will be adding monsters in the coming updates, you'll have more to work with soon

forest summit
#

I hope any future outside monsters have more counterplay because trekking through Vow with a gold bar or something is awful when theres giants out 😭

knotty palm
real crow
#

I presume Lasso Man is possibly the next to slide into the game unless a new thing immediately gets yeeted all at once into v50+

forest summit
sharp lake
#

supposedly v50 has "lots of new creatures" and additional interior variety coming

#

i do hope lasso man gets polished up and implemented, it's a cool design

knotty palm
#

do we know when its releasing or not yet?

sharp lake
#

not really

forest summit
#

will probs be a while since Zeekers is an independent dev

sharp lake
#

zeekerss has been taking a break from working on lethal company and has said it will probably take longer than v45 did

#

kind of a discussion for another channel, anyway

real crow
#

Dogs & Masked for the outside I think is enough as-is

forest summit
#

agreed

real crow
#

Genuinely is interesting when outside either gets something new or an indoor enemy appears outside

Only problem is indoor enemies occasionally have their AI react strangely when it comes to outside NavMesh for some reason, Masked doesn't quite have that problem since it was designed to also traverse outside

#

This problem can be seen most notably on Wesley's moons (Infernis and Etern)

raven pike
#

It seems Spore Lizards lose their mind trying to navigate outside seeking hiding places

real crow
#

Yeah I heard about that from the Acidir thread, I'm thinking what's happening is they're trying to find a new "room" than the one they're in to hide in

However in the room sense, outside is just 1 big room so it'll just constantly run and spam at console to try to find a new room but fail to do so since there's no other rooms it can find

raven pike
#

poor things, agoraphobic

real crow
#

The room check thing is probably why the FPS tanks so heavily when it's running away outside

faint tangle
#

should there be a space in the config name when using this map with Scoopy's interior?

#

I'm just completely stuck on the "Random Seed"

frigid agate
#

that's what I have and yeah it works, I get Scoopy's dungeong 99.9% of the time now

#

@faint tangle here's my Scoopy's config

faint tangle
#

When using a space I get stuck on the Random Seed after landing the ship, it never actually starts

#

i removed the space and it works fine

cyan drift
#

hm

#

every copy of lethal company is personalized!!!!

faint tangle
#

I tried multiple times with the space just in case something went wrong but, no avail

#

first time without it worked just fine and the interior worked as well

cyan drift
#

mine also has a space and works fine tho

faint tangle
#

could just be a modpack thing

#

my custom one has 70 mods so

cyan drift
#

I have 115

faint tangle
#

is that with APIs and Libraries?

#

i didnt count those

frigid agate
#

my load order with APIs+Libraries+Sound/ Video mods is 117

#

lots of custom moons and gameplay stuff

cyan drift
#

lemme count without

#

should be easy since i put them at top

faint tangle
#

they tend to inflate numbers a bit

cyan drift
#

99

faint tangle
#

nice

frigid agate
#

I'd estimate even with all libraries and APIs removed I'd have around 90 something mods too yeah

#

I don't think it really matters though since if you're getting stuck on dungeon gen that miiight be a mod conflict somwhere

cyan drift
#

anyways atlas abyss just got updated like 6 mins ago

#

I wonder what the update was

frigid agate
#

I would honestly say try running just Atlas+Scoopy's to see if they're playing nice, if they are then re add mods in

cyan drift
frigid agate
#

more masked enemies, my favorite

fading lagoon
fading lagoon
#

Anyway If anyone needs help porting to LLL I can try and help

fading lagoon
faint tangle
fading lagoon
#

can you send the mod list code

celest viper
#

Legitimately map designed around em

fading lagoon
#

I have 3 more moon ideas but Im also in the process of helping people with LLL

fading lagoon
forest summit
#

ooh exciting! I think you've done fantastic work with Secret Labs and AA so far

celest viper
fading lagoon
#

Yeah in my opinion I hate enemies that cant be killed so I tried not to put any of them in the map

celest viper
#

Valid. Normally I prefer dealing with dogs or baboon hawks, with giants kinda being a "meh" for me but fine if they fit thematically

#

And if the map adds a good amount of cover to balance them

#

But Atlas Abyss is a map with a TON of theming specifically towards Masked, so I give it a pass

fading lagoon
#

I thought 5% chance would be like a nice rare annoying thing but it seemed to happen alot

real crow
#

And when it did happen, they sucked real hard to counter :|

celest viper
#

Yeah, Atlas Abyss doesn't work well for Giants

#

Too many long straightaways with no alternative paths

#

Dogs are already rough on the bridge

fading lagoon
#

I have an idea with giants and the bridges like on vow

#

the ones that break I think it would be funny being chanced by giants with a limited about of bridges

fading lagoon
celest viper
#

And if a giant sees you from the bridge, the other entrance is a straight shot across

#

Their vision was nerfed but its still long enough to screw you over

#

Combine that with a single dog and your counterplay is ruined

fading lagoon
#

Yeah thats very true its more skill based now instead of luck based

fading lagoon
#

Its already updated to that but i removed giants

celest viper
#

Yeah, dog + Masked still sucks ass but lets you decide if you think you can get away from the dog before the Masked arrives, or kill the Masked away from the dog before it wanders over and hears the commotion

#

Zingar, I beg you, please don't make this map too hard and too late-game, I'm tired of every moon being a post-Titan moon, we have so many of those on the market already

#

I love Atlas Abyss being harder than Offense and March but around Rend level and easier than Dine/Titan imo

vague tangle
#

Offense is harder than rend and dine btw

tacit prism
#

real

green phoenix
#

I love offense

#

I will beat up thumpers

tacit prism
#

42 coil heads

#

8000 sentry turrets

#

68000 mines

fading lagoon
#

thats still too easy

green phoenix
#

Enhanced Lockpicker, Kill it with shovel and Throwable everything

tacit prism
#

i do hope more moon makers end up making some more early game moons to spice things up :)

fading lagoon
green phoenix
#

Baby jail

tacit prism
#

i get why people tend to make the harder ones since that's the ones you'll be playing most of end game tho

celest viper
#

Offense is definitely shockingly rough

#

Maybe, but I prefer a more casual playstyle and like having easier moons to go to

tacit prism
#

also inaccessible fire exit with out pipe jumping from the ship or extendo ladder

green phoenix
#

Jetpack time

celest viper
#

Rocket boots time

tacit prism
#

oh right and jet pack

green phoenix
#

I mean if you use the fire exit with an extension ladder you can just drop items onto your ship without needing to touch the ground

#

I've played a copius amount of Offense, it's by far my most played moon solo

celest viper
#

Offense is good loot, but it is shockingly hard

#

So many turrets

fading lagoon
green phoenix
#

See that's why I love kill it with shovel, allows player counterplay to terrible turret spawns

green phoenix
knotty palm
green phoenix
#

It lets you disable turrets with the shovel

#

For a configurable amount of time

#

2.5 hours is fine for me

knotty palm
#

What about making the zap gun do that instead?

#

That would just work better imo

#

I don't think shovels need more use as many players already always take one in with them

green phoenix
#

Honestly the poor zap gun needs more love, but it's soo damn buggy and has been since the start of EA

#

It's tracking still prioritises players over creatures, but i'd love it to have that sort of use

green phoenix
vital panther
#

I will have to give this one a try with my interior mod

celest viper
#

Zap Gun breaking turrets would be killer

torpid lark
#

why doesnt skoopy's variety mod work

#

with this

frigid agate
#

it does last I checked

torpid lark
#

maybe my config is off

#

whats the level called

#

i put in "Atlas Abyss"

fading lagoon
#

can you send screen shot of config?

torpid lark
humble kestrel
#

You need a rarity value after the moon name

fading lagoon
torpid lark
#

spacebar?

fading lagoon
#

So "Atlas Abyss99999"

torpid lark
#

ok

#

this is perfect with scoopys

#

i wish i could config the monster spawns and scrap amount though

#

i want to tweak this to be the hardest one in the game

fading lagoon
#

I think there are mods that increase spawns and scrap already

torpid lark
#

of specific moons?

fading lagoon
#

not of specific but overall

torpid lark
#

i need specific

fading lagoon
#

could post that in mod ideas

torpid lark
#

@fading lagoon

fading lagoon
#

yes?

torpid lark
#

wait hold on

#

it didnt update

#

lethal config

#

it wasnt scoopy

charred python
#

Is this mod compatible with MaskedEnemyOverhaul's making the Masked spawn on all moons at bracken rates? Specifically, will that reduce the spawns here?

celest viper
#

Which I recommend for modded maps to not have their weights altered

green phoenix
#

@fading lagoon Too fast for the time 🏃‍♂️

#

Also audio desync cause I didn't convert file to .dif, thanks vegas

green phoenix
odd tiger
#

I don't think it's just a time thing. Tested the moon for the first time last night and got the same clock issue, but I took way longer

green phoenix
#

I don't go to the main entrance much, does this only occur with the fire exit?

odd tiger
#

I did go in fire exit first actually, I'll test again in a bit

#

But even if that's the case the clock should spawn in before I enter, unless they swapped afterwards and I didn't notice

green phoenix
#

I'll do a couple tests on my test save and see

odd tiger
#

It is the act of entering the dungeon in any capacity that breaks time. It does work fine prior.

green phoenix
#

Yeah I done a couple tests as well, entering in regardless does this, doesn't matter if it's main, FE or inverse teleporter

fading lagoon
#

Ill look into it again

vague tangle
#

whats the issue going on?

green phoenix
#

Inside the dungeon is treated as outside, you get outside ambience, echo effects and the timer applied

#

Vice versa when you leave the dungeon

vague tangle
#

yeah thats audioreverbtrigger fuckups

#

uhh

#

heard

green phoenix
#

Also material footsteps, everything outside sounds like a hardwood floor

#

Unrelated to the dungeon but thought i'd like to mention it, the ambient wind tunnel sound in the cave is great

#

Does fog play nice with this moon?

fading lagoon
#

I can turn fog on but you will fall off the map most the time

gentle cargo
#

Ok I love that the new update has a lot more masked but I think it could be a bit less because it can get a bit out of hand because they can transorm into more and they can leave the building so it is soon apocalypse of masked
maybe just a little less inside because as long as only one spawns outside it is totally manageable

green phoenix
#

I'm not sure if a light ambient fog can be applied or if it is just the weather effect, i'd like it in the pool

fading lagoon
#

Can do both

west drift
#

Tbh

faint tangle
#

I had the same issue as last night, where we got stuck on the "Random Seed" and never ended up loading into the map.

#

Zingar do you still want my modpack to test, I didnt even notice you asked last night

faint tangle
#

actually seems likeits not just your map, just happened on another one too, so nvm

celest viper
#

DustClouds would be a good weather for Atlas tbh

charred kraken
#

I agree, need that Ambiance

austere jungle
#

Huh so the moon's price is 0 despite it saying 300 in terminal . I didn't change anything in the mod's config nor did I add it in AdvancedCompany's moon price tweaking

supple panther
#

LLL is fine on its own and with custom interiors and lethal quantities will work but not with any new moons

#

quoting bananapuncher from github "Yes, they do something with the EnemyTypes that I need to investigate. They seem to be invalidating some EnemyTypes for some reason."

supple panther
#

i dunno his discord

vague tangle
#

@supple panther I’ll message them tomorrow but I think their doing gross stuff in their code unfortunately

#

Some of their patches are set to Priority.First which means all their stuff happens before all the Lll stuff

analog shuttle
#

whats the internal name for this moon ?

#

@green phoenix

forest summit
analog shuttle
#

yes i am using it for config

#

gonna make the scoopies castle dungeon interior

forest summit
#

you can set the config for that like this

#

99999 is if you want is basically guaranteed

analog shuttle
#

ok i didnt know that thanks

#

but shouldnt i just make the garaunteed spawn true ?

#

and it will be garaunteed anyway

raven pike
#

if you don't want varying chances on other moons yes

#

you'll want to leave it false if you go like Atlas Abyss99999,Aquatis300 etc.

forest summit
#

^

analog shuttle
#

oh ok

#

and if i do that it will only spawn on them moons garaunteed ?

#

do i make the castleDungeonMoons = all ?

#

@raven pike

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@forest summit

raven pike
#

list

analog shuttle
#

oh ight

raven pike
#

If you want specific moons make it list, then list those moons separated by commas

analog shuttle
#

oh ye ye

raven pike
#

If you want some moons to not always be dungeon you give them a value of 300 or similar, if you want a moon to be guaranteed 99999 effectively does that

analog shuttle
#

how do i ss

raven pike
#

The way LC decides on the interior is by putting 'tickets' into a pool essentially, and by default the base game facility interior is 300

analog shuttle
#

i wanna see if ive done it right

forest summit