#Starlancer Moons v3.2.0 / Starlancer Warehouse v1.7.0
1 messages · Page 3 of 1
lmao
Surprised the 'don' isnt holding onto a shotgun tbh, but then again, you can loot the shotgun from the lootbug..
Oh my god, did I just read what I think I just read
Theoretically you could place a lootbug prefab down, then place a scrap near it and have the default target be that scrap and it should work
Masa would 100% have lootbugs be around the arid maps especially so experimentation has something unique to do!
Lootbugs for Arid maps, Bees for Forest maps
I'm not sure how to go about injecting things into vanilla maps, but that sounds like a cool idea :)
What do you think you just read? :3c
Yesss. Masa is a absolute sucker for things to do outside
That's why Masa really wants to try and get someone to do the spider moon because just having a different vibe and threat alltogether spices up the moon experience so much more
I think I just read that someone has been cooking
Which is why Aquatis/Triskelion & Wesley's Moons are so nice
Guilty as charged 🧑🍳
If by cooking you mean that your spiders outside are no longer gonna have their brains cooked, then yes
This is absolutely awesome
Enemies that spawn outside using the vent system function appropriately \[T]/
What I can probably do is make it so that when an enemy spawns outside that triggers the script, I can have it subtract the power from inside and apply it outside
Mm, maybe, they should already do that if they're spawned outside instead of via vent though
I'll test with AC once I can since it might be a vanilla bug
All I know is AC definitely let me spawn Thumpers outside
They just didn't navigate properly
Kk, I'd be addressing it with respect to the vanilla system though, so if AC or some other mod has their own system it should be fine
I just realized though
Wesley's spiders and nutcrackers spawn outside fine
And they're just added to the Outside spawn pool
So there's no reason it shouldn't work on Triskelion
Actually nvm, they might have to change if they want to rely on my code
They don’t have good ai though
I didn't say they did
Huh. @quartz mason how do?
I said they spawn fine, which is the issue being discussed atm
I just added them to the outside spawn pool
Star, are your outdoor enemies time locked?
Time locked?
What'cha mean?
As in they don't spawn until a certain time of day
OH
XD I’m not star here 🤣
Spore bois in particular could also be broken
It's a spawn curve like regular moons. Lemme try with other enemies rq
Thumpers outside, dang :P
they huddled in a corner and cried unless you gave them a kiss, but they spawned
I'll take a vid for more showcasing ;3
Spore Lizards and Brackens apparently cause a lot of lag when spawning/moving around outside (not sure if that info helps)
If thumpers work I'll test brackens next
what happened with backrooms?
I wouldn't be surprised if Brackens work on Triskelion cuz its so small and has hiding places
Tldr makes it so you only teleport when taking lethal damage, which is a mod that already exists but doesn't work (it's a troll mod)
I believe AC just hooks into the vanilla system and allows you to alter spawn tables
But ik AC does a lot of Netcode patching too so I can't say definitively
Do you have any instances of the same enemy in both inside and outside spawn pools?
kk
It could be a vanilla bug that's patched by LE/LECore/LethalLevelLoader/whatever is spawning them
Could also be a Triskelion bug 😛
We both know how Triskelion loves to do that to you for no reason
I'd sooner die
Triskelion about to become quadskelion
Quintskelion
Eat the moon: Bisquelion
Biskeleton
Wait I think I know what the issue is
Triskelion: Episode 2 the Remake
@opal mauve If I'm right, it actually IS the same problem that was messing with Triskelion before
While I'm at it, I might as well test brackens and spore puppies alongside crawler spawns
Expect potential lag
If there is lag when testing, add PathfindingLagFix and see if it assists
Could mention it in the description of the mod if so
||Loads into map, Shy Guy immediately redacts you despite not being set to spawn||
||Despite not even existing in my mod||
he is the one who decides whether to spawn
Thumper on Triskelion workin now?
Our saviour!
im scared a bunch of spoilers and then mr hoarding bug
This also shows the mask working normally
This is so sick
^^
would the reverse work too? like a dog spawned inside?
https://discord.com/channels/1168655651455639582/1203082292289867806
I literally created this 9 days ago and have had several mod devs be like "I could probably whip this up"
Uh
Nobody actually did it tho
I could make it work? :3c
Dogs spawned inside already work in my experience
I could be wrong though
That said, it's not a good idea
they do? I think wesley reported that they didnt. but idk
Dogs take up way too much room inside and are oppressively strong
Could have been Brutal Company as well then, I don't remember, I tried it a long time ago
From what I've tried, their pathing was fine
They just couldn't harm the player
I mean, I'd just be allowing the AI to function, nothing more. It'd essentially be my code also doing the inverse of what's already there
Me watching as a leviathan emerges from the cold Bunker ground to devour my friends
Might just be a le thing though
Meanwhile I said yesterday I'd do it
IF YOU SPAWN AN EARTH LEVIATHAN INSIDE YOU ARE A MONSTER
: )
It'd just be great to have something that can allow anything, would open up so many possibilities
It would also help me feel more comfortable having donations open
Yeah, it's not a bad idea for a simple dependency mod
Might as well make it functional
Just warn people: Some indoor enemies will not work well outside, and vice versa even moreso
wait so are interiors just generated underneath a moon?
Mhm
Giants, Dogs, Earth Leviathans are all basically awful inside
Dogs being the least awful but still oppressively strong since they block entire pathways and corridors
Correct
And if you're crouching, you don't outspeed them, and you can't go around them inside
So a dog hearing you inside at all is basically a death sentence
They're not fun
Lol
Is there any wiggle room with that? Say having an increased distance between the two, or a set distance between the topmost collision of the interior and the bottom of the moon?
As in would a very tall interior just poke through a moon
You aren't wrong 
But I stand by my statements
You can set the level generation root wherever and the dungeon generates around it
I think
Gotcha
I just realized, Brackens outside on Auralis? 👀
Terror
Flowermen amongst the trees?
I mean I dunno
As long as they don't cause lag, they're not insanely oppressive
Just gotta maintain outdoor awareness
tru
Coils outside are arguably worse than Bracken could ever hope to be outside
Hm. I need to test if they can get in the ship
I know Thumpers can if they get on the railing
I definitely fixed it for masked
But they aren't set up to normally get on the railing, so they kinda have to be coorced
That was the original idea I had for Asteroid-13
You excited Wesley? 😛 Finally boutta fix the infernal spiders
Honestly in my pack I'll likely set Coils to like a 5 spawn chance on Asteroid-13 if you don't
With it being a free moon, they should be rare, but possible
You have no idea
Definitely will want to add the patch as a dependency to your moons once it's out
Gotta eat dinner soon and watch a movie with my gf, but I'll drop it tonight, 99% guarantee
Sounds good 
I am genuinely curious to how Etern will play when nutcrackers can actually move around
Etern gonna become a lot more difficult, that's for sure
You are a legend
But you already have plenty of cover / crawl spots so I think it'll be fine
Ong
@sharp orchid #1194042915840872548 message
dude please release a standalone mod core of this
i NEED spore lizards on hydro
OMG AND THEN I CAN FINISH THE JUNKYARD
Best part is, Hydro has plenty of cover, so they shouldn't cause too much lag
Oh it's 100% a standalone mod
i love you
ive been needing this for
a month
i cant say months
cus i just got here
jan 5th
i can finally do this
:3
small question
would hoarding bugs steal stuff from the ship
?
or would they just try to take stuff from players
I'm excited! I'm excited! I'm excited! I'm excited! I'm excited! I'm excited! I'm excited! I'm excited! I'm excited!
speaking from experience from lethal escape; they might
That sounds hilarious
Last day before quota and they just clean your ship while you're gone
yeah its also funny that i have the neco arc hoarding bug mod
and that one adds the hoarding bug day
which basically makes their spawn rate skyrocket on the set day
GET THE SHOVEL
scary stuff im telling ya
@quartz mason do you place any enemies by hand outside?
trying to account for some different use cases
Nope
Oh @limpid portal try not to get excited and ping everyone whenever you release it, I got timed out before for pinging too many people at once for a mod release xD
Don't get me wrong, I absolutely want to know, just can't ping everyone at the same time
I too would graciously accept a ping on release lol
just tried baboon hawks inside and they have the same issue
they can still attack other creatures though strangely
It is funny to enter a facility right into an all out war between dogs and baboon hawks lol
I second this
Please I need this so bad 😭
I didn't know this until I found mauled manticoils on Triskelion 😂
BUDDDYYYY.............
You've been here since like hour 1 of Starlancer when you made that little preview vid, I appreciate you 💙
thank you
i appreciate the time, effort, and passion that you put into the things you create
they're honestly really cool
We've come so far 🥹
is it fine to update StarlancerMoons to v0.5.6 while having LLL on v1.0.7?
or i can now update LLL to latest?
I think it still works on LLL 1.0.7
Batby will be working on a new update for LLL tomorrow
does it not work on latest version of LLL?
It does
people are saying that there are problems with LLL but i havent experienced them since im playing solo
and i even have all Holograph's SDK,LE and LECore lol
Yeah idk what all incompatibilities there are, I know the worst one is any mod that skips the intro sequence though, completely breaks the current version of LLL
Only bug you'll notice solo is moon route prices being 0
LE moon prices*
LE and LLL price conflicts?
LE moons don't have a price while using current LLL due to an issue with LE
Also, there is literally zero reason to have SDK installed, and no reason unless it's a dependency to keep LethalExpansion. (And you can even still remove that if you're using r2modman). LethalSDK isn't even a mod, it's a development tool, does nothing in the mods folder.
anyways. Welcome back
does Budafest work with LECore?
It does. You can uninstall LethalSDK, it having the wrong dependency is a known issue
well SDK just downloaded itself when i downloaded Budafest
i dont have LE i have LEcore and it still was 0 price
Mk
so i can just remove SDK now?
Yee
well thanks to that. now my modlist is 200 flat
200 mods damn i only have rn like 97
mostly are just cosmetics
Interior dog just ate me \[T]/
:)

kinda like 30% are moons and interiors. 40% are cosmetics and extra scraps and 30% are QoL stuff and fixes really
Do you know anymore interiors?
I think i have all of them but idk
Ye
🤣
Released:
SCP Foundation Dungeon
Bunker (More Interiors)
Castle, Sewers (Scoopy's Variety)
Scarlet Devil Mansion
Office (LC Office)
Oobleterra
Pool Rooms
Minecraft Stronghold
Secondary Dungeons:
Backrooms
Bracken Space, Walker Space (Diversity)
WIP:
Hadal Laboratories
Sewer (More Interiors)
Hospital (Dantor's Mental Hospital)
Tomb (Egypt)
Forerunner Dungeons
Oobleterra Cant wait until this fully releases same with the WIP ones
Callisto?
Hospital has my eye the most right now I think from the WIP list, just have a good feeling about that one
Okay so the only noticeable bug I've found so far is that jumping onto the ship semi-breaks coilhead's movement animation. It just kinda...slides? If you interact with the ladder to climb, it still "loses" you, but it resumes its normal walking animation
Coilheads outside are weird anyways
Poor monsters, the company didn't give them a nice handicap-accessible ramp
Moon
That's what Star is fixing atm lmao
ah
I'll be counting on y'all to test this in multiplayer for me btw 🤭
Bet
Just in case you didn't see, I want to put out the clarification that:
This mod will not add enemy spawns anywhere. It will simply allow other mods to place enemies wherever they want and have them assume the correct AI behavior.
So I stole some candy from a lootbug and took it to ship. It got angry, followed me to the ship, and promptly took the candy back and went home
thats amazing
Now thats just mean
only thing i need to figure out is how to make small scap spawn outside
that would be huge
He was enjoying it
Btw, currently testing different entry points for the code to see the most performant way to call it, but I think I'm almost done.
Might be as simple as placing an empty node with the ScrapSpawn tag
ehhhhhh
yesnt
it will dip into the scrap amount and total your telling the dungeon to provide
Which means you can theoretically design an entire moon with no interior, no?
Since you just tell the game how much scrap you want
it doesn't spawn scrap.
Fair
Just FYI @limpid portal, I may be able to test in multiplayer tonight if it releases soon-ish. Can't promise anything but I have some friends who may be free
Not saying "rush a release" or anything, just letting you know that I may be able to playtest if it happens to line up 
Kk, I found that the method I was doing things was kinda... forced? bc I did a silly thing, so I'm testing a hopefully more accurate build rn
It turned out instead of checking for a certain bool alongside position, I was checking if that bool existed? I guess? So it was setting things purely based on their position. Which is fine, in a way, but I wanna make it as performant as possible
I want it to be
omfg I watched that episode not even 3-4 days ago lol
I placed a lootbug and a bracken as prefabs outside, and set dogs on the inside spawn list, and it seems good \[T]/
Note that the bunker spider, which also spawned from an interior event, did not trigger my code
Starlancer AI Log, huh?
For the moment 🤭
Very nice though
Wanna fight about the name? (9 ' - ' )9
curious what the code is like
Nah, it's a cute name
Even if not practical once it becomes a dependency for 50 other mods
How so? I would think it'd be good to see whenever the mod is firing in case the code gets stuck in a loop
Happy to share it soon!
Nah I'm not saying the logging isn't practical
I more meant if that was the name of the mod

Ohhhh yeah that's just the placeholder lol
Fair nuff
Lurking in here cause exterior ai is exciting
Yeee
So for the name, I think I'll keep it simple and just call it "Starlancer AI Fix"
Gotta keep up the branding
Okay, one more test then I'm gonna upload it I guess
certified mod by the star of lancer
The coilheads might still slide around if you hop on the ship while they're chasing you, but it's just a tactic to make you let your guard down
Doggie!
Almost there :)
The mod will just fix outside ai right?
It also lets outside enemies work indoors
It isn't spawning stuff outside
...as well as they can, anyways
Correct
It handles no spawning, just AI corrections
Hell yeah
It's up to moons and other mods to handle spawning
Now I can dream of moon concepts with inside enemies outside
@limpid portal You need an icon? I made one for my mod suggestion if so
Or I can make one using Auralis if you'd prefer
What'cha got?
This is what I got at the moment, can make a similar thing with Auralis if wanted
lmao sure!
Just a basic icon that says "No, broken Coilheads bad"
Any particular enemy you want showcased with the ()?
Yippee
I'm slightly concerned people might think it's removing the enemy though
Could just be something like, an enemy outside the main doors
Troo
Use control company for a quick screenshot
Just a Lootbug outside the door with a scrap
If it can allow inside mobs outside

So this doesn't let enemies escape from inside, it just makes it so that if an inside enemy is spawned outside (or vice versa), they'll adopt the correct AI
I could call the function on Update, but I feel like that'd be a waste of cpu
Still, an image of an indoor enemy out on Auralis is probably a good icon
I agree. Can you get a lootbug holding some candy?
idk exactly how Lethal Escape functions, but ideally to work alongside my mod it would destroy the enemy and then respawn it on the other side of the door
I believe LethalEscape already has its own functions to make this work with enemies that escape anyways
So it doesn't need this
Ah kk
Gonna see if I can get you an icon rn
Trying out both ControlCompany and GameMaster to see if I can do it
Thankee ^^
If ya need a second hand lemmie know!
Just need to know what the best way to spawn a specific scrap is
If GameMaster will work or if I need another mod
I haven't used GameMaster so I don't know about it
I think I've seen a mod that lets ya buy scrap at the terminal but idk if it lets you specify
Yeah I don't think GameMaster lets me spawn a specific scrap @limpid portal
I'll see what I can do
kk, no worries :)
My first thought was my same pic of Auralis with:
SL
AI
Over it
But I prefer the yippee
Gotta have a shot with space for the iconic Starlancer logo above the enemy
It's not a real starlancer mod without the logo
@opal mauve item/enemy spawning
Okay, so for some reason Baboon Hawks are resisting my power
They'll notice me inside, but they won't attack
So I might make an explicit bit for them lol
Ugh I can't get LethalDevMode or GameMaster to spawn a Hoarding Bug outside for some reason
Ahhhhhhhhhhh the damn thing isn't tagged the same as everything else
Weird
You hit 0 for the full list of enemies?
Since some are hidden
Yes
Got one last set of ideas
Star, have you tried getting indoor enemies to spawn outside on Auralis? It's not suffering from the Triskelion bug, is it?
I haven't, but it's a bug specific to my mods related to how LLL works, so I'm probably the only one right now that would encounter it
Batby knows about it though
The problem is that LLL doesn't account for silly people that put multiple moons into a single mod 🤭
That's silly
Alright I got it
Apparently Control Company only lets you control enemies that would be naturally in that environment
So I had to set AdvancedCompany to allow Hoarding Bugs outside
THERE HE IS
Just needs the "Starlancer" logo and AI Fix text
but there's an icon base for ya @limpid portal
Thanks so much!
Np!
And now my revenge for them not working properly
I've been doing minor image manipulation stuff for a mod so I happened to know how to do that quick lol
Yee, but I appreciate it @drowsy mulch !
Is it true you are making a mod that fixes indoor enemies outside? was told
oh? are you a dev?
Nah, just been helping Star figure stuff out and make icons and whatnot
Just regurgitating what they've said
cool, very helpful
Yep! She's been great lol
Here's the real reason not to spawn Baboon Hawks indoors btw
🤭
LMAO
lol
#1194042915840872548 message
oh dear god
@spiral halo Have a video
I need to restart my PC, it's having a conniption after that for some reason
Seems it really didn't like unfixed Lootbugs outside
Very soon. I just made sure BH can attack/kill inside, now I just wanna test outside spawns again, THEN quickly slap the icon, manifest, and readme together
Plus I still need to do dishes ;^;
You mean like a separate forum post?
Yee
Wasn't actually planning on it ^^; I kinda want this to be the Starlancer hub
But I can see the benefits
Valid
If I could I'd come do your dishes for you
Like legit lmao
That's very nice of you ^^
H'OKAY
Testing is done for now. Have a vid of a blob functioning outside while I whip the rest of this up
Doubtful, but unknown
Bring a boombox
Put on StarlancerMusic
It rolls w/advantage against Hygroderes
Dance to stay alive
Gonna give you a lil credit for the icon help, how would you like to be represented?
Look at the cute buggy boi with the Candy
I wanted to give him a Painting but Candy works too
eats his candy
Angy
Well they'll be outside on Generic Moons' Hydro soon
Ooo

YES
Downloading rn
With asteroid 13
If it works I'm pranking my friends with it tomorrow
@quartz mason @sharp orchid
"Oh that mod just fixes some bugs in the facility"
FUCK I JUST GOT IN BEF
:3
I really hope it does, or I will cri
Step 1) Install it
Step 2) ???
Step 3) Profit
If I make enemies spawn outside and the player has the mod installed, they work properly?
No way
Who wants to join me to test that
bc it operates off of the level spawning a monster
I’m so glad you did this cus I JUST finished the majority of the scrapyard
means u probably have to depend on this mod tho
Small price to pay
@formal thorn here's the code I used
Idc
It’s not like it does anything on its own
...
I just realized I left a chunk of commented code
Oh
kill me
LMAO
doesn't affect anything
but I was scrutinizing myself and being like AH YES, IT'S READY
why do you need this
Lemme slide in dm for a sec
removing it would just make it apply to any created enemyAI lmao
Oh btw @sharp orchid my friend is very excited for the Junkyard map
kk

Testing asteroid 13 with starlancer ai
Coils I presume? 
Heheheheh
So in theory I'll see em walkin around
Last time I tried it I heard em run around but never saw them
Those are ambient noises to mess with you
They don't spawn by default
You'll need another mod like AdvancedCompany to make them spawn if you wanna test em
Correct
Infernis spawns Spiders naturally however
did i just take a peek in here and see people talkin' bout AI fixing?
If it works I'll try AC and asteroid
Oi - if any of y'all actually fix em
poke that darn wesley boi 'n like... whoever else - to use that mod as a dependency >->
It's already out my dude
Wesley knows it was in dev
But I should probably @quartz mason
that sounds like it only affects starlancer
nvm <~<
+1 for this mod getting its own thread. I can't even count the number of times I've seen "everyone wants outside AI fixed and is just waiting for someone to do it", so I imagine this is gonna explode relatively fast. I think discussions over fixes / compatibility / suggestions for it as they raised would be better suited for its own thread, while all Starlancer Moons fit here really well
Speaking of, this is amazing and I can't wait to run into coilheads on Asteroid13 in my personal pack now. Big thanks for being the one to undertake this
It might be a good idea to have its own thread

Is that RubberRoss lol
This is just the tutorial level, the REAL MODS ARE OVER THERE
Rude
<-<
Do nutcrackers spawn on etern immediately or does it take till night?
They take time
Currently I'm just letting an AI control a nutcracker I spawned through control company
He wanders around a good bit
Nice!
Waiting on Thunderstore cuz I'm too lazy to manual install only to install later
lol
I'll make a new thread in a few, just tidying up my code with Batby
Unfortunately my friend got held up late at work so I will unable to test multiplayer tonight
But I will asap
No worries! It'll be there 🤭
A uh
A baboon hawk just killed a nutcracker
The one I'm controlling lmao
I'm up on a hill where all these damn masks can't reach me Lol
Nutcrackers are definitely running around
I don't see them go into sentry mode very often tho
But they do do it
Oh yeah they seem great
Hopped down and heard constant rotating Lmao
Gonna grab AC and try asteroid 13
It's so nice to see those nutcrackers actually do something for a change
Hell yeah
When I get home from work, I'm going to make a few.. adjustments to asteroid13
Cool cool
If I'm unsure what's a bug with your mod and what's just the enemy AI not understanding how outside works
Should I put it in there anyway?
Yeah, go ahead and mention it there. Honestly not much I can probably do about it, but ya never know I suppose
Alrighty
what does the Starlancer AI Fix does?
it works on other modded moons as well? like a path finder fix?
oh then it will work with Lethal Escape better?
Maybe, Lethal Escape already has its own code to do that
It may or may not assist
Best you can do is try it
do you think they will conflict?
Unsure tbh
i cant test till tonight which is like 12 hours from now
ill bookmark the link for now
i have too many AI related mods that im unsure if that fix would interact with it. hopefully they dont conflict
the starlancer moons dont show up on the terminal after getting the ai fix mod
i run a modpack but the moons were there with the other mods as well before getting the ai mod
I'll check later. That makes no sense tho, I used my moons to test the ai fix 😔
this has been resolved in the AI fix thread
I love Callisto's look but man, reputable needs to join the discord or have a git or something, I wanna report findings 😭
RIGHT? 😭
will it be optional to make the ai come in and go out of the facility? i would hope thats its a customizable option that lets you change exactly which ones can spawn where and vice versa through lethalconfig or something like that, im not sure how keen i am about interior eyeless dogs or exterior coilheads, but i really like the moons so i don't wanna have to get rid of them because i dislike this
to elaborate, i would like the individual enemies to be modular if thats possible, i like the idea of exterior bracken and thumper, but im not a fan of things like exterior coil head and interior dogs
Isn't that already handled by lethal escape?
lethal escape handles inside enemies escaping to the outdoors, what audio knight has been talking about is them spawning outdoors to begin with, and lethal escape doesn't seem to control enemies going into the facility from the outside, which audio is also working on, though i've not used lethal escape myself
Ohhh
i just don't want the enemies being omni-versal to be a fact of life when downloading the mod, i think there are plenty of people who like the moons yet don't like the idea of all the monsters getting the masked treatment, though like i said before i wouldn't be opposed to some of them getting that ability, so i asked if modularity might be possible
Apologies if it was unclear, but Starlancer AI Fix won't be doing any spawning itself. It's just a helper to give an enemy the correct AI depending on its initial spawn position
Also, here's the dedicated forum post for the fix :)
https://discord.com/channels/1168655651455639582/1206494982521753620
Oh and it doesn't give any capability of leaving the facility
ah, so you'd need a separate mod to be able to spawn them inside and outside
Huh so what enemies are planned to be outside and on what moons?
So basically mods that would allow for enemies switching back and forth or spawning in one place or the other would use your mod as a framework?
Think of my AI Fix more as a dependency that moon-makers would use to be able to put interior enemies into the outside spawn list (or vice versa) and have them function properly.
It depends on how they handle things tbh
If it just teleports the current instance of the enemy like it does with players, then my mod won't do anything and they'll need to sorta emulate what I've done so far.
If the method for them leaving or entering is done by creating a new instance of the enemy on the other side of the door and destroying the old instance, then my mod would handle it, as far as I'm aware
interesting
I can already see that second one running into issues depending on the moon because of their power levels
The jester took it personally when everyone left the facility
If you're talking about my moons, I'm not sure yet lol, I just wanted to make this framework lol
Possibly, but as long as the enemy is "killed" when they're destroyed to remove the power level, it won't accumulate
Yeah I wad thinking about LethalQuantities the other day and what spawns actually would fit outside, Hoarder bugs were a funny thought fighting with baboon hawks but they'd get their butts handed to them trying to take from big bird
Outdoor Bracken and Thumper actually sound kinda sick
There might need to be bigger interior maps out to justify things like dogs and baboon hawks, though
yeah i don't particularly see much of a need for exterior hoarding bugs, since the baboon hawks are so similar
i think exterior bracken would be interesting, but his AI would need to change slightly, i like the idea of the bracken being more of a threat on the moon as a whole, but with his ai and the way your vision works in this game, you'd need to find a way to make his "staring too long" requirement less of a pain, because the maps are so open it'd genuinely be hard to break line of sight with him on places like triskellion
but i really want it to happen, recently i've found brackens rarely pose a threat anymore and i think they're easily one of the coolest and most iconic creatures in this game, letting them go outside with their forest giant bretheren would help with that i think
like blubberbeast said the thumper works too, as both the dogs and giants are relatively slow and a fast moving outdoor enemy would be a nice change of pace, i can imagine looping it using its speed and causing it to go tumbling down the hole on march
The brackens threat is being a little fire exit camping git, I swear every time I die to him it's because the fire exit doesn't say there's activity and he's just sitting on it
In my tests on Triskelion, the bracken sorta lost sight as I rounded the corner going down stairs, so a Triskelion outdoor bracken might be fairer than you think.
I'm not 100% sure about how thumper momentum works, but navmesh typically prevents enemies from falling into holes
It's really quite unfair tbh
thats nice to hear, i really want outdoors bracken to happen so its good to know it might not need much altering
sad, but also c'est la vie, if thats how the game is fundamentally coded it might be better to keep it that way than to risk breaking something serious
Very true
Yeah brackens have a favourite room and when seen they try to path to it, in vanilla there's a glitch where he can be pulled out the facility and his AI just breaks, not sure how lethal escape handles it unless he just re-enters the facility again
would this conflict with the pathfinder fix mod?
no
Pretty sure it won't, it modifies a different area of EnemyAI if I'm reading it correctly
I use PathfindingLagFix and have no issues
Any plans to add co fig that can allow a safe area around the ship from certain enemies? Since a blob getting in the ship for instance will suck
Like maybe it’s a hand list of creatures that can’t enter the ship
Because I would block the blob from getting up on the platform, uhh maybe spider? Idk what snare fleas do outside they may need to enter the ship
I'm pretty sure certain enemies don't have the capability of using "climb" or "jump" navmesh links, bc Coilheads don't follow into the ship, and Hoarder Bugs don't climb in (but they can fly in if aggroed). I don't think a Blob could enter the ship at all.
But there are currently no plans to make a config for any of that
Not sure on the others, I do have a clip of a hoarding bug stealing from my ship tho, they used ladders but that was with lethal escape
Interesting. It may have just been unlucky that it couldn't detect the scrap I had on the ship. Btw here's the official AI Fix post
https://discord.com/channels/1168655651455639582/1206494982521753620
Danke
The new Drone Enemy is so fitting for Triskillion ❤️ hehe
Oooh fun!
Can you link me to the thread for the mod if it has one? wanna learn more
Triskillion, Peepers and Shockdrone Meta 😄
the emp gets them off you 😄
does the music mod from starlancer conflicts with lethalresonance?
Not sure what LR does exactly, but StarlancerMusic just injects my original songs into the vanilla boombox songlist
Nah
so what does the AIFix does exactly? Is it needed?
btw why is it downgrading lethalib and LLL? sorry for that much questions I'm just new to the mod
It lets creators put inside enemies outside and vice versa without breaking their AI
I just haven't pushed a new update since they released, you can update
ok thank you :)
Wait, @dense venture it shouldn't be downgrading anything. There's no dependency in my mods on LethalLib, and the LLL dependency is up-to-date
weird
I was messing around with your modpack and suddenly my LLL and LethalLib were downgraded
I reinstalled it and didn't happen now
not sure what that was about then
Yeah that's quite strange, glad it's resolved tho
I didn't want to lose Triskelion in the newer version 😔
Wdym? It's there
oh it's reactivated, I remember seeing a patchnote that it was disabled so I held off
Oh yeah, I fixed the issue a while back ^^;
Hey Star, if I commissioned you and made the animations would you code a mod for me

I need Hoarding Bugs to dance to boomboxes
I think there are some mods that do that
HoardingBud?
(Everything should be configurable in that mod)
HoarderBud broken for me with modded moons
Dev says he has a fix tho
Good hecking moons
Possibly 🤭
I could always use money
I've commissioned a friend of mine to make album art twice now, and both times she's knocked it out of the park
also my mods have a Kofi link if you think moons are art
I'll share the album art in a bit when I'm at my PC, it's so good
Moons are art, modeling is art
True true true
Masa's been dying for a Spider content mod lately tbh. Its just not getting out of Masa's head. The ideas in Masa's head in general have been revolving around expanding the content of existing creatures and building things around them tbh @.@
Had a awesome Mask idea at some point which Masa never wrote up, which had a interior that was like a 'theater' but also 'Mask infected interiors' with different Mask type enemies and scraps and stuff
A theatre interior would be sick
Ong
Like having the pretty halls where guests usually walk through and the wooden dirty backstage area as alternate hallways
The idea came from the whole thought of 'what do Masked do when they arent trying to convert others? Would they convert their environment into their own theatrics?' so like a 'Mask infected' interior, and a theatre that in reality is a place overtaken by Maskeds and turned into strange, liminal theatrics came to mind
Yeah what do those enemies do when we're not around
Do they all just hang out, have a game night
Yesss, exactly.
And like, rooms with mockup cardboards and mannequins and stuff, and areas with bulges in the walls that are strangely shaped like the drama masks.
That would fit very well with Atlas Abyss maybe
Should-- Should Masa just start writing the Mask expansion idea in #1188298686560739389 ? :o
Weirdly maybe even with Atlantica
Yeah very true
dewit
Bioshock
"A cruise ship overtaken by the Drama, stranded in Atlantica. Now they waltz between barnacles and kelps, a eternal curtain call for poseidon's world. Until those without a mask came to unmask the show.. Let them drown in tragedy, sink in comedy, fall and rise like ebb and flow.."
Okay fuggit time to dew it
Sorry Audio Knight for taking over the forum ;w; But that is what the Masks do
isnt there archanophobia mod for the spider thing
Arachnophilia yes, for improving the spider
Though Masa moreso means moons, new enemies etc
true
@onyx dirge not even gonna ask me to make it smh my head
Here's the album arts I had commissioned btw, the artist is TheTinyTaco :3
Yo uwanan make it? ;w;
wuwuwuhuhrgg
OMG THAT LOOKS SO GOOD.
The first picture reminds Masa so much of The Binding of Isaac
I was looking at your post and it definitely seems like an awesome idea
Complicated, but awesome 🤭
"The Starlancer Theatre" also has a nice ring to it
Ohhh, yeah it does! And yeah no, Masa always likes to be ambitious about the idea for the draft. It can always be adjusted for the dev's comfort of creation of course. :D
Masa will take a little break from writing for now, since information of the Interior, the Act and 1 enemy would be a good enough representation for what Masa's going for idea wise
Though for the other things not yet written, Masa could pretty much TL;DR them
Pokerfaces are masks protruding from the wall trying to mask you (masks you like the item, not the enemy), puppet is a enemy highly inspired by the puppet from Spooky's Jumpscare Mansion & the Director is a VERY ambitious enemy that has multiple functions, a gun, hallucinations & conversions
lemmeeeeeeeeeee see about a thing
👀
Yea there's no good free theatre assets on the unity store or itchio, so I'd have to do my own modeling, but lemme try a thing. Idk when I'll be able to share anything, but it's a great idea 🎭
I'm not well-versed in 3d modeling
Wait-- For real? :O
Well.. you can always contact Masa if you want some train of thought! :'D
YEAAA MASA'S CONTRIBUTING TO THE MOD WORLD!!!111
I make no promises, but I like to learn and figure things out :P
Animations would probably be the hardest part for me tbh
Of course, Masa's just glad that it inspires people. ^^
But also this would definitely be something to tackle in small chunks
I'm really bad about having a grand idea and then falling apart bc I try to do all of it at once 🤭
Oh yeah no, definitely isn't good to overwhelm yourself haha. Masa knows that feeling with event organizing and stuff.
Are you going for the interior first?
That's the plan! I haven't actually made any tilesets/dungen stuff for my mods yet, but I wanna just see if I can probuilder a little amphitheater
Because if so, perhaps trying to model the stage area could give a good feel of what you want the rest modelled after. :3
Yeah!
Honestly Masa would've loved to help with the modelling or coding but Masa is trying to learn how to do any of that. Got 0 experience, so its going to be a long journey. Though Masa has a lot of experience in writing, and making ideas, so that's utilized instead to try and help at the moment. 😅
All facets are important!
Yuh!
This is just a random image I grabbed, but I feel like it'd fit the vibe of LC to not too be too grand of a tileset
Mhm. Though Masa did envision the main theatre room to be spaceous, with like a interactable organ, and maybe a upper balcony hallway that allows you to like, see the room from down below.
Small steps is always the best steps though!
Yee, I'd also repurpose basegame assets where I could. Like that little box in front of the stage in that pic could be like one of the lockers in the factory tileset that sometimes has scrap in it. Just change up the material on it and maybe alter/replace the model and bam
Ohh yeah
Perhaps there could be a gap inbetween the crowd and the stage :o The fall wouldnt necessarily drop you dead, but rather damage you a slight bit, and put you into the backstage tilesets. Or a drop enough for a ladder to get you back up!
Backstage like a separate interior dungeon? Or just like a specific room that connects to the stage?
That’s insane
Specific room tied to the one big tile that connects to the backstage themed tilesets which can lead back up to the stage at some point.
Did have a tile in mind though that has a drop into either another tile below the current tile, or the Lethal abyss if there is none
But that's another tile :3
@onyx dirge Very rough draft, just to sort of get a feel
Ohh, neat.
this could probably serve as one of the smaller theatres in the tilesets tbh now that Masa thinks about it. It wouldn't be out of the question for a Masked civilization to have multiple areas where they can perform.
Would probably make like, paths at the sides. Maaaybe at the middle but who knows.
Yea, like I said, just an attempt to get a vibe 🤭
I might have to re-learn Blender basics and do it all there tbh
Yee. Just getting Masa's train of thought in the meantime haha
probuilder is nice, but it's... lacking in some departments
Mh. Never heard of probuilder tbh.
It's built in to Unity as a sort of modeling for prototyping things out
Ahh, okay. Yeah no, closest to modeling Masa got was uhhh, well the first screen of Blender haha
I've only dabbled and followed the classic donut tutorial 🤭
Which was back in 2018 😓
Did you make that donut? Or is that the default donut you are being tutorialed for? cx
I followed a tutorial to make the donut :)
That donut, ngl, looks pretty delicious
This is the only 3d model I've ever made, made it the other day for my cosmetic mod lmao
https://sketchfab.com/3d-models/vaggies-spear-4e728e90f28145d7847e1b892888b4fc
A custom 3D model of Vaggie’s Spear, aka an Angel Exorcist Spear from Hazbin Hotel! I saw that Sketchfab had a Vaggie model, but lacked her weapon, and most others I could find were STL files made for 3D printing. Comes with basic baked materials, ready to be dropped into Unity. Made for my Lethal Company mod (link below) but free for anyone to ...
Tyty
Ohhh, nice. :D
I'm the type of person who, if I really want something, and I can't find it, I do it my damn self
But I'm still learning sooo
Masa -would- be that person if Masa had the power
Masa is like a small person trying to reach cookie jar at the top shelf :C
Masa can gain as much power as Masa wants!
Just need to get uppies to build the throne ☝️
ok so with the latest lll... why cant i select starlancer moons?
Do you have any intro skip mods
Uninstall them if so
Ty Nikki, my tech support
Of course

I fix all the problems that aren't directly development related
That way you can spend your valuable time breaking Triskelion
I mean uhhh
Well right now my focus is breaking fixing AI 🤭
Exactly!!
yea my starlancer moons wont appear either
and i dont have any intro skipping mods
@opal mauve is there any other reason you know why it wont work ?
Only reason I know is intro skipping mods
Do you have GeneralImprovements? it has an intro skip option
lol what’s the maid outfit mod
I want to just start a lobby with my friends and just not mention it’s in the pack
Sweet thanks lol
np lol
I may just get that cus funny
It is quite funny
the modpack needs to be updated the LethalLevelLoader, LethalLib, and the StarlancerMoons are outdated.
Copy, will be putting out an update soon, but it's safe for everything in the modpack to be updated by the users for now
StarlancerMoons v0.5.7
- StarlancerMoons v0.5.7
- Updated dependencies.
- Starlancer Modpack v0.6.0
- Updated dependencies, no longer keeping parity with StarlancerMoons version number due to instances where dependencies need to be updated without warranting a major version progression.
This thread will now reflect the current version number of StarlancerMoons instead of the modpack.
the moons still wont show up in the termnal for me
Post your mod profile code
what do you mean ?
what is a mod profile code
do you use r2modman?
no
i do everything manually
Ah, there's a very good chance there's an incorrect installation then, one sec
This is the best way to mod Lethal Company imo
It'll automatically grab dependencies for you and let you know when updates are available
do you know why the moons might not be working
i have the most recent version
and most recent lll
The two most common reasons for issues with a manual installation here would probably be:
- If you have LethalExpansion, you need to also download LethalExpansionCore
- Check to make sure you have all the LLL dependencies as well
I still strongly recommend you switch to using r2modman, it'll make your modding life so much easier
i only use lethal expasnion core
Okay that should be fine then yea
+1, it saves so much time and you can still tweak everything in the files yourself if that's why you're not using it
i play with friends so it will be difficult to ressend a new folder every time we play
its much easier with r2modman than without
you can export as a code and import said code
the codes are only a few words long basically and it copies the profiles exactly
r2 makes that easier and still syncs configs. tacking on this guys thing though, havent been able to see LLL moons as well (ganimedes, these two and outpost)
also, you won't have to send a new thing every time, only when you want to change mods
wdym
You just open r2modman, select the profile you want to play on, and start the game
doesnt it auto update mods and dependancies
no that would be bad
itll automatically tell you when theres an update
which I think is useful
and you can click a button to update instead of reinstalling that mod
oh hey, it's the r2modman person, thank you for such a wonderful utility 💙
so what if i update all the mods and want to play with friends who dont have them updated
its particularly useful for modpacks where their updates will include all the dependencies
You'd click "export profile" in settings, then they'd go to their profiles and click "import profile" and paste in whatever code you sent them
then they either update them too, or you export your profile and they import it
without a mod manager it'd be much harder i think
so they need to have r2modman as well
yes, or thunderstore mod manager
In theory you could copy the folder the mods and stuff are stored in?
like it wouldn't be required
but it'd make their life easier too
manual download on thunderstore, run the setup inside the zip
ight
Unrelated to starlancer but Eb your latest version of r2modman is amazing, I'm shocked at the difference in performance it is night and day 
Agreed
how do i get my hands on this update
don't forget that there's lots of other contributors 👀
I fixed a large performance issue however lots of smaller and harder to find performance problems were picked up by the TS team and first time contributors
it is significantly better though
I was largely unfamiliar there was even a team, pass my love onto them all 🥺
wait we can update r2modman?
I believe it automatically fetches it's own updates
But I might also be immediately corrected
100% R2 got an update today and it's working like a brand new v12 engine.
Finally made a debug moon so I can test things without worrying I'm gonna break Auralis or Triskelion
Ayyy
- Removed a pipe
"Hey it won't let me load into Triskelion after the latest update"
"Hey there's no scrap on Auralis"
"Hey why did I encounter seven hundred spore lizards on Triskelion"
Working as intended
But now I can do hyperfocused tests like "Inside: Only spawn sandworms"
welp, forgot to enable the collider for the plane
oop
yknow
if you made a debug moon
that would have been a great opportunity to make a basic tutorial
😛
Well really I stripped things from my Triskelion prefab :P
Step 1) Have a preexisting moon
I'm trying, I'm currently home alone with nothing but Lethal Company mods to occupy my mind
I'd work on my cosmetics, but I'm waiting on a fix from AdvancedCompany
Realistically I should work on my scraps mod and figure those out
The Quackening
Ducky 2: Test Boogaloo
the debug moon has 1-100 scrap, 1-1000 value
ducks vary WILDLY in value
so there's so many ducks
Unironically would play this
Would be the funniest meme moon
Duck only
3 lives, ducks only, final destination
Make a moon where the entire moon is a 3D model of a rubber ducky
you enter the dungeon through its mouth
fire exit poops you out the butt and you fall out of bounds and die
good design 
Brilliant, some might say
Time to code a "Not Rubber Ducky" that walks around like the needy cats
There’s a mod that changes the roar sound they make to SpongeBob yelling “AN ALASKAN BULL WORM!!!”
Id play that
Is it possible for enemies to spawn with a reskin on only specific moons?? The things one could do with that
COD Zombies moon that only spawns masked reskinned as zombies 

I can't say for certain, but based on my current understanding, I think a local reskin would require either a dedicated plugin for the specific moon, or sorta cloning an enemy and giving that "version" of it a unique skin
Oh I see, that sounds doable, but way harder than anything I’m able to do
Not even sure how well it'd work, or if it runs the risk of messing something up lol
It probably would lol
Gosh, really hope someday we get a API that helps us enable skins only on certain moons or even Interiors
So uh

