#Atlas Abyss (Custom Moon)
1600 messages Β· Page 2 of 2 (latest)
what do i press to ss
search snipping tool on windows search bar if youre using windows
ight
and then copy and paste the pic here
I am having this problem about Atlas Abyss not being able to have its price configured and for some reason, is a free moon even if I don't edit it
The shotgun is not very helpful.
are you perhaps using a mod manager?
As LC items go, it's pretty decent, but it has many confounding factors.
also you can set castledungeonguaranteed to true i think since youre just gonna have those 3 moons at 99999
It's not useful against the spider, as shooting at it with the shotgun is basically gambling shells for a low level enemy kill that would've been frankly easier with the shovel
?
It only holds two, and if you want to bring a reload that's another two inventory slots taken up.
yes read my above messages
oh mb my dc is buggin
Can someone give me link to the mod pls?
Last round the inside and outside got switch up and you saw the time only inside + the controlcompany mod only showed outside enemys inside
Would it be okay to have a config for outside spawns on the moon? Our group play with MaskedAIRevamp and Overhaul, overhaul has a spawn limit but outside spawns seem to bypass this and with MaskedAIRevamp the game gets ultra laggy
Only really a problem on Eclipsed to be fair
New indoor spawn changes are good, I feel currently it's a good balance between offense and rend
if too close to the main enterance i cant interact with it
just got me killed unfortunately :(
had dogs camping outside so i slammed my face into the door and went past the interaction zone
I fixed the doors doing that still trying to work out why the inside and outside are switched
1.1.3
- Fixed audio reverbs so outside and inside doesn't switch.
- Added different footsteps.
- Added foggy and dust clouds weather types.
- fixed door collision
π
played this one for the first time last night - gotta say this is one of the best custom moons out right now!
I recommend using Scoopys Variety Mod with this, as that dungeon interior goes really well with this moon
@fading lagoon Secret labs wonβt work in game, I have lethal expansion core, and I also use atlas abyss and that works perfectly fine, any idea with whats wrong ?
I also have lethal level loader
@fading lagoon I think we got a very bad seed, we had like 6 or 7 masked in total and it got ultra laggy, this wasn't even eclipsed! Eclipsed was tame compared to this π
You might have gotten very unlucky if all the outside spawns as masked and some leave the dungeon
Yeah i'm hoping to keep the indoor spawns controlled with masked enemy overhaul, weight 15 max of 2, what's the weighting of Dog:Masked outside?
Actually mechanically, does masked spawn outside add to the outside power level?
I'm just curious about that cause there's a different moon mod where I can't wrap my head around at how in the world so many enemies can spawn outside
||For context I'm referring to Wesley's moons, where the fellow likes to add 1 indoor enemy type outside, Etern seems to have a problem of potentially spawning a ludicrous number of Nutcrackers outside||
Like... π€¨
||The firing squad has arrived||
There is no loot. Leave.
Is it possible to add compatibility with advencedcompany so you can edit the moons properties like min/max scrap or Monster rarity?
love this moon and its looks. i havent seen any baboon haws yet, and they seem like theyd be a great fit for this map
any plans to add them?
I feel baboon hawks would be very awkward with getting caught in "gang warfare", as well as narrow areas it's just impossible to get past one. As of our group's experience outside of the masked numbers outside the dogs are fine especially paired with mantacoils, mantacoils make them go crazy and it's really funny to watch someone try to get past a lunging dog
No baboons is better
I feel like the jumps are a little too hard because if you have like any decently weighted scrap you cant really do them very easily
For some reason when I try to get in the moon it soft locks me on waiting for crew
I've had to do a couple jumps where some items are dropped and I need to go back again, maybe some wooden planks connecting a few of the pillars would help there?
I could add some planks to shorten the jump, since I dont think you can actually make it if you are carrying heavy scrap. Also I dont really think the baboon hawks would fit in with the since its so cramped in places
1.1.5
-Massively improved navmesh.
-Added planks to shortcut jumps.
-Enemies can now jump to the first platform of the shortcut.
yay
Nice
this moon doesnt ad any scrap, correct?
Correct
This mod has some major lag with it
landing with the unofficial korean patch installed causes a softlock.
It seems to be related to item names, cuz the this patch changes the names of items in the game (or enemies)
yo
if i wanted to add a specific interior to this map
what do i do
Moons and rarities should be provided as a comma seperated list in the following format: 'NameRarity' Example: rend300,dine20,experimentation13
Atlas Abyss300
or whatever number you want
usually LethalLevelLoader is pretty lenient with how you name the moon
I just tested with this:
Experimentation30,Assurance20,March20,Titan30,Aquatis30,Egypt200,Infernis150,Atlas Abyss500,Orion200,Etern80,Conviction30
For scoopy's dungeon mod, and it worked. what interior mod are you using?
Weights work as a % chance, so if default is 300 and dungeon is 300, itll be 300/600 = 50% chance to appear
soopy
If you want it to always appear, you can do Atlas Abyss99999
You can also set this to true in the configs to test
I might just go in to my configs and change all moon spawns to be more proper percentages tbh lol
Makes it easier to read and edit
That'd be nice
Keep in mind the default for most moons is 300
Which I'm not sure you can edit
I think you can using AdvancedCompany
Oh right
when buying orbit for this moon from the terminal, does anybody else have the terminal become stuck and refuse to acknowledge any other commands until you leave the terminal and go back into it?
It only seems to happen when I pay for orbit for this moon and it puts my text line at the end of the sentence instead of below it, and when I type store it just does nothing when I hit enter. Small but annoying bug, is this a known thing or just me?
this mod doesnt seem compatible with Advanced company anymore
also the door shutters don't seem to do anything on this moon, I've had dogs lunge through them and masked walk right through them but remain invisible because they are visually considered to be outside the ship so a phantom just takes you lol
There is a config for the moon to change the price
Iβm looking into the ship doors not working properly
nvm its a advanced company problem. no modded moon seems to work
it's actually technically on the LLL end afaik but there's an update coming to resolve it
^ LLL has an update coming, will be fixed in there hopefully π
played this solo was really goofy and funny
Forgot to say that me and my mate experienced foggy for the first time since it got added, absolutely brilliant, very spooky and very nice
1.1.6 cause a lot of frame rate drops that 1.1.5 doesnt have an issue with. Also this will probs be silly but any chance that the moon name might be changed to fit the nameing schemes of vinailla moons? like 99 Atlas or something? Thanks for all your hard work the moon is very pretty and well made!
Out of curiousity where in the game would that naming scheme be relevant?
its totally not relevant at all i just couldn't stop my OCD from saying something silly. Apologies lol
what do you mean?
oh like, in the moons list on the terminal
Like currently it says Atlas Abyss in the moons list
i dont use lethal expansion or core
018d4d17-cf25-808b-ed6c-c45e80de8dc1 is what i'm currently using
and of course one moment!
oh lol... never mind.
I could have sworn it was listed like that but I'm just uh silly
sorry ... π
okay my brain just like had a segmentation fault when I typed that up. This is what i meant... Again sorry π
what's the name of that mod for the screens?
CorporateRestructure
Has some incompatibilities from what I've heard. GeneralImprovements also does something like that.
yeah corporate restructure absolutely has compat issues
generalimprovements is a very good alternative
okay, thanks guys for the info!
What compatibility issues have you guys faced using corporate restructure? I've not experienced anything and I've used it since it got added
Having a bug where new saves start with Foggy weather while this moon is enabled. Removing only this moon fixes it. Here's the profile code (has LLL stuff disabled atm while I debug other things): 018d4e87-c698-78e8-655c-8de1ebbe369c
Not a bug
Basegame first weather selection is consistent based on the amount of planets
Oh really? That seems odd considering basegame's amount of planets never changes lol
i guess you wouldnt really want that variable to change, but its a strange variable to use for weather selection
i hope someone makes a mod that ""fixes"" this. annoying to have to pick my poison whenever i start a run, since literally everywhere has weather with my moons
This is one of my favourite moons to mess with, this compared with the dungeon interior is amazing
make more moons man keep up the good work
I have a new moon in the works
AHHHHHHHH
I can't wait to see, Atlas is our group's favourite moon by far
ooh, wonder what it will be
Hey, I was toying around with a mod called LethalQuantities in an attempt to get modded scrap to spawn in AtlasAbyss, but it didn't seem to work. I tested out the map on both Starlancer and Infernis, using LLL and LEC respectively, but both worked just fine. This is the error I got.
do you think this is possible to fix?
Interesting, I wonder if this also happens using AdvancedCompany's Moon parameters via presets, I don't have AA in my pack but I know it's worked with editing in stuff for Ganimedes
The mod doesnt work for me, it makes it so it become 7 days and a few hours on the deadline, makes it so I can't properly use the prompt. And the moon doesn't appear. Is this an issue I can fix? The moon looks so cool but It never seems to work for me.
!!
mod list?
Sounds like a compatibility issue. do you have LethalExpansion, and if so, do you have LethalExpansionCore?
heyo, new here just wanted to know if anyone has encountered this issue or know how to fix it?
only happens when i try and land on secret labs, and atlas abyss. just stuck on the "Waiting for crew" screen even when playing solo.
huh, never seen that error before
what mods do you have? can you send a list?
if you're using r2modman, just go Settings -> Modpack -> Dependency String
then copy that and paste it here on discord, it'll automatically change it to a file and upload on chat
it did not change to a file xD
huh
that's not usual, did it not link a "message.txt" on the message box?
then just delete the message
it did no, i guess i just dont have that many.
ah it's okay then, send it away
BepInEx-BepInExPack-5.4.2100
FlipMods-TooManyEmotes-1.8.6
sunnobunno-YippeeMod-1.2.3
anormaltwig-LateCompany-1.0.10
RugbugRedfern-Skinwalkers-4.0.1
FlipMods-BetterStamina-1.3.2
KoderTeh-Boombox_Controller-1.1.9
Rune580-LethalCompany_InputUtils-0.6.2
KlutzyBubbles-BetterEmotes-1.4.2
notnotnotswipez-MoreCompany-1.7.6
Mhz-MoreHead-1.2.5
Hexnet111-SuitSaver-1.1.4
Ozone-Runtime_Netcode_Patcher-0.2.5
Sligili-More_Emotes-1.3.3
Sai-SaiCosmetics-1.1.0
fonnymunkey-SimpleHats-1.0.0
EliteMasterEric-WackyCosmetics-2.0.0
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.14.2
Booos-StupidAssKitty-1.0.7
tinyhoot-ShipLoot-1.0.0
no00ob-LCSoundTool-1.5.1
Clementinise-CustomSounds-2.3.2
raydenoir-SCP173CoilheadSFX-1.3.1
HolographicWings-LethalExpansion-1.3.25
Zingar-SecretLabs-3.3.4
AinaVT-LethalConfig-1.3.4
Gemumoddo-LethalEmotesAPI-1.4.0
x753-Mimics-2.3.2
MegaPiggy-BuyableShotgun-1.0.4
MegaPiggy-BuyableShotgunShells-1.0.5
malco-Lategame_Upgrades-3.1.1
JunLethalCompany-GamblingMachineAtTheCompany-1.3.5
IAmBatby-LethalLevelLoader-1.0.7
Evaisa-LethalThings-0.9.4
jaspercreations-Scopophobia-1.1.1
Badham_Mods-SCPFoundationDungeon-2.3.1
Zingar-Atlas_Abyss-1.1.6
(im too used to huge modpacks)
Install lethalExpansionCore
regular LethalExpansion is incompatible with LethalLevelLoader and breaks custom moons+dungeons
would i need to uninstall LE and only have LEC or keep both
do you use LE for anything other than dependencies?
not that im aware?
on the setting menu, you didn't change anything?
no i reset everything to default. because i wondered if that changed anything
if not, then you can just remove LethalExpansion, it's not doing anything at all for you. I'd disable it instead of deleting it
to avoid it installing again on future updates
when you click disable it'll ask if you wanna disable it along with the dependencies. you don't want that, select "only disable lethalExpansion"
then install lethalExpansionCore
and that will fix all the issues with the moons
Thank you so much!
no worries, happy to help!
Hi, sorry this might be a little silly to ask but how do I check my mod list?
Or do I have to go one by one and name it from my folder
if you have every mod in your profile active, you can just go to r2modman/thunderstore manager -> Settings -> Modpacks -> Dependency String
just copy the test in there and paste it here
If you're doing via manual install then you'll uh, just need to check where you got them placed and list off to the best of your ability what you got
i keep forgetting ppl manually install mods
I assumed they might be manual installing when they mentioned "from my folder"
ooh, good catch. that didn't register on my brain at all
I know an exact fix, re enter the save file and it clears up
only happens when you just get in for the first time
/ relaunching game
so just get in and out and it fixes
Same issue persists after reloading the game, re entering the save file etc
i mean like
try to
enter the file
and exit
and re enter
unless thats what you meant
its how i personally fixed it so
it usually happens on modpacks with
a massive amount of mods
or game master
Mod List (I tried to list it manually so this might be a bit weird sounding)
- Lethal Config
- Custom Emotes API
- ExtradaystoDeadline
- FacilityMeltdown
- SnatchinBracken
- AtlasAbyss
- Buyable Shotgun
- Coilheadstare
- Customsounds
- Diversity
- Gamblers Mod
- LC Sound Tool
- LCOffice
- Lethal Trading Company
- LethalExpansion
- Lethal Lib
- Lethal Mission
- Terminal API
ok
yeahh i did that
could be mission office diversity or shotgun, most likely shotgun
or extra days for deadline
i suspect its this
try disabling 1 at a time
and entering
and stop when it works
then enable some others
ok thank you will do
lmk how it goes
how did u get that mod to work
@full coral
the one with the screens in the ship
did u fix?
Yes, uninstalling lethalexpansiom and instalong LethalExpansionCore fixed the issue
Hey, I got all the dependencies installed (LethalLevelLoader, Evaisa-Hookgen, Evaisa-LethalLib and LethalExpansion and LethalExpansionCore are installed too), but it still gives me "there was no action supplied" when I try to type in "Atlas Abyss" in the moon selection for some reason, anyone know's what it might be?
Do I need to delete or install something to make it work?
Oh spaces..
I might have whoopsied
@uneven perch βAtlasβ should work?
Wrong person soeey
Sorry*
@azure crescent
It didn't
(Console that starts before the game has no red error messages)
For some reason
Okay I made it work!
If anyone incounters that, I just manually placed "atlasabyss.lethalbundle" and "atlasabyssscene.lethalbundle" into the "Lethal Company\BepInEx\plugins\IAmBatby-LethalLevelLoader-1.0.7\plugins\LethalBundles"
It said that it would automaticly do that, but I guess not
are you not using a mod manager
well I mean its not necessary obviously but it helps
Unsure if the map is at fault or not, but do not know where else to post. When my friends and I play the only modded map we can see on the terminal is Atlas Abyss. We can select to go to other (we have orion, aquatis, and aa only) moons but then the game crashes
Backport LethalLevelLoader or wait for an update. Any moon that uses LE/LECore is currently incompatible with LLL with the newest update, should hopefully be fixed soon, Batby is figuring out the issue as we speak
that message was sent before 1.1.0 π
oh
uh
huh
Maybe they didn't have LECore
And just had LethalExpansion?
Idk

This was the issue. I remade the modpack last night and forgot to add it. Now it is at 1.1.0 though. Is unintalling and manually selecting LLL to an older update the best course of action?
Yee, for now
And then keep an eye out for presumably 1.1.1 in the soon future
Awesome! Thanks a bunch for the help.
No problem!
I like helping handle chaos when popular mods break 
That way the devs can focus on making them work again
Atlas Abyss is failing to download for me
anyone else?
having the same issue with Kast too
@fading lagoon
for about 16 hours I haven't been able to download the latest version of Atlas Abyss
manual download on Thunderstore still works
Thats weird it works for me
Do you have download cache on?
for people who haven't installed the mod I'm pretty sure it appears like this
the same thing is happening with Kast
@fading lagoon how much scrap spawns on atlas?
like comparing to vanilla moons, im trying to see where i want atlas for balancing
Its slightly more than rend
I just did a full wipe and reinstall of r2modman
1.1.6 still won't download, 1.1.5 does
Update on this
apparently its a very rare issue
only happened to one other person that I could find recently
the fix is just turning on a vpn
super weird cause I was able to download normally a few days ago
Dude there are some weird weird issues caused by VPNs and servers, I recall having a tunnel VPN for my friends hosting Minecraft over LAN cause my friend wasn't confident with starting a server, this vpn was also on and stopped me from connecting to Elite Dangerous servers, I suspect a similar situation with the thunderstore download servers
With my current modlist, Atlas Abyss and Secret Labs do not show up at all with the newest version of LLL. Unsure if this is known. Seems to me like moons with spaces in their names are no longer showing up in LLL.
This only applies to LLL moons, ones made with LethalExpansion work fine.
LLL is working fine other than that one bug for me
Which is why I'm mentioning it
Β―_(γ)_/Β―
It's apparently a known issue with LLL that moons with spaces in their names aren't loading, a temporary patch could be applied on Atlas Abyss' side
personally I'd prefer the typical "Number Moon" naming scheme anyways, but that's a me issue
Considering Zingar made both and its known there won't be a fix for four days, I personally would rather use the new LLL with all its new features and give up Atlas Abyss/Secret Labs for a few days, so I just wanted to come mention it
Atlas Abyss share the same shortest abbreviation, alt, as Atlantica from Wesleys Moons.
However, the latter is preloaded, causing whether you enter alt or atlas abyss, it will be directed to Atlantica in the terminal.
This is a known issue with LLL and likely needs to be fixed from LLL's end
maybe add a feature that allows user to customize the abbreviation of every moons and the default is first three letters like before.
same
did u ever figuire it out
Uninstall any mods that skip the loading cutscenes or online/LAN select
ok thx
... uh
concern
Am I the only one having this error?
The moon ain't loading in.
oh yeah i just realized it's disappeared off my list
both atlas and secret labs seem to not be on the moon list
Well i do have atlas and secret labs on my list but both of em don't work.
Does the dev know that there was a new mejor update to LLL?
oh wow, i removed intro tweaks and it also increase my fps a decent amount
is it only for me that very few masks spawn in this map? Aren't they originally supposed to spawn a lot?
I also have another issue now, i can't even go to this moon since writing atlas abyss sends me to atlantica moon somehow
Is there any word other than atlas that works for routing? atlantica is overriding this moon
Also anyone remembers the difficulty rating?
The issue is being looked into
The risk level is D
i tried everything and every combination of words, but i can't get to route to atlas abyss.
but do you know if the thing with the masks works properly? like, aren't they supposed to spawn more?
try on new lll update
I have the last update. How does it solve the issue?
i just opened thunderstore and didn't see it
mod client might be taking awhile to refresh π
i see now that it is one version later than mine, but it doesn't ask me to update yeah
maybe i can just dowload the mod again hoping it wont remove the config file
but is it supposed to solve the name issue?
yes
Seems like masked have a chance to spawn in with broken ai or something. They just stand by the vent and it spams the logs
BepInEx-BepInExPack-5.4.2100
Evaisa-LethalLib-0.14.2
IAmBatby-LethalLevelLoader-1.1.6
Zingar-Atlas_Abyss-1.1.7
dancemoon-DanceTools-1.1.4```
Not sure if it's a LLL thing or just the moon. I could only replicate it on atlas though
I can back this bug up. Using Control Company you have two Masked options. The first is horribly bugged and will not inherit any modifications to the Mask or AI it seems and will become this broken masked that only the host can see. However they still take up power and are persistent from moon to moon even on the company.
These broken masks may be due to the duplicated spawn chance in the mod. One masked has an 80% chance to spawn and the other 40%
Although this persistent broken mask issue is only repeatable using Mirage i believe if it is default the broken ones do get cleared. But there are still broken ones
Forcefully spawning one of these masked shows that it has not animations
Here is the log up until it becomes spammed with issues
Manually changing the config to remove outside mask spawns and the second spawn seems to fix the issue however.
Masked now stutter inside and can't pathfind for long before trying again. But this seems to come from Mirage/Scoopys interior
The combination of the three mods causes it.
Unsure of how or why using any combination other than the three causes this issue
so if any of the 3 doesn't get used, the issue isn't there?
hmm i wonder if this affects anything: https://github.com/qwbarch/lc-mirage/blob/e983a4c7eabbf7336102b23bfed9915edc9ba142/src/Mirage/Patch/IgnoreNavMesh.fs#L26-L31
other than this, mirage shouldn't have anything that could potentially cause any conflicts
Yeah if Scoopys isn't used it's fine. If Mirage isn't used it's fine
i just saw your new comment on the github issue
this might actually be from what i just linked
do you mind helping me test this specifically? i'll remove that change and give you the dll
and then see if the same issue occurs
Sure
thanks i'll dm you in a bit
Thank you for letting me know Iβll upload a fix soon and see if that fixes it
not using Mirage and it's still bugged for me
rip outside masks spawns :(
i had this issue happen on startlancer maps, so i assume this isnt Atlas' fault
we could always blame the new LLL
I definitely miss the outside mask spawns - I thought they gave the map some extra personality!
are mines/turrets are able to spawn on this moon ? I never saw one on it
@fading lagoon Just wanted to let you know that you seemingly have never set a risk level for Atlas Abyss, which causes it to appear as a D rank (equivalent to Assurance) when using any mods that display them.
It never occurred to me before now that the vanilla risk levels don't make much sense either. Experimentation listed as the riskiest free moon? Weird.
how do you have your moons sorted like that? Thats so cool
that mod displays price and difficulty, but you sort them with LethalLevelLoader (there's a config option)
so do both to replicate
the default nutcracker max is 10
the reason you never see it on other maps is because of power level most likely
but nutcrackers have a high rarity compared to outdoor enemies
hence i figure the game is just favoring the nutcrackers over fgs and dogs and it's hitting the max on occasion
personally i fix this by manually editing all my spawns lol
hey, I think there is a problem when using wesley's atlantica moon along with this mod, as typing in "atlas" or "atlas abyss" always opens up the "atlantica" moon. is there a workaround to that?
Type in AtlasAbyss
I went here, got inside, heard footsteps and immediately turned around and left. 10/10 moon, would not go here again.
Real talk I love the vibe of the big spooky door and the giant crevice
So I was testing this moon for a pack I'm putting together for friends. Everything was fine at first, but when I was entering the facility (vanilla interior because I hadn't configured them yet) my framerate started tanking, and progressively kept getting worse until I was barely able to pull the lever to leave because my game was a slideshow. Logs don't help much either, because the only thing being presented is the LethalRichPresence debug output.
This moon primarily spawns masks, yes? So I should be looking at mods that affect them to figure out what's going on?
I spent some time looking around before emtering. Beautifully creepy place, love it by the by.
Hi. Is there any reason why the game just hangs at "Waiting for crew" whenever I try to go to atlas ?
From what I've seen, there's some mod somewhere that errored while the game was loading and caused it to just... stop. Check your logs.
Well the game isn't stopping, the planet is most likely just not loading, and the logs were not very explicit
tho I removed some mods, not sure which one caused the issue but now it's working
I found the mod that's causing an issue .. LethalExpension
?? like I was supposed to know π don't need to be rude ..
If u use LLL and LE, you need both LLLfixed and LEC to avoid bugs
Still, its more stable to just not mix them
it's what I did, and downgraded lethalexpansion π thanks
When u have LEC, it firectly disables LE, so dont worry if it gets updated on its own again
You could use a modlist that uses both to check on all the possible fixes you need to run both
I see ! yeah I could do that
https://thunderstore.io/c/lethal-company/p/Andaluces/AndalucesSeguridadSocial/
this is my core, i dump dependencies there, its currently stable with both LLL and LE, so just look around and see if u need anything there
thank you β₯οΈ
Is it fine if you just have LLL and LEC?
Yeah but you may experience problems, such as non-host players spawning a different interior and falling into a void, or being stuck at seed generation often
If u dont use interior mods u may not experience this issue often
I actually had that exact issue of non-host players falling into the void yesterday for the first time.
That's unfortunate because I really really want to use Wesley's moons (which use LEC) with a bunch of interior mods (which use LLL)
Then install LLL, LLLfixed, LE and LEC
Both LLLfixed and LEC disable LLL and LE respectively and act as them, but being compatible
But you still need to download LLL and LE for LLLfixed and LEC to work respectively?
Not really, you install them bc every time your maps and interiors are updated, they will install themselves as a dependency on their own
Maps still ask for them as a dependency
Fixed and lec just shut them down at the start and run compatible versions
I see, I shall try that. Thank you π
π
If Iβm using mods that add custom scrap like Immersive Scrap, will those scrap spawn on this moon or do I have to add them in LLL?
For ImmersiveScrap (and other LE Scrap-related mods), you'll likely need to manually add them via LLL config OR mods such as LethalQuantities
Ok thanks
just gonna leave this here. consider it a bit of fanart
@fading lagoon IIRC masked enemies used to spawn outdoors, but was removed because of their AI getting stuck right? is there any chance StarlancerAIFix would make it work?
Any enemy that "spawns in" will get picked up by Starlancer AI.
In Shattered Company I currently re-added Masked to the exterior with Lethal Quantities. The AI works flawlessly.
So if you are adding exterior spawns with Mirage as long as you use Starlancer AI as a dependency all will be fine.
Do you know what weight were the Maskeds outside ?
or did you just choose it yourself
I chose myself.
Shattered Companys - Atlas Abyss Enemy Weights.
oh no im not planning on adding masked spawns outdoors for mirage, i was just curious cuz atlas abyss would be even cooler if it had those outdoor masked spawns back
fiddling with the spawning curve using LethalQuantities and I am discovering there seems to be a x3.5 or x4 multiplier getting applied to all the values for the spawning curve of indoor enemies if I am messing with this math and witnessing what I'm witnessing correctly with in-game playtests... I wonder why it works this way, I love this moon especially with scoopy's castle dungeon interior, hope he comes back to spruce it up a bit, I'm still sad the dogs and masked don't seem to know how to pathfind onto the ship
oh wait, no... it's got like a HIDDEN +3 additive to it every value in the animation curve for indoor enemy spawning... bizarre
I think it has to do with weather, in case anyone ever sees this and cares. there seems to be maybe some hidden weather that lists as clear or none or something but if atlas abyss is set to that weather it alters spawning drastically to the point of landing with 6 enemies spawning in indoors immediately, as opposed to normal behavior just one previous landing day where it obeyed the animation curve perfectly
setting atlas abyss weather to anything but clear and then trying to change it while it currently has non-clear weather results in this, a Clear weather, and a None weather. I strongly suspect it has something to do with this, so if anyone ever plays Atlas Abyss and finds spawning behavior basically imitating eclipsed on steroids for no reason when weather is specifically clear-seeming, I bet this is why
or maybe I'm a goober and it has to do with the scoopy's castle dungeon interior that I set to be a size multiplier variation of x1 and x1.66 and somehow the size variation of the dungeon that is impacting total vents is somehow glitching spawns outs, I've gotten it to land the ship with a whopping 13 enemies immediately spawned in now after 4 foggy-set days where it was normal... so weird
it did happen right after I gave myself tons of money and extra days to the deadline though...
this is fukt lol
10 unknown?
was altering the spawn pool so that masked men ACTUALLY spawn in excessive quantities, the vanilla spawning puts them at like... I dunno 3 tops
and LGU's Better Scanner upgrade for some reason doesn't know what masked or little girls are
so it labels both as unknown, meaning it could be either, but little girl's never spawn here
I may have figured it out, I believe this behavior was caused by me not realizing that extending the deadline to 90 days for testing forces the spawn range to be bizarrely larger than it should be, likely by +10 or +15 or +20, and what I was seeing was my customized spawning behavior working perfectly fine but with the spawn range forced to a high number
so for future reference, don't test with massive deadlines, current days to deadline impacts spawning behavior drastically when it's beyond like, probably 5 lol
posting for the people in this thread, atlas abyss was updated today
this was not on my 2024 bingo card
LET'S GO
@fading lagoon the black plane from the gap room can reach into nearby stairwells
ATLAS ABYSS ISN'T ABANDONED, LET'S FUICKAHIOGKINNNNGGG GOOOOOOOOOOOOOOO!
btw the changelogs didn't mention it so I might as well, the wind ambience in the cavern for the moon exterior doesn't actually loop, it stops playing after a short while, plz fix so spooky cave wind is consistent for the whole day β€οΈ
Did they fix the issue where the truck canβt drive on the main bridge because of the street lights being too low lol
And yes our squad is crazy enough to get the truck to the main entrance lol
Thanks for all the feedback. Just uploading the new fixes now should be up shortly. :)
1.2.1
- Cave audio now loops
- Fixed planes showing dungeons
- Turned the bridges lamps so vehicles can now drive across the bridge.
One bug we ran into, not sure if itβs able to replicated, but somehow my friends dropped down into the abyss in the truck and survived
They were just driving around down there for a while stuck lol
Yeah theres no kill trigger down there because the map was made before trucks. Ill look into a fix for it
I love how hard it is to get the truck to the entrance, and how you just barely have enough room to navigate around the rock with the ship and attempt to go on that super tiny ramp. It's so perfect never change it lol
Don't plan on making any changes to the map currently working on a new one.
HMMM, I got an idea regarding this map (Spoiler mentions v60 stuff)
||Mineshaft interior from brief footage that I've seen meshes really well with this moon, I'm gonna try it out and see it when I'm checking on my pack . < .||
masked enemies dont pathfind correctly
two different runs btw
each run theyll all group up in a seemingly random location
Is this Atlas Abyss only? And thanks for finding this. Nobody else seemed to have the problem except me
yea
Yeah as in only Atlas? π π
yeah only atlas
Thank you fr π I'll just remove the moon and hope for a fix. I got scared and couldn't pinpoint a mod
yeah its likely a navmesh bug on that moon
If there is a bug on this moon, is it planned on being fixed?
Hi! Does anyone know which interior is intended for Atlas Abyss?
Like is there a custom one that works well or random vanilla?
Scoopyβs variety has a castle interior that fits well.
also the mineshaft is pretty cool too
The MASKED placement is messed up on this moon.
@fading lagoon Kill triggers still don't work if you fall into the pits
Guardia Fortress fits exceptionally well tbh
from UT99 Interiors
I don't recommend the Castle at all cus ever since V50 masked can't pathfind out of it
Which sucks because it fits this moon PERFECTLY
So does Guardia
How does this fit Atlas Abyss? lol
It just does for some reason when you actually go inside of it, it fits in a strange way
I do wonder if what @vague tangle had mentioned about a plugin being made to fix Scoopy's Castle entrance could be made though
Tomb
Never saw, what kind?
Apparatus only shows up for the host
This was fixed in the latest update
Ok, fair, but still banger interior
Yeah if it gets fixed Tomb could probably work though in that regard you could say Chizra Temple could probably work too
Yeah probably
I'm not a huge fan of unreal and u99 interiors unfortunately so can't confirm
Unreal's I get, UT99's I feel actually fit pretty thematically well though
Unreal's don't fit LC as much as the UT99 ones do
I feel like in the unreal package Chizra fits more than anything else
Where as UT99's all can sort of fit
Monastery works great for mansion moons
Guardia probably wouldn't fit on vanilla moons too much
Pipeworks could work for Experimentation and probably March
I agree, I already tested u99 ones and they fit the game pretty well
The thing I don't like is the general layout being almost straight lines all the time, textures and environments being too dark etc
And also, I already have Wesley interiors, Office and Tomb in my pack, I don't think I need any more...
Too much interiors is not a good thing
Only if the sizes are too large yeah
DemonMae's mods are super optimized
Which is nice
That's true
He put a lot of work into it, so maybe I'll use them in the future
Is that the half life interior?
Yeah
https://thunderstore.io/c/lethal-company/p/cl1ck/Xen_Interior/ It fits pretty thematically well, it just has too many bugs
Oh never tried this one
But the other Half life interior has a lot of performance issues so... A little bit sad
There was a huge performance increase in the last update π
Oh ok
But is the dungeon not as big now? Feel like it's way too big even by reducing the size with LLL
The size hasn't changed much, but there is plenty of loot for how large it is
Okok, I will probably test the new update soon then, to see if I like it more (or less lmao)
A few months ago, masked would group up on one part of the map for some reason. Can anyone confirm if that has been fixed?
Hello?
Seems the mask on that moon go straight for the entrance, back inside, and just repeats that for the whole round
so uh...
people dying outside fall into the abyss even if on solid rock.
and the pallette near the ship (accross the boards towards the main entrance next to the cliff), if a dog spawns on there, its stuck there, literally shovel bash it and it cant do anything (dashes on the spot, never moves, can shout at it.. 100% safe)
i agree, even masked enemy can get stuck on certain parts of the map
This moon glitchy then? I hear a lot of problems with this moon
there is some navmesh issues yep
its fine, just that one spot afaik, and the bodies falling through the floor when dead, if you dont die, its fine π
played again today, floor issues mostly fixed (at least nothing falling through the floor when dead, and things not getting stuck :D)
i was given a report of the wall between the main entrance and the ship harbouring a masked, who killed 1 player, then another one got killed by a dog which slid into the wall, didnt see it for myself, but based off the dead peoples items positions, it was bottom of the stairs to the main entrance somewhere.
thanks for fixing the other issues β€οΈ
Iβll fix the navmesh and other issues when Iβm back on the 6th
Sorry for the delay, I've uploaded the navmesh fixes. Nothing should spawn in the walls anymore and the ai should be improved. Let me know if anything breaks
is this still being worked on? no worries if not
Do you mean atlas or the new map
the new one
Yes I was thinking of releasing it early to get feedback while I make it but alot of it is still untextured and I need someone else to test the animations work in multiplayer
ah ok cool
Im aiming to be done by friday
sounds gooooood
ooooooooo looking forward to it
so i mentioned this spot before (the pallette) -> #1193657447290769489 message
it seems its still got some issues, normally a dog spawns here, and cant move, i used imperium to spawn a jester, which is now popped, but cant reach me, to show the issue, that whole area enemies can be stuck on, otherwise moon seems to be working fine now π β€οΈ
Okay give me 5 mins and ill fix it now
There's a problem I'm having with the mod. If you have Magic_Wesley's custom moon Atlantica installed, you cannot route to the moon via the computer. I discovered this conflict last night. I'm not sure if there's a way around it as I tried routing to Atlas Abyss at the terminal by typing "Atlas", "Abyss", "Atlas Abyss", and "Atlas_Abyss", none of which worked. The first routes to Atlantica and the latter 3 aren't recognized by the route command.
I believe this is an issue with how LethalLevelLoader works, you'll probably need to bring it up to Batby
I thought this was fixed a while back but maybe it's a problem again
Is there a thread or link to a previous report about this bug?
this issue happens with other moons too (Tauralis/Auralis for example.
I beleive i fixed the issue with "terminal conflict fix", but dont quote me.
it also means you probably need to type in the full names of moons in some cases too.
looks good, didnt see a dog near there and havent tested, but i see its lowered! β€οΈ
Did you try βatlasabyssβ by chance?
Change log for 1.2.6
- Added moss spawns.
- Fixed nav mesh I missed.
- Optimised file size.
- Add more Ai nodes.
- Added more spots for enemies to climb on the ship.
Also I have a new map out if you want to try it.
https://thunderstore.io/c/lethal-company/p/Zingar/Dusthaven_Depot/
wrong link btw
What you mean
nvm, i dont read XD
thought you meant to link to AA
Hey @fading lagoon, are you still working on this map?
If so, I've been experiencing serious issues with enemies of all types being unable to pathfind to the ship and even getting stuck along the bridge area, as if there are invisible walls for them. Any chance you could look into this?
same here
enemies cant pathfind on these 2 areas, they are just stuck here (just like if there was an invisible wall for them)
The one on the right was the place dogs got stuck before.
An object was removed, maybe navmesh wasn't modified after the object was removed there? I d k
mystery
Do you have an ai changing mods?
navmesh seems fine and when i tested it they dont get stuck
Yeah i have LethalIntelligence MaskFixes (by buttery) for mask enemies and StarlancerAIFix for every other monster
Also there is PathfindingLagFix that touch every vanilla monster pathfinding
but atlas abyss is the only moon when i saw those problems
ah, 2 story ship have a feature to "regen navmesh" no? maybe it's doing something
These are the following mods that I have which could affect outdoor AI:
StarlancerAIFix
MaskFixes
ButteryFixes
LethalFixes
I can confirm that it's not PathfindingLagFix
I have this same exact issue. There's also an "invisible wall" at the end of the bridge on the fire exit side
mmmm k ok
I use all those mods, cant say ive seen an issue myself.
@bronze glacier could you send me your code?
for your mod list
I wanna get to the bottom of what's causing this
I wonder if it's Poltergeist.
I'm gonna painstakingly binary search my mod list and find out what mod is causing compat issues
thanks for the work
are we, firstly, sure that with no mods installed besides atlas abyss its working?
At this point this is very likely a mod being the problem child, not Atlas Abyss
Because I'm realizing I've also had some issues with AI on other custom moons
Affliction
also EchoReach
Masked will literally run away from me when outside
they do the same thing on Affliction, getting confused
and stuff that spawns outside like Baboon Hawks get stuck in place
Do you also use Mirage?
Okay so I found the problem child
It's ProblematicPilotry
@bronze glacier I noticed you don't even have that one installed, so I supposed it's multiple things...
I'm gonna test Affliction now to see if the AI is still borked there
i use mirage, poltergeist.. etc.
the "outside" issue sounds like you dont have starlancer ai fix ngl.
I do have it.
ProblematicPilotry is what was fucking up the pathfinding
ok, then, considering in LI, i 'attempt' to make masked avoid players (stealthy), do you use LI?
oh if you resolved it just by removing PP, then cool
LethalIntelligence?
yes
I want to but I'm afraid of it introducing bugs
oh i wasnt saying you must use LI, i am asking if you do, because it may have been my cause.. but if you dont use it, its not my fault. xD
yeah I never used it
I'm not sure what Awaka's issue is cuz they don't have ProblematicPilotry
regarding bugs w/LI, if you mean masked behaving badly.. perhaps, sometimes, but it doesnt break other stuff or anything. either way, you do you π
if the only enemies who are being weird are masked.. then maybe?
I use LI, i havent seen anything weird, and i know all the quirks that LI can cause, so im always on super alert, if i see a masked, and it isnt behaving in a way i think it should, i notice right away. as i say, i havent seen any issues with pathing on Atlas Abyss, i havent really changed anything since before Atlas Abyss had the previous issues (which are now fixed), so there is no reason why LI would suddenly break pathing in that spot.
and.. if it did break pathing, it would only be for masked.
if you had problematic pilotry. i could at least say for example.. "that mod maybe is moving the terminal to a non-accessible place, so the masked are bugging out", but you dont π
yeah ive got all enemies stuck on these places not just masked
ill try to find the issue in my pack when i have time