#Starlancer Moons v3.2.0 / Starlancer Warehouse v1.7.0
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earlier game / lower difficulty moons are super appreciated
our big play group is mostly a lot of players who aren't super great at the game and they struggle quite a bit on more challenging moons, but love variety with the more accessible stuff
I'm glad you like it! I find the verticality to be a lot of fun as well :3
I spotted the grate holes, committed myself to not fall in one and then fell in one very shortly afterwards
I'd love to see peoples' funny clips π€
It might be worth hitting up Wesley for a possible way to have the fog lethal without it just being a fall death with a physical impact at the bottom. I'm pretty sure Infernis manages to have lethal lava effects and something similar could potentially work well for the gas giant drop
I know they've got acid water on Acidir that is also lethal as soon as you touch it
Yeah I've been trying to get it to do something more interesting using base LC scripting, but I haven't had any luck lol
waitwhat
It's lethal π ... totally... knew that
totally not gonna have +1% more stress making certain jumps..
do triskelion and auralis have some special command to access them
because they dont seem to show up
Can definitely say no to that one, because its currently in Masa's list
If you're using Lethal Expansion at the same time as LLL, make sure you have LethalExpansionCore instead
π
Performance issues seem to be a bit common with SDM. Auralis has near vanilla performance for me, so I'm not sure there's anything to be done on my end for that
Near vanilla performance here too
But then again Triskelion isnt lagging for Masa as well @.@
That's because I patched the performance yesterday π€
Thank you! π
π !!!!
Really wish there was a mod out there that allows you to organize the moon list though :C
I think LLL might be working on that
omg please π
Really want to theme the moon list around their environments better and Masa wants to line up Acidir, Hydro & Triskelion together because murky swamps & acidic theme
That's a great idea!
Mhm!
Triskelion is a winner in my book
Real, very real
If Triskelion was volcanic instead of green it would feel like fighting Baboon Hawks is like re-enacting Anakin vs Obi Wan LOL
Lil shits are so painful to deal with
It's always subject to a shift in artistic design π€
Ohh, yuh! But tbh, the green does make it unique. ^^
Do you have any more moon plans? :'o
I do actually have one more idea!
π
Thanks to this moon the company is eating good
Just experienced the new moon
The first thing I committed was falling to the gaps π
Other than that, I love the design of the moon and how the fire exits are relatively close to each other.
(We don't talk about the baboon hawks)
The concept of an outpost above a gas giant is just so so cool
triskelion is piss easy ngl
Inside and out?
Iβcrease it with ac or low
Just for clarity, "a" baboon hawk, as in singular?
?
yea
peepers could have been eating the spawns
Inside enemies don't affect outside spawn counts
there was also a shy guy I think on one of the days now that I remember
peepers are outdoor enemies
Yeah I dunno I had a good mix of thumpers, spiders, lootbugs and brackens from afternoon and early, sounds like something you're using is affecting spawns
I did have a few enemies but it felt like
offense/march level
in terms of indoors
I have no idea what those are lol, but if something is injecting enemies into my moon I can't really do anything about the spawn weights
and like experimentation for outside
So that's something I don't think I can fix
all the other moons seem fine
with the same mods
also having 4 entrances withjout a hard / far walk makes it super easy to scower the entire place fast
one dayu we had like 700 by 1pm or something
Iunno. My moons are balanced for basegame spawns, so it's possible that like you said, other things are just capitalizing on the spawn power too much. It's meant to be an intermediate moon, not brutal. The baboon hawks are kinda key to the experience though, as they do make the outside more dangerous
It's balanced to be slightly below Rend as far as difficulty, which it roughly achieves without additional mods
I think the combo of short distance to entrances + 4 of em
allows a team to just sweep through it fast
before things really are able to spawn
After I play more with some friends I might take a look at the spawns, but yea an experienced team will likely not be challenged by Triskelion lol
we got like 600 when going to vertigo another modded moon that was cheaper
had many deaths
dont use AC whats low
Hey Audio Knight! Our group just played some Auralis and I have some feedback, I see that it mentions a high enemy power limits and I have witnessed this first hand, now the biggest problem here isn't the enemies (although we had like 5 giants on one day π) but the number of audio creating enemies, to my understanding too many things making sound starts to cull other sounds and in this case late in a day or eclipsed we couldn't hear jetpack sounds, footsteps, giant spotting sounds, giant footsteps, coilheads, thumpers etc etc
What exactly is the power limit for the moon and what are the spawn caps? I saw about 8 baboon hawks one day, my mate reported like 5 dogs and I saw a good 5 or maybe 6 giants
Also on Triskelion (and probably Auralis) employees too eager to get out can be put in Jail, be sure to keep an eye on your eager colleagues
Copy that on the audio issues. Inside: 22, Outside: 13. I hadn't been considering the enemy noises as part of the audio glitching problem, but it makes total sense. I'm actually doing some tweaking right now, bc I think I may have misunderstood how the enemy spawn rarities work lol
Huh, that's a new one for me
I think the same thing can happen at the company building with getting stuck under the ship, some well deserved jail time π
Do you mean they jump out before landing is completed?
Yep and get trapped lmao
Incredible lol
But thankfully that's not my problem since that can happen in base game π€
Yeah absolutely 100% skill issue on his behalf π€£
lq
ive had issues with it
- StarlancerMoons 0.5.2
- Adjusted spawn rarities and power caps on both Auralis and Triskelion. I had been misunderstanding the way the spawning works, so it should be more consistent (and slightly less brutal on the exterior of Auralis early in the day).
- Made one of the fire exits on Triskelion unreachable without an extension ladder or jetpack, for balance purposes. It is still possible to hop down from that area onto the platform below without suffering fall damage.
- Decreased the number of exterior spawn points on Triskelion.
- Slightly increased the chance for the mansion tileset to spawn on Triskelion.
- Made some small adjustments to scrap spawns on Triskelion.
- The immense pressure of the gas below the Triskelion outpost is now immediately lethal.
- No more waiting until you hit the "out of bounds" plane :)
- Added a surprise tool that will help you later.
Update is live on r2modman!
it slipped my mind that the surprise tool respawns, so enjoy that for the time being, I'll adjust it later
Whatβs the new chance for the mansion tileset?
Lmao I can't tell if you were reporting an actual bug
riiiip lol
Stoked looking forward to eventual custom interiors too
- StarlancerMoons 0.5.3
- Fixed a visual issue with the liquid/gas below Triskelion sometimes having its original color bleed through.
- Moved the surprise tool so that it's not in such a cheese-able spot. It still respawns each time (no way to change this just yet) but I want to keep it in the level regardless.
- Fixed the fire exit doors on Auralis not having the correct material.
- Removed the possibility of Stormy weather on Triskelion. A shovel planet should not have anti-shovel weather.
- Adjusted spawn rates again. I went a little heavy-handed in 0.5.2, but I don't have the old spawn curves, so I used some vanilla curves for reference this time.
- Rebaked navmesh on Triskelion to hopefully help Baboon Hawks not block up the stairs as much.
- Removed some disabled audio sources on Auralis. Unity's audio limitation is frustrating, but I'm hoping the next LLL update will help with this.
As usual, I'll try to post when r2modman grabs it for y'all :)
Removed the possibility of Stormy weather on Triskelion. A shovel planet should not have anti-shovel weather.
happy to see an update though
I have no idea if that's a positive or negative reaction
Nor do I for the most part
Well, so long as we're on the same page then
I just felt it was backwards to have the moon say "bring a shovel" and then murder you for having a shovel
I'm just masochistic don't mind me
with a ladder and not a shovel
weaaaaaaaaaak
It lives \[T]/
Until the newest ripper tool goes live and LLL gets its update, I'm gonna chill on the moons for a few lol
Short of any major bugs, of course
Counterpoint, a shovel planet should make use of shovels conducting lightning strikes and giving them to baboon hawks to steal
I have definitely given baboons crates of bottles on stormy days intentionally
They know what I have done
Also @limpid portal I found a bug on Triskelion where if you die to falling into the green drink your body loses all collision and cannot be retrieved by teleport, or at least my friend couldn't grab it fast enough
I'll get a clip rendered
Interesting. I've actually seen that happen in base game, but falling into the gas isn't supposed to spawn a body at all, similar to when a forest keeper eats you. The idea is the pressure has completely crushed your body. Let me know if it's consistently repeatable
This is true, my friend clipped me giving a hawk a cog after he died holding it. Was quite funny, but my reasoning stands firm
Totally understandable, well that just means I get to smack more baboon hawks in the face π
i have a lot of fun when using sewer plus auralis, everytime i get it it's pretty cool, (ik this is from a while back but thats my op on the matter)
Oh that's another thing I ment to mention, I know it's not really a big thing but we play with Maskedenemyoverhaul so we have masked on all moons, they can't seem to path onto the ship from the platform on Triskelion, they just sort of stand there... MENACINGLY!!!
Ahh I think that's an issue on Auralis as well. I'll look into it later, navmesh is a headache lol
Just think of it as them trapping you in the ship for now
Wow that's... Horrifying
Not my image fortunately but I find it really funny, it was from a bug where the masked kept duping out a convert π
oh by the way
https://discord.com/channels/1168655651455639582/1204213031249117308
have you seen this one?
I was not aware, thank you for bringing this up!
yeah i hope as much people as possible hear of this mod
Dude that's sick
@limpid portal maybe worth adding this as a dependency to StarlancerMoons?
https://thunderstore.io/c/lethal-company/p/Hardy/LCMaxSoundsFix/
I'd have to test it first, but it would definitely be nice to reenable all of the audio sources I got rid of lol
So I just tested this and I'm happy to say that I didn't have the issue of my footsteps suddenly starting to glitch out. I'm waiting for the next version of LLL before I do any more modding, and it miiiiight fix the issue itself, but if not I probably will add this as a dependency.
Also I hope some other nerd besides myself can get why 27-Triskelion is named what it is :')
?
lmao I didn't even think about that, but no it's not a reference to anything pop culture
I'll post it as a spoiler: ||Quoted from Wikipedia: "A triskelion or triskeles is an ancient motif consisting either of a triple spiral exhibiting rotational symmetry or of other patterns in triplicate that emanate from a common center." 3 main buildings connected to the landing platform. 3 to the 3rd power = 27||
what the hell is the secret thing
You mean the surprise tool?
yeah
im trying to find it but im getting my head bashed in by the birdies
If you really want, I'll spoil it for you, but now that you know what you're looking for you might be able to find it on your own
ok ill find it thanks
So on an estimated scale of 1 to 10, how hard is it to solo these with a semi-decent haul?
Auralis would probably be really hard unless you're using fire exits
just for time reasons
you spend a decent amount of time ||hiding from giants|| every time you go between the facility and the ship
Yeah, I noped out basically the minute I landed bc I heard a ||giant|| in the distance
Depending on what else is there, I'll need to bring as much ammo as I can get ahold of
Do you have increased spawns?
Nothing that directly increases enemy spawns, no
Of course, that could just be because I forgot how fast time usually moves, and I forgot to replace the longer day mod after taking out the full version of LE
Ahh yeah, that might do it. It's not improbable for a giant to spawn super early, but I did recently tweak the outside spawns to be slightly more forgiving. Any amount of increased spawns will turn Auralis into hell tho
I will say it's super pretty, though
The loot is very good on Auralis, so even a solo could profit pretty well, you just have to be mindful of your surroundings and be ready to drop your weight for a few
Thank you π
Considering ||an eyeless dog and a giant spawned at 10AM||, I'd say that's a given xD
I have a jetpack, so I think a combination of that and one-handed items will do the trick
That's just how I want the spawn π
I also paid Triskelion a visit
Are the other platforms meant to be reachable, say via jetpack?
Nah, they're just for decoration. You can go over there to just explore but there's nothing over there. Maybe later on though
Oke ^^
Someone said they were having difficulties getting custom interiors to spawn on Triskelion, is that confirmed / still being figured out?
I haven't confirmed it myself, but they provided screenshots showing that it wasn't grabbing it. I'm not sure if they ever fixed it, but I set up Triskelion exactly the same as Auralis so idk why it wouldn't work
Is it named internally as 27-Triskelion instead of just Triskelion? I had a weird issue with Kast where it wouldn't work unless I typed the exact name, could be similar
Like Kast had to be 13-Kast, and it was the only one
Did they ever show how it wasn't being grabbed, or did they just set it to guaranteed and it didn't load?
Did you ever solve this issue?
no I gave up for the time being
kk, the new LLL update should drop today and maybe that'll fix it
The way LLL truncates the name means it should be just like Auralis, so it'd just be "triskelion"
Interesting
Not a massive deal for me personally because Facility is probably the best interior for it except maybe office?
but I usually throw down random values just to make sure everything registers initially
I can confirm that we've been playing a lot of Triskelion and we've gotten custom interiors a bunch, plenty of LC_Office and SCPDungen
Could be a Scoopy's issue based on their logs then
Still odd that Auralis would work and not Triskelion
@pine shoal new update for LLL is out, so maybe it'll fix the interiors issue for you if its related somehow
True! But that's modding for ya π€
Indeed
I saw the LLL update drop and everyone immediately start having issues and I'm like "this is a good time to go work on my Cosmetic pack"

Ye big updates like this are bound to have complications, but Batby's on it
At least LC isn't a story/progression game where a busted mod kills a 95 hour savefile
Oh yeah 100%
Been loving Triskelion so far
You just re-traumatized Masa again
The 115 hour modded Skyrim run

Been there fam π
Do you think there is a way to reverse engineer your moons to be able to create my own, since LLL doesnβt have proper documentation yet?
I don't think so, not without sharing my private project. Documentation should be coming soon, hopefully
That makes sense! And yeah letβs hope it comes soon ::) thank you
You're welcome, and I hope so as well ^^
Also if you donβt mind, were your moons inspired by any existing medias? Theyβre beautifully crafted and original and it made me curious 
Auralis was just because I love snowy cold sci-fi, but not really a specific media. Triskelion was inspired by my friend, who was in turn inspired by Metroid Prime 3 π€
I wish I had played that game! I totally see it tho, really good stuff, thank you again!
You're welcome, thank you for the kind words ^^
RAAAA METROID
<3
Yea he mentioned a gas giant with floating spires or some-such, then we got to thinking about oil rigs, and ta-daaa
How long did it take to make?
Masa used to play a LOT of Metroid Prime 3. Very nostalgic. Too bad Metroid got forgotten after Other M. Not even Dread has been talked about a lot, or for long atleast.
I feel like sometimes people make moons in a day and sometimes it takes them a few weeks
Oh woww π₯
Metroid goes hard β¨
I think once I started working on Triskelion the rough design was finalized in 2-3 days
Interesting, did you have a lot of experience with Unity beforeband?
Sorry for the whole interview, Iβm just very curious hahaha
No worries!
Not really, I've made a small horror game years ago using Unity. It wasn't great, but it was good experience and my hard drive got corrupted so I don't have the files anymore if I ever wanted to update it
Right before LC came out, I was working on another short horror game and had decided to switch to Unreal bc of the whole Unity debacle, but I wanted to mod LC so I begrudgingly started learning Unity again π€
Yeah I feel like Unreal is infinitely better, but I too, really want to mod this game hahaha. Did you learn it from videos/books or just by messing around in it?
Iβve only used Unity for a class I took like 8 years ago lol, so Iβm kind of scared to go back into that
I don't have any professional/educational experience in game dev, I actually have a useless B.A. in physics lol
It's a combo of google, stumbling around until things work, and occasionally asking people who know more than me
I also make music, and have released a few songs for the boombox that don't require anything besides bepinex. The thunderstore has a link to my spotify as well :)
https://thunderstore.io/c/lethal-company/p/AudioKnight/StarlancerMusic/
It hasn't gotten as much attention as the moons ofc, but at least no one's come in and been like "Your music SUCKS"
i'd love to add it to my modpack, but i'm a bit stingy on how many mods i want and i hardly use the boombox
No worries, just go listen to it on Spotify π
Your music--
Is actually pretty nice. β¨
π
Is that supposed to have sound? π€
ohhh okay
Love seeing Papyrus bust a move to my music
Made even funnier by the song being "I Hate My Job"
Megalovania plays from the entity when papyrus is dead somewhere on the moon. He can only attack you if you look at his eye. ;p
That's amazing lmao
By default - Papyrus is playful and tries to "capture" you. They're a spin-off the bracken, where they won't kill you - but take you still like a bracken to their favorite room. Their favorite room is always a room with a door that can be locked. Every time papyrus takes you (or anyone) into the room, the door locks and a key spawns in the room abiding by loot-spawn rules. You can use the key to unlock the door and escape - but papyrus sees a player who has escaped outside of the room, they don't try to capture but instead use their special attack (which is a slow thrown blue bone that will damage you if you move as it passes through you in any way, shape, or form). Papyrus has bracken-level health, and will always throw a blue bone at you at intervals akin to a nutcracker's shotgun. If you move while the blue bone is in you - you take 25 damage. ok i'll stop-
Yeh, LLL Updating broke basically all custom moons. Just give le moon devs time o -o
note that may break moons now too
ensure to rollback any moon that updated to be fixed/functional for the newest LLL
if you want to rollback.
(A headache, I know)
im just gonna wish very hard that it will just work
Yea idk if Starlancer works if it's by itself or not, but I think it does. Might just be LE breaking compatibility?
Looks like Starlancer is bugged now, doesn't let the ship to land and we stuck in "waiting for crew"
Do you have Lethal Expansion or the Core version installed?
Yup, and it's the only moon that doesn't work, I tried to disable every moon I have (both LE and LLL) and Starlancer is the only one that gives me issues
Hm. I'm guessing that the other moons have updated today then?
Bc if so I just need to rebuild Starlancer with the new LLL version
These moons are the only ones that are still on LE, I have both loaders, but even if I disable LE Starlancer is still an issue
Have the LLL moons you have installed updated today?
Yup, right now I have these
Kk, I'll rebuild in a bit, I thought since my new test builds worked on 1.0.7 the old ones would work on 1.1 π
Just tested and yeah, it just needed to be rebuilt. Gonna remove some test stuff rq then build it again and upload
What moon is that ?
bro
I think is Kast
It's Triskelion, from this mod lol
Oh sorry, is similar, but yes lmao
- StarlancerMoons 0.5.4
- Updated to LLL 1.1.4
- This update will automatically generate a section within the LLL config file to customize the following:
- Planet Route Price
- Day Speed Multiplier
- Whether or not the planet has time at all
- Hiding and registering the level in the terminal
- Min/Max Scrap Item Spawns and Value
- Scrap Spawning List
- Max Inside, OutsideNight and OutsideDay Enemy Power Count
- Inside, OutsideNight and OutsideDay Enemy Spawning List
- This update will automatically generate a section within the LLL config file to customize the following:
- Updated to LLL 1.1.4
I'll post when it goes live on r2modman, but in the meantime the update can be manually downloaded here:
https://thunderstore.io/c/lethal-company/p/AudioKnight/StarlancerMoons/
Ignore that the embed still says 0.5.3
Also this was just a very quick rebuild, so if something else in Starlancer breaks, lemme know.
It is hard to create moons and then fix issues? I feel you need to have coding knowledge lol
Thus far everything I've done moon-wise is in Unity with Evaisa's stubbed scripts and Batby's LLL scripts, which just require me to fill in fields. One weird thing to do is manipulating the animation curves that control spawns, but there's no coding there
The only coding I've personally done is with my music mod to make it independent of any boombox mods, meaning you can load it with just BepInEx, no other mods required
I need to check a tutorial
I just wish Brutal Company Plus just update their mod and I'm gonna be happy
I forgot to update the dependency to point at the latest version of LLL. Since my tests showed it working in 1.0.7 anyways, I'll fix it in the next update. People should keep their stuff updated anyways.
0.5.4 is now available through r2modman! \[T]/
What exactly do you mean?
It's stuck on random seed forever and eventually crashes
I'll try auralis
it may be caused by some config changes I've made?
Stuck on Triskelion as well, let me take a look
I know Auralis worked earlier though
Is it working for you?
No idea! I'm glad to know it's not a me problem
I want it to be a nobody problem TT_TT
LLL has a known issue where if you leave a save with a custom moon active and then reopen it, this will happen the next time you try to land
I'm not sure if its only with LE Moons but the issue sounds identical
I'd really recommend people just use 1.0.7 of LLL til it can get more fixes
Well, Starlancer still doesn't work for me
Yeah this is the hang-up
Hey again Audio Knight! Just a few quick findings from tonight's session
-
Baboon Hawks will tend to go to the destroyed bridge to the top fire exit and try to path to the other side but can't, they just get stuck and clump up
-
Dropping items outside of the bottom fire exit they can actually drop between the grates and into the drink, not sure if that can happen everywhere or not
Heard chef. I think I know how to fix those, but it won't be tonight.
That's no problem, aren't major issues! Keep up the great work π«‘
Triskelion not loading anymore ;-;
Workin' on it
Thanks chief π«‘
So I reverted back to LLL 1.0.7 to check, and my latest build of StarlancerMoons works fine on it. Auralis works (as it still does apparently) and Triskelion works. I have no clue what broke, but all I know to say is revert back to 1.0.7 if you wanna play on Triskelion TT_TT
My nightmares... they were prophecy
well whenever Triskelion is working again, I honestly wasn't that impressed only cuz the platforms still kinda feel like they're floating atm
I know they have supports, I can see them, but they don't feel weighted into anything
The supports feel arbitrary and some of the platforms don't feel wholy connected
Triskelion is cool and unique for sure but I don't mind it being broken rn, wasn't crazy over it haha ^^;
That said, weirdly enough, "simulate" works for Triskelion
Tried it earlier
No worries! I appreciate the feedback and you having given it a try regardless ^^
So it's something specifically on an actual land that breaks
I think it's some LethalLib function getting stuck on something, but again it's the case of "WHY ONLY ON TRISKELIONNNN"
Couple weird things with lethallib I believe since LLL updated
LethalThings rugs breaking for some people is an odd one
There's a reason I haven't made a custom scrap mod yet, LethalLib breaks so fuckin often I'm scared to touch it
Cuz otherwise I really wanna make a scrap mod
Q_Q
And I don't wanna make a scrap mod with LethalExpansion cuz, well, it's still trying to find a successor and I have no idea if it will even be maintained in a couple of weeks
Easy just
- Make the mod
- Wait for LL to break
- Depreciate mod forever
See, I'd love to do that, but then I'd stop wanting to touch Lethal Company cuz anxiety of people asking me why it no work
and Lethal Company kinda my passion rn
Yeah I get that. There are mods I don't plan to manage in the future but I can't image what I'd do if they broke
Lethal has this scary thing where the game is actually being actively developed for better or for worse, which makes it even scarier here
mood
I have panic anxiety and am currently out of meds for them cuz I moved recently and haven't found a new psychiatrist
Sooo

Shit, I had people telling me my cosmetics had collision the other day and I was like
Damn, best of luck getting that sorted out
"The fuck you mean my cosmetics have collision"
"They'd need a Collision Mesh or whatever it's called for that"
"That's literally not possible"
Anxiety'd myself into oblivion
The benefits of modding a dead (development-wise) game and heavily relying on various modding utilities, exhibit A ^
Not dealing with that
lmao that's how I feel when I get reports about stuff like performance when certain interior mods are paired with my moons.
"Does it run fine without the interior mod?"
"Well, yea-"
"THEN IT'S THE INTERIOR MOD"
Skyrim
I won't specify to avoid even remotely invoking the advertising rule, but lethal modding is rough. I'll get into moons though I think since things like LLL look like it'll have strong long-time support
But gotta finish up other backlog stuff first
Oh
And here I thought it was ambience
Well in that case I should probably uninstall it rn cuz I have Boombox Controller so it won't even play those I don't think lmao
If it taps into the vanilla list of songs it should o:
Nah, pretty sure it overwrites entirely
rip
BoomboxController is the one that lets you play YouTube/other stuff
Hm. I'll see if I can do like I did with DiscJockey and add compatibility for it without creating a dependency
In the meantime, you can enjoy them on Spoofy as well
https://open.spotify.com/album/37g2StTKEjWcdl8JWnNOzT?si=7ca23f523dda4144
Would be nice since BoomboxController by default plays nothing
I recommend checking out DJ btw. Idk exactly how it compares to BC, but it allows vanilla songs to play
https://thunderstore.io/c/lethal-company/p/Yoshify/DiscJockey/
DiscJockey looks really good, but lacks a way to pull songs from YouTube/Soundcloud automatically from the page alone at least. You have to add them manually
Which defeats the purpose of when I randomly want a certain meme song on the Boombox
With BC, it's /bplay YouTubeURL.com and boom, you get a song
I think you'd just click the + button and paste your url
I honestly haven't used it bc my friends like to keep the modpack lean, but I was recommended it and decided to implement compatibility for it natively
The dev was cool and helpful too
As someone with 108 mods atm, I'd love a better alternative for Boombox Controller
Cuz it seems buggy in my experience
Will definitely give it a shot
Lemme know how it works for you, and I hope you like my songs :)
All my homies love blahaj
I still gotta treak MinecraftScraps
Halved them (or more) on most maps and still see too many
I'm personally not a big fan of scrap mods that inject their stuff globally (which hits custom moons), but idk the process of setting that up dev-side so it might not even be intentional
Like seeing a minecraft villager in Auralis would be... jarring
Thing is
MinecraftScraps don't
They only inject into vanilla
I had to manually go through every moon to add a chance since I don't like never seeing them
But even at half the default chance they're everywhere
So clearly I need to keep tweaking
Oh neat, that's very compatiblity-minded of the dev
Good luck with your tweaking lol
Yeah I use AdvancedCompany to tweak all my scrap spawns to feel nicer
I want modded scraps to show up in my modded maps or else there's no point in having all sorts of modded scraps
Which is why I've been waiting to add all those modded scrap mods in my list
Yea that makes sense. I can see both sides where, like you said, there's no point in modded scraps if you never see them, but also wanting to maintain the theme of a custom moon. That's the beauty of modding tho, the user picks the experience in the end π€
Mhm!
I just keep the modded scraps relatively low, but eventually that stops working once you have too many
I probably need to go through and increase modded moon scrap values, but figuring out which ones are associated with which moons is not gonna be fun
You mean like scrap that comes uniquely with custom moons?
auralis is
super easy with a jetpack
pulled out about 3k
i saw that triskellion REALLY loves the chemical tank heavy scrap though
triskellion is cool but you have to sacrifice 1 person to fight the birds
imagine a metro moon / underground railways
probably some worms in there and alot of bugs
I feel the baboon hawks are a good threat, sometimes their nests can be in a bad spot and there's too many but it's gave me a lot of understanding with them, funny little fellas
But you can sneak about em, just gotta be mindful of being surrounded and being too heavy
Or beat them to death and sell their corpses
the baboon hawks constantly camp the stairs :(
I can kill most hawks with a shovel since they won't defend each other typically
They just watch as you kill their friends
Just gotta be careful and watch your sprint
To clarify, are you referring to them getting stuck on the stairs?
Gotta store all the gas they're mining β£οΈ
they don't really move much when on the stairs
Yea that's an issue I've been thinking about, I might have an idea on how to solve it though
If I can... Y'know... Get Triskelion working on LLL 1.1 ;~;
π
My friends didnβt even get to try it lol
Iβm just so confused as to why Auralis works
Oh yeah can I know what weight bracken has to spawn in Triskelion? I swear every time we are there he just exists, every single day without fail, how many times I gotta blow this guy up for unfairly camping fire exits? π‘π‘π‘
I'll check in a bit, but I definitely remember putting it on the lower end. Do you have any mods affecting spawns?
The only mod I had that affects spawns was Masked Enemy Overhaul, but that just adds a weight for masked spawns so it dilutes the pool a little, maybe we are just really unlucky
I'll take a look in a bit, maybe I'm misremembering. My theming was to let it be sort of like a "boss spawn"
still feels like there are too many baboon hawk spawn
The outside power cap is only 6 I think
why are baboon hawks even on a gas giant mining platform
Smh my head no one ever reads the descriptions
They stowed away on company resupply vessels
Once a few of them got settled in, they got to work increasing the population and BAM infestation
They're funny little fellas
They bullied me and took my lunch money (a thumper body) π
oh that makes sense
Once I actually figure out the 1.1 issue I'll see about tweaking navmesh and stuff
bit annoying to read something when it autoscrolls on a screen
Fair π€
I've found the most effective method is staring them down and breaking LoS, this makes them Threatened to back up and then they'll explore instead of bugging you, some debris like more barrels and stuff to hide behind could make for a good way to get around them breaking LoS
Consider it considered! Amount of clutter is a fine line to walk with props lol
My only problem is that ShyGuy likes to spawn on Triskelion a lot so maintaining eye contact can be difficult with them π
Assuming ShyGuy is a mod, you've brought that on yourself π€
what do you MEAN assuming. of course shyguy is a mod
Yep, the added funny man into the mix is great, I can't wait til someone adds Larry
I will be dragged to a torture hell pocket dimension
basically walker from diversity
Sometimes the community comes up with silly names for things!
what would you even name shyguy out of the default enemies
I know this is a bit out the blue but the main inspiration for this design was Metroid from your friend right? I mentioned a bit before about Rain World but man, it's uncanny how coincidentally similar it is, with the gas below I've always thought it sort of looks like water instead of gas, maybe subtle lighting effects and sounds like it's a storm of sorts below? I've attached ambience of an Iterator Can for some sort of idea with how this is handled in RW with the green flashing and stuff, also so you can get a visual idea if what I mean by the buildings
I loved RainLandSociety ambience videos but they are so few so I am taking the privilege to expand the rain world ambience genre to include more downpour location for ambience videos, request welcome, this request was from @casualbird7671, i really liked the idea and i'm thinking about doing another version in another location without the storm ...
Wait is starlancer not one moon ?
That's really neat! The water-iness of the gas is really just a limitation lol, idk yet how to make a billowy gas (which would also probably hamstring performance), so I decided to theme is like the gas is so high-pressure it's coalesced back into liquid
I really have no idea what can be done but what I can think of is the fog, volumetric fog on a lower Y level with a Green hue set to it could work? God this makes me want to get into development but I have 0 coding experience π
I had a similar thought, but at the same time the liquid feels visually interesting. I might experiment more later though :)
Also, end me
I feel like Dormammu when Strange just makes him repeat the same 10 seconds over and over
Alright, I've got it loading again
Will upload shortly
Actually, I'm also gonna go ahead and make the staircases wider rq to help with the dumb hawks getting stuck
So true actually
I love rain world so so much
I won't flood the thread but that game is my all time favourite, I don't think anything will ever top the self discovery I had during it
Oh nice
You can all live in fear now
Welp, new issue. No entities are spawning on Triskelion. Gonna be a bit more before the next update
The log just spits out that all the spawn chances are 0 on Triskelion. Things are fine on Auralis tho :/
Status update, I guess? My newest test build of Triskelion runs fine on 1.0.7, but I'm still at a loss for what's breaking specifically Triskelion in 1.1.x
Alright, well since I made some other fixes for Auralis, I'm going to push a new update with Triskelion locked away. It'll still be playable if you'd prefer to stick with the previous versions of Starlancer and LLL, but I'd rather not get reports of it not working for the time being.
Well, for me Starlancer is not working, but I just gonna disable it until is fixed, so take your time
Including Auralis?
Well, when I have the mod installed I can't just simply land on any moon
That's bizarre. Can I see your modlist?
I'm pushing an update now which might fix your problem @old escarp , but I can't think of why Starlancer by itself would completely break every other moon
Let me see
I have both LE (plus Core) and LLL, different moons, different dungeosn, but for now when I activate Starlancer (3 mods) I stuck in the waiting for crew screen
I can move and interact, but the match don't load
And you experience this on every moon?
Yup, I can't land on anything
But to be sure, let me activate it again and create a new file
Please do!
- StarlancerMoons 0.5.5
- Added LCMaxSoundsFix by Hardy as a soft dependency. It's not actually required to run Starlancer, but it resolves the issue with audio cutting out when too many audio sources are present, both on modded moons and I presume in vanilla, so in order to get the best experience I'll tie it in as an optional.
- Added navmesh on Auralis and Triskelion to allow the Masked Employees and Outside Entities to climb into the ship. Live in fear, for the company's ship may be your tomb.
- Locked away Triskelion for the time being. It will no longer show up in the terminal, attempting to route to it from the Moons list will inform you that it is unavailable, and routing to it from elsewhere is prohibitively expensive (999999c). If you really want to go explore it for fun, by all means mod your credits up, but I will be disregarding Triskelion bug reports for now.
- It no longer gets stuck on "Random Seed: #" but the spawns are completely broken.
- Widened the staircases and rebaked the navmesh on Triskelion to help with the Baboon Hawks getting stuck.
- Removed one possible outside spawn point to declutter.
- If you so desire, you may revert to LLL 1.0.7 and StarlancerMoons 0.5.3 to reactivate Triskelion in a stable setup.
r2modman will grab the update soon, manually update here if desired: https://thunderstore.io/c/lethal-company/p/AudioKnight/StarlancerMoons/
Again, ignore the embed having the wrong version number
Yup, I checked and it doesn't work everytime I try to land
Ugggggggghhhhhhhhhhh
But is only me? Because I think other people works fine
I have advanced company and brutal company plus, idk if those mods affects it
It's possible, I just put my new files into my normal modded profile and it worked fine. Update to 0.5.5 when it becomes available to you and let me know if the issue persists
Wait
Try disabling StarlancerMusic
It's the only coding I've personally done, so it's worth checking
If you have a boombox mod it could be causing some sort of incompatibility
If I do it a get a message saying that I need to disable the rest
Hmm, I have boombox, I'm gonna try to disable that first
These are my mods if you want to check: 018d8f85-365f-cdbd-8400-625267125127
You can ignore that and just hit this
I'll let you check first, then check after the update
I'm very drained by this so I don't wanna go through more steps until I have to lol
Well, is not boombox
I'm gonna install the update and check
Nope, neither worked
Don't stress yourself, maybe is just one of my other mods, so I hope everything fixed by itself xD
Here's hoping! Bc I am truly drowning in the abyss rn
I took a peek and didn't see anything that I'd think would break on contact with Starlancer. If you're bored at some point you could try disabling other big mods until Starlancer works and then report the incompatibility π€
I did that with LLL and LE, Starlancer still didnβt work
But later Iβm gonna try with other mods
Well Starlancer can't function without LLL at all lol. LE was my suspicion, but you said you had LE Core
Iβm thinking of Brutal Company plus because thatβs bugged right now, so maybe that can an issue
Yeah, because I try that to check the issue so I thought it was one of the moons, until I disable every moon until Starlancer
Well lemme know if you stumble upon the incompatibility ^^
For now I need a break, unless Batby throws me a magic wand π€
Haha ok, take a rest, Iβll do the test later, Iβm starving
Latest news, Brutal Company Plus is the issue, weird because only happens with this moon
Hm. I have no further insight atm then π«
Guess is not you, maybe BCP, which it has not been updated since december, I think
But idk why only happen with this mod
Well, guess I have to disable the mod, too bad, I like the feature to give you money each time you survive
Idk if it has the same features you're looking for, but you could try BC Reborn instead, by the original BC author. Updated 4 days after BCP's last update π€
https://thunderstore.io/c/lethal-company/p/2018/Brutal_Company_Reborn/
No clue if it'd face a similar issue tho
Interesting, I'm gonna check it and let you if give me any issue with your mod
LET'S GOOOOOOOOOOOOOOOOO
- 0.5.6
- Reactivated Triskelion, fixing the "Random Seed: #" soft-lock and broken spawns.
- Here's my understanding as to why it broke, which may be incorrect, but the result is the same anyway:
- I use blank references to vanilla files to make my files smaller. LLL searches for references in the mod's asset bundle and once they're loaded, they are destroyed. Auralis was first (because of the alphabet, I guess?) which is why it never broke, so when LLL went to load Triskelion's data, it had already nulled out the references.
- The reason the "Random Seed: #" lock-up happened is because the spawning of map objects (like turrets and landmines) takes place alongside dungeon generation. When the references were "null" this caused the generation to stall.
- The reason the spawns had broken was the same, it just didn't lock-up the game because spawns happen after dungeon generation, and null references there are treated as 0s instead from what I can tell.
- My fix was to duplicate my blank references into a different folder, thereby creating seperate assets for LLL to load (and subsequently delete), thus resulting in things working again!
my agony today was endless, the darkness infinite, please send supplies I'm behind enemy lines the baboon hawks are closing in on m----------
- Here's my understanding as to why it broke, which may be incorrect, but the result is the same anyway:
- Attempted to fix the issue on Triskelion where falling off of the exterior platforms into the green depths below would result in the player's body ending up in the dungeon somehow.
- Reactivated Triskelion, fixing the "Random Seed: #" soft-lock and broken spawns.
I'll post when it's live on r2modman :)
I really hope this actually fixes things for everyone ; w ;
Even my issue? π
I hope so!! Please let me know!
Looks like any Brutal Company mods hates you
Watch australis + meltdown is a fun time and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Good to be back
I love the maid uniforms lmao
damn what mod allows you to have that centered
I just cropped a print haha
ohh
π³
Your hard work will not go unrewarded
Have an ample supply of pickles to keep the baboon hawks distracted
I'm so happy it's working again. That was so stressful lmao
protogen 'n boykisser.
:3
I literally have the same one - but it's not the same gif
i think yours is smoother? .,.
Bongo's is noisier
but has more fps
ye
Quality vs. Performance
Mhmm. Outputting the same thing
many bricks.
MGRR best soundtrack
MY SOURCE IS THAT I MADE IT THE FUCK UP
"How did you get elected?!"
"I don't write my own speeches"
no but seriously I've shot to the beat of a MGRR song like 50+ times
in BPM
π Gud soundtrack
I also have the wheelchair song

cursed
@limpid portal https://www.youtube.com/watch?v=47JKejm3P3A
This is by far the most requested song, so here you go!
Directed by Jamster3399 and ULT https://www.youtube.com/@ulthasayoutubeaccount6275
Special Thanks to:
Cash (sorry I left you out on credits!!) https://www.youtube.com/channel/UC1telDwH3u7uBgIsdSLyvmw
Meowsandstuff
Glow
Little Man
Husky
Original Wheelchair Samuel Video by It's Danbo
htt...
π€£
sung by the official boi who did the original song
It's always a 10/10 when the original song artist helps to sing someone's parody :3
Yea fr, at first I was like "damn they chopped up his vocals really well"
Oh no no no - he literally sang it
Yee, it made much more sense knowing that lol
XD - that'd be god damn impressive if this was chopped up like a TF2 song
but Tyson is epic c:
Here's a little snip of me recording the song I sang for Metal Gear Rising Revengeance 2013. I'm back recording it again. Let me know in the comments if you think I still got what it takes!
Checkout my NEW merch: https://tysonyen.creator-spring.com/
Here's a link to the original: https://www.youtube.com/watch?v=CXRxRTW6nXg&ab_channel=Vario...
Look how long he hits that damn note π
Sick π€
Ambushed a thumper when it came between me and the fire exit I stashed loot outside of
is it possiblet o use this with LCMAXSOUNDSFIX, it causes severe lag for me on custom interiors on modded moons
The sound fix is causing it? It's only a soft dependency, so you can disable it if it's causing issues
yep took me so long to figure it out
Very strange that it would be causing performance issues, but yea Starlancer works just fine without it
You'll just probably get audio issues later in the day as more sound sources get turned on from enemies spawning
it says this
occlude audio errors
I'm so used to hearing bug reports lately so I just wanna make sure, this is a good thing?
Hm, I haven't seen that error before
thats waht the creator of scarlet devil mansion told me
Not sure how to help with that unfortunately. Does the soundfix lag occur only when SDM is the interior?
the lag occurs for me, for every modded interior on a modded moon
wait nvm that didnt fix it
lcsoundfixtools thing was not the issue
Im only having lag issues with weslleys moons
Oh, well I'm glad it's not the soundfix at least lol
Wesley's moons are still LE right? That could be the issue since the LLL update has been fighting with it a bit. I think I've mentioned it before, but do you have LE Core?
yep
lll version is 1.0.7
I've gotten Starlancer working on the latest LLL version, so you could try that just to test it, otherwise I think all I can really do is wish you luck π
bgdsfjhgvjshd I was just giving an update about the genuinely fun part of playing on that map
Unless thumpers aren't supposed to spawn on Triskelion, I'd say it's a good thing
I'm glad! It's just been a stressful period for Starlancer development π€
Is it bad that I've learned to cheese both moons with a jetpack?
I feel like any moon can be cheesable with a jetpack π€
TouchΓ©
Really you're just robbing yourself tho π
Oh don't get me wrong
I've borne witness to the fields of majestic, snow-covered pines and the giants roaming betwixt them, sometimes accompanied by a lone dog or small pack
It's what motivated me, a usually solo player, to resort to the jetpack xD
Fair! Just don't forget to recharge it :3c
Absolutely. I've even learned to master the art of forcing it to reverse charge in order to conserve power on round trips to the ice-floe emergency exit (dunno if there are others)
The only downside is that I can't do that and carry two-handed things at the same time, but somehow I think I'll survive
Is the ghost girl able to spawn on either moon?
You've been using the jetpack and haven't seen the hillside fire exit? π€
Yes, lemme check the weights rq
I tried to scout using altitude, but no red lights stood out to me
Maybe I just managed to look in all the wrong places, it's not beyond my luck xD
Triskelion is 1 (didn't want to make a unkillable threat common on a combat-themed moon)
Auralis is actually only 2, which I think can be bumped up to 5 at least, especially now that I've got navmesh going into the ship working
Mercy XD
Augh, aight
I ask because she managed to ruin three Titan runs in a row, and there was an occasion where Offense switched to a mansion interior... Which spawned her and at least one coilhead
I may have some beef with her
Oh, thank you!
You're welcome! I'm surprised you never exited the interior there honestly.
C'mon 5 isn't too bad. I suppose I can bump it up slower and start with a 4 π€
You might be even more surprised to find out that I'm something of a wuss when it comes to mansion interiors, or the medium/hard moons in general XD
I always take a fully loaded shotgun with me, but because I apparently hate feeling safe, I got a mod that broadens the range of insanity-induced noises and hallucinations
The end result is that I almost never go that far into the moons' interiors when I can help it, or more accurately when loot rng helps it
I mean, you do what you prefer with the map to make it interesting, it's your mod, but I will let you know about my suffering when it happens
lmao hey, you play how you want! That's the beauty of modding :)
My current plan for the next moon will be a free mansion though
"Free" mansion?
As in a moon that, by default, is weighted primarily towards the mansion tileset, and costs nothing to route to.
Nope! :D
We played a good bit last night on Auralis and I'm still confused by it, is it supposed to be absolutely packed with ridiculous spawns off the bat? As in a "take a peek, grab what you can and get back if you can" type moon?
The moon loot ping tells me there's consistently 43 items with a value of 3.5k-4.5k π
I mentioned giants spawning at 10AM and according to the author, that's exactly what's supposed to happen
It's kinda gnarly like that xD
Are you using the "scan" command at the terminal?
Auralis is quite profitable, but your average value on the level should be around ~2.5k
But the vanilla scan command is wildly inaccurate most of the time. I've been using Detailed Scan to check stuff, it lists each scrap off ship and their value
Also what do you mean by ridiculous spawns exactly? It's definitely meant to be rough (especially the outside) but I recently tweaked things to be a bit less brutal
I read "Forest Keeper" as "Frost Keeper" and got really excited to see a frost related enemy for a moment
Aww sorry ^^; maybe someday!
Nah i'm not, the ShowLootOnPlanet mod is very reliable though, accurately displays all items outside the ship and with the true value total mod it was 100% correct, i've checked the moon stats via lethal quantities and see the min/max was set to 30/42, and with such high value scrap it ranges to that ridiculous range I mentioned
What confuses me is the min/max value set on items here, chem jugs can be 210?
Uhhh no, I'm not sure why that's happening. I don't touch item values.
That's in the LLL config for Auralis?
Nah this is from LethalQuantites, a mod that lets you tweak values from what it gets upon loading a game, which makes me wonder why that is happening. I'll do a quick test on my testing profile isolated from other mods and see
Please do! Scrap in general is tricky bc the min/max values don't seem to work like I think they should. So I pretty much just did trial and error until it gave me roughly what I wanted
Okay landed on the moon 5 times and got these results, which are way more like what i'm expecting to see
I have an idea for what I might think has happened
I think the first time we landed on the moon it was either foggy or eclipsed, and meteo multiplier (weather bonuses) overwrote loot information on the moon
I'll get quantities up on this profile and crossref information
Ahh okay. Always glad when it's not my problem π€
Huh unless I just got very lucky on those 5 runs it looks like that didn't touch those values. unless I am misreading exactly how the scrap is calculated here
Ohhhhhh
I see now
ScrapValueMultiplier will * the scrap's value and that'll be what's displayed in game
So I saw a 90 value cash register here and that falls within the min/max of cash registers
Okay nevermind, all just meteomultiplier and foggy/eclipsed boosting numbers to crazy values, more knowledge unlocked
Sorry to be a pain π
Ahh yep, that'll do it. Glad to see that MM didn't ruin LQ at least
Not a pain at all! I appreciate your feedback and I'm just glad everything is working correctly :)
Yeah it all makes sense now, MM adjusts the ScrapValueMultiplier and ScrapAmountMultiplier for moons and with such a large loot quantity on this moon even the smallest adjustment makes astronomical changes to how much the total value is there
Absolutely lol. Idk how the config for MM works, but you should look into maybe lowering the multiplier for foggy weather if you can
Yep I thought it was low enough! 15% extra loot value and 10% extra loot adjustes that moon A LOT π
Can you set MM per moon?
Unfortunately not, which would be great honestly as the "post titan" moons get affected the most compared to the base game free moons
I'll see if I can contact the mod dev regarding that one π
But for the time being this will be fine... hopefully π
Well you'll be meeting quota, that's for sure π€
Bro we came out of Auralis with like 5k π
Auralis definitely seems the place to be
Titan is slightly more convenient in terms of ship-entrance traffic, but it's actually cursed for me so I'm not touching it anymore when I have this xD
Alternate skins for the Forest Keepers would be fun
Alternate skins for any monster that shows up in radically different biomes tbh
Barring that, some explanation as to why the exact same critters show up on different moons orbiting different planets
I just assume it's The Company's fault
Just in case you didn't know, there is compatibility issues with the moons and Intro Tweaks. Not sure which side it's on or why its happening though.
It's a known incompatibility with Lethal Level Loader. The way LLL loads bundles takes place during the intro, so skipping the intro makes the bundles never load in the first place.
I see, thanks
This is planned to be fixed in the future on LLL's end but Batby, the man with the plan, is unavailable until the 13th
My luck in a nutshell: Three gold bars spawn relatively close to each other, but then a coilhead shows up right in front of the fire exit
@opal mauve I have a surprise for you
oh?
It's a simple patcher. I'm gonna test it on other enemies now, but Coilheads are a lovely proof of concept
Ghost Girl and Giant are plenty of immortal outdoor enemies
I can already feel my soul shriveling
oh no
but also oh yes
Will this work with other moons too? Or will the patch only apply to yours currently? @limpid portal
It'll work globally, it patches the EnemyAI type
That is dope
You have no idea how excited I am
I don't even care what horrors you put outside on Triskelion because of this

It doesn't allow enemies to escape the facility, but it'll be huge as an API for other mods
Absolutely
Fear
~~Please noone take this from me ; ^ ; ~~
I'd like to see 'em try
Between this and TestAccount's Backrooms patch they released today, my ideal Lethal Company is slowly coming into view
crimes within crimes await
So we have Brutal Company and we have Savage Company
What's the next tier
How bad can it get
Oh one more thing, will this still require navigation nodes outside, or does this properly use the outdoor nodes now? @limpid portal
Just an important question before I go throwing them on all the moons
I'm actually adding some code right now to set them to use outside nodes
Wait.. Wait hold on.. Was that a showcase for proper exterior pathing for interior A.I???
Didn't expect CODE from a MOON MAN, DID YOU
ISNT A MOON MADE OF CODES?-- UHHH
No, it's made of cheese
Food mod when
You just piece together the moon models from tiny 3d models of cheese
...I should do that now as a challenge to myself
Make a moon using only 3d models of cheese
IT WORKS
YES
I don't know if I'm a god or a demon right now
You're gonna love this clip I'm about to share
Gonna eat your moons
The literal moon orbiting around our planet but the texture is all compressed cheese pngs
ranging from cheddar to gorgonzola
π©
...if I get bored I'm actually gonna do this
Make a moon using only cheese models
I'm sure nothing could go wrong
Make a solar system with a bunch of moons based on different cheese types
Call it the cheesyverse
π
"130 Gorgonzola" does sound like a good moon
also could you figure out how to have the floor not pop in? its pretty distracting
That is dope
I can now realize my dream of letting ANY enemy spawn outside on Secret Labs
Though that Snare Flea did seem a tad confused
Very very real
Masa can taste the moon already
Can you lure enemies into the pits? I tried once with baboon hawks, but I don't think it worked
Enemies are pretty smart about not using things their Navmesh says no to
It might be possible with Thumpers though if there's no wall for them to hit
They have no brakes, so they have no choice
Holy shit, this is actually the first time Masa has seen a Snare Flea outside
That's because they typically horribly break and can't find anywhere to hide
Triskelion is a map designed perfectly for them though
oh god what if it was possible for one to hide in your ship
OH GOD
If you want something like that to work without horribly breaking, you'd have to put navmeshes in the trees
An idea I don't like
I don't need Masked spawning in the trees
They're in the trees
No they aren't, get out of my head
They're in the trees Nikki

The navmesh itself wouldn't actually make anything spawn up there, so if you make it so that the navmesh isn't actually connect to the ground you could actually place a snare flea up there and not let ground-based enemies go up to the navmesh
Idk how snare flea ai would actually handle that though
Interesting concept for sure
Something to play around with for future maps
As long as there's no Masked in the trees I'm cool with the idea
Just please keep the mask men out of the trees, unless you add the ability for players to climb trees
this is a joke, don't do that
You can just put ladder scripts with no ladders/ladder sounds near trees
xD
Now one more test, then I wanna try and adjust one more thing in the code. I need to see if spawning an enemy outside still triggers the outsideAI to take over
A special climbable tree could be a cool map easter egg though, if the tree looks different enough to stand out
Wdym by spawning? Is that not what's already happening?
Or do you mean with like cheat mods
Like they spawn from a vent
That was just a test of placing enemy prefabs in the scene
Ahhh
Next thing you know Audio's gonna tell us he made a enemy mod
Eventually, yes :3c
A
I assume by a vent you mean an outdoor spawn point since there's not actually "vents" outside
π¦ π
Correct, though placing a prefab vent outside does, in fact, work. It just has to deal with sharing the inside vent system, so it won't always spawn things
Actually lemme try setting an inside enemy as an outdoor spawn directly
That'd be much faster to test if it works lol
Yeah that's definitely the better way to handle it
@formal thorn I have cooked today
Typically, vents should spawn indoor enemies and outdoor spawn nodes should spawn outdoor enemies
Placing vents outside seems like asking for things to break
Surprised it works smoothly

A vent is just a container for the EnemySpawn tag, really
Huh, gotcha
So you could place an empty and just tag it EnemySpawn and it'll do the same thing probably
You wanna know something funny about that though?
Depending on how that mod actually works, the shrink mod that just released... if the shrunken people happen to find the nodes at some point or the 'outside vents'....
Actually since a vent does have a script, it might function like an outdoor spawn node if it doesn't actually have the script
Teleporting mini people outside
how does that work weight wise? does the game have different caps for inside and outside?
It counts towards indoor spawn power
ig that would require that mod to add a check if the player is inside
to avoid that
when i remember right brutal company and plus had working outside enemys before
what i remember that some dev LOVES putting spiders outside and they just bug out
Did you see the spider in the video I shared? It placed a web and everything π₯Ή
yeyeye
Oh? This would be more universal though, plus it wouldn't have a difficulty tweak
I think Wesley
Lethal Escape also has it working, buuut only for enemies spawned by their respective mods
you can config the spawns and disable all events, the only thing forced would be the messages i think but yeah that was the first mod i played where you could meet hoarding bugs, nutcrackers outside and all that
AudioKnight's patch should apply globally
ah wesley yes
the author of the 6 nutcrackers moon also i think
I also remember Brutal Company's AI not always working properly
i just hoped someone was able to take the codes from there, but now you made it possible yourself
btw just throwing it out there, someone called me Star here once and I absolutely loved it, so feel free to also call me that, Audio is fine too ofc
I'm just glad to see a fix that doesn't involve installing Brutal Company and having my friends freak out cuz I installed BrutalCompany

Will keep it in mind!
lmao
i just said it as a first timer, just like lethal things had the first enemy i think?
and alright star
I love making compatible stuff. I stressed out to make my music mod vanilla compatible (but also work with DiscJockey) and I actually did it
ye boomba
Oh that's a good question
Will this fix only apply to vanilla enemies?
For example, if I wanna try and force a Boomba to use outside nodes
really cool ngl, that allows for a lot of possibilities for map makers (wesley please stop putting spiders on every map)
lmao
MORE SPIDERS
the spiders are funny, they always run past you and meet in one corner π
i can see how that connects on infernis when you are slown down by webs and the giant greets you, but seeing the coilhead on tris is gonna be nightmares haha
yeah, backing down into a hole lmao
MASA IS SO GONNA MAKE THAT SPIDER MOON IDEA AGAIN
This will apply to anything that utilizes the EnemyAI script present in LC
Gotcha
Don't worry, that was just a test lol
If people are not gonna take it, Masa will...
Not end that sentence because that would enable people to not take it π
Considering the Boombas do the thing that vanilla enemies do, which is clump up in one spot, I imagine they might work
not sure if you ever knew about it yet but wesleys asteroid map plays a coilhead steppy sound near you which yeah makes you think a coilhead is close
I FUCKING HATE THAT
Absolutely hate that
lmao
It made Masa JUMP
and now I can add a rare chance for it to be an actual Coilhead
So you'll never know

if starlancer ever gets enemies one of them should be a glow head coilhead
.........
Random... Herobrine outside..
seeing light come closer oofies
random sounds were scary af
i use resonance for some scary sounds which sometimes get me
like i heard screaming on triskelion and i thought first it was the moon itself
resonance makes solo gameplay impossible π
does resonance need anything compatibility wise? was thinking of getting it but not sure how it handles that
"LCMaxSounsFix" is the only thing it comes with
i mean as in how it feels with other mods
it has ambient music, main menu music, different sounds for some items and even monster π
Navmesh prevents enemy stupidity like that sadly
most sounds are keept vanilla but remastered
I'll test changing up the LOD distance
and if star adds sounds additionally they arent replaced as custom sounds from moons still work
They always kinda wiggle around when they first drop without hitting a player
now you reminded me of the wiggle wiggle song
eitherway i been a fan of starlancer moons, and i started using them recently with all interior mods with it to go
They've come a long way, I remember how much I disliked Auralis on first release 
honestly starlancer are my fav and its not even close
i love seeing office with auralis not sure why, i prolly played to much upturned lately
i played office on auralis once, def wouldnt recommend
decided to start packing our things and leave at like 9-10pm
12pm hadnt found the exit even
lmao
a radio is aslong as the day takes i think, i keep that with me as a timer
office generation itself is big, and i think you can tweak it in the config
my issue with it is how empty it is compared to its size
Office has some known loot and size bugs that are being worked on
So it seems like something prevents inside enemies from spawning when set to the Outside spawnlist. I might try to expand on that functionality later, but for now I'm gonna test a vent
btw, am i misremembering things or did ac have an outside config that allowed inside enemies to spawn?
or vice versa
Are you the .... ||Imposter?!||
Weird, they definitely work when I use AdvancedCompany
Well, work as in they spawn
Idk about further functionality lmao
I set the spore puppy to be the only outside enemy and had no spawns
wait
Maybe it can't exist in both lists at the same time
Nah, I don't think that's it
Could be wrong though
Could have just been RNG as to why they didn't spawn
I had to set them to egregious numbers and test several times to see them
RNG a bitch
I'll give it another try sans-Vent
Yeah, no luck. I did get confirmation of masked being able to levitate jump across the gap though
kk, probably won't be too long
I assume rn you're just testing with your patch and StarlancerMoons?
Yee
Makes sense, makes sense
Nothing in the code is specific to any moon or anything
Just easier to test when I can control spawns and scenes more easily
Mhm
When I test I'll test the patch alongside AC and vanilla moons
See if Coilheads work outside on Offense π
omg, imagine if you can spawn in lootbugs that are holding onto a scrap




