#Starlancer Moons v3.2.0 / Starlancer Warehouse v1.7.0
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Brother you need to see a doctor
Happening on E Gypt too
I actually thought that was a feature, for figuring out how to retrace your steps…
Huh, do you have any movement speed mods??
Nope
Completely Unmodded vs Modded:
what moon is that?
Rend or Dine
Okay so it's happening on vanilla moons too at least
It seemingly happens on any surface tracks appear on
That's very strange
If I have time before work I’ll hop on and see if it happens on the old version of my modpack
Did a lot of changes last night so one of them may have caused it
kk, lemme know, I'm curious as to what would do that lol
Same lol, it’s a very weird issue
cheers
imagine if starlancer moons had a chance for their own weather modification something like a slight starfall or something lmao
I wish lol
I had an idea for a meteor swarm at one point
Would sorta be reskinned lightning, mechanically, but with more aoe
I think someone is working on that
This video is unavailable.
Looks like the dev hasn't posted any updates in a few weeks though
Same energy
Exactly!
Also i've been playing a good bit of Auralis with a few tweaks but i've noticed outside is a bit too quiet, besides the odd owl hoot there is 0 ambience, maybe a blowing wind sound could help? 👀
Yee, I just haven't gotten around to adding ambience yet
Too busy enabling war crimes for moon makers
An understandable ambition, I take it that's the AI mod?
Yep! If you haven't been keeping with it on its own post, I now consider it feature-complete, and I'll be working on some other stuff
how do i export my mods to someone who doesnt have r2modman installed
They'll need to download it, and import the code you can share from "Export profile as a code"
Moooon
🌑 ?
Hey @limpid portal
Baboon hawks made a nest here and got stuck staring up at the ship and wouldn't move 🤔
Also eclipsed wasn't synced with the sun 😅
Interesting, I'll take a peek later. I think I need more AI nodes outside to expand the choices they can have for nests
I've only ever seen them make nests on that wide platform in front of the 3 fire exits 🤔
Well hopefully expanding the housing market helps 🤭
Hey knight! Do you know how to add vertices to your terrain? My cliffs are too steep and the texture stretches and I can’t paint proper holes :/ anything would help thank you!
I do not, unfortunately 😬
Oke thank you anyway!
Do you know what you want to do next for your mod?
I just thought of that, but a hell moon would be siiiick
I do have some dark fantasy assets that I'd love to mess around with, but the next moon will actually be rather peaceful looking 🤭
Yippeeee, peace
manticoil fulfills their dream of being a rotisserie chicken
manticoil moment
Manticoils are so dumb I love them
One of my favorite things they do is slide across the ground like they've been slathered in oil and hit with a hockey stick
Who needs rolling giants when we have rolling manticoils 😂
I never knew baboon hawks beat up manticoils til I played Triskelion 😭😭
Ooh a chance to use scoop'ys dungeon interior?
Who's to say I wouldn't create my own tileset to go with it? :3c
I'd like to, just gotta learn DunGen first 🤭
Yeah that’s the hard part haha
i feel like sometime you should make a new weather. (idk)
the name starlancer makes me think of like meteor crystals and shooting stars or something lol
i love these moons
no, the : ) to 🙂 thing has been there for years
i just added a space between the : and the )
so it didnt do it
out of the like, 90 moons i can choose from in my modpack. these two are poggers
90? Jesus man I've got like 4, the quality of most of em is quite rough, reminds me of maps I'd make in the far cry 2 map maker
🫡
Oh I was talking about the starstruck dev
lol 🙂
:)
||[REDACTED] is now processing||
Released my tutorial!
https://discord.com/channels/1168655651455639582/1210653206225363018
:0
I'm so exhausted lmao
I've recorded plenty of videos before, but never a tutorial, and I just kept tripping over my words ; w ;
The exhausted king sits back on their throne after becoming everything for a month ✨
You're welcome ✨
the stupid emote :P turned into is NOT what I'd want
😛 =/= :P
😋 is closer to :P
SEE THE P FAR TO ONE SIDE DISCORD? <_<
Anyways- ty
:þ
What is this madness
Reminder that #mod-showcase exists and that you should post in it
Idk how to talk about my current plans in a post, but kk! ^^;
imposter syndrome is reaaaaaaaaaal
Could always just post about what you have right now lel
It's a form of advertisement, you could just post whenever you get a new moon or any new big exciting features too
Okie. I'll make a general summary post later then with some teasers at the end I guess
Fun!
Hush

He probably noticed I sent this to a bunch of threads lol
Sorry its me not you 💔
Just wanted to let y'all know I'm putting my moons back on the grill. Gonna get back to cookin' now that the AI Fix is in a good place and the tutorial is out >:3c
woo!
This next update will feature visual improvements to Auralis and Triskelion and the addition of ambient noises (both general ambience and insanity noises)
It's possible I'll release a new moon soon
But it's still in the early stages of development
you broke the poor kitty's heart
time heals all something something
not true based on personal experience
In case anyone wants a sneak peek at the next update, here's a line from the patchnotes:
||Added a certain interior enemy outside. Flowers now grow amongst the trees.||
||how many bracken moons are there going to be lol||
||too many||
I died to one on Cosmocos and it was the scariest shit ever
I did not expect it
||I love watching them slowly sneak up on people in the ship||
3 out of 4 of my group fell thru the floor on auralis, this was happening on other modded moons and we've been slowly fixing them, but idk why it happened this time
Uhh, like the terrain, or the interior?
||I have the divine right to put anything anywhere||
||does outside bracken still cause major lag||
||true||
be careful with putting brackens anywhere
their AI is...
well, it causes massive lag
interior, terrain works fine
from what i've heard, when its inside, it always tries to leave the facility so causes massive lag doign something it cant
thats why only one can ever spawn at any time
starlancer dungeon wen
Not with my AI fix, as far as I can tell
Ah, nothing I can about that on my end. I don't touch the interior yet
i assumed your AI fix only lets them be able to spawn outside, didnt realise it touched into their actual AI too
once I learn DunGen
I don't touch them directly, but the fix makes them aware of the correct nodes. But if anyone finds that brackens still cause massive outdoor lag with the fix I'll look into it
its not outdoor lag tho, its the vanilla brackens having terrible AI
well maybe theres outdoor lag, i havent tried that personally
My testing has definitely had them behave appropriately, but I recommend experiencing it for yourself 🤭
Here's an edit @opal mauve did of a screenshot I took while testing
I'll go ahead and put this in a spoiler, but here's the vibe for the next moon:
||Island Mansion||
as long as its not as laggy as triskeleton im sure itll do wonders
||Reminds me of the time when a Bracken was on the ship just before oneo f my friends pulled the lever and slowly moves toward the Bracken, backwards||
||Scary shit (I was spectator so he never knew until me and other dead ppl told him)||
Oh? I haven't seen any reports lately of it being laggy
not super laggy, just a general fps drop compared to the normal moons
like from 60 to 40 - 50
Ah, okay. I'll look into it before the next update. I get near-identical performance as on vanilla moons, but there might be something left that I can bump down
yeah triskelion is a bit laggier than usual for me
same with auralis but it's not quite as bad
poor girl :(
Copy, I'll see what I can do :)
could it have been when i asked if the lod could be changed for the metal floors so the opacity wouldn't be popping in?
Haven't pushed that change yet 🤭
It's tough to balance bc everyone has different PC specs
i mean, i know it'll never be exact, but shouldn't everything be roughly the same speed if you're using vanilla planets as a benchmark
because i get better performance on vanilla planets, even huge ones like vow and march
Ideally yea, but I have to rely on the public testing performance. I get ~240 fps on Auralis, Triskelion, Titan, and Rend/Dine (though i should run a quick test in a bit to see how Vow/March runs)
But LC also has other performance optimizations going for it like combined meshes and terrain2mesh which I don't have
ah that'd probably do it
@manic lava Thank you~
I wonder, what kind of mechanics are you planning for these moons? :P
It sounds very interesting…
||It's a secret to everybody.||
Panic
Would anyone like a new moon tonight?
Teaser. Might not get it posted tonight, putting some extra love into it ✨
oh shit new moon lets gooooooooo
smol
If you zoom in, you can find
||I dunno, something probably||
||fetus island?||
oh great, that image is stuck in my head forever
LMFAOO
you just ruined their own moon for them
Just gonna try and shake that out of my head lol
I just need to set up a custom ambience, then test all 3 moons and make sure they work 🤭
Oops, almost forgot to let ||masked|| spawn
wow how convenient, makes for a perfect little teaser
gotta love these coincidences
(im sorry if im sarcasticly mean, it happens sometimes)
Using MoreInteriors’ rum bottles, Ganimedes’ chests/large chests, and Infernis’ raw gold, I am going to make this into a treasure island :P
Creation of new moon is more or less done. Gonna test in the morning then push out new updates for Moons and AIFix
this is the "peaceful" moon you were talking about right? 👀
Yee :3
But don't worry, it's not harmless, that'd just be boring 🤭
Is it going to be another aquatis where will be swarmed by the baboon hawk horde? 🤣
lmao no, you'll have to visit Triskelion for that 🤭
Speaking of which, I think I finally ironed out the last of the navmesh issues there, so maybe some more hawks are needed 🤔
Lol I remember getting a weird bug on that moon I stopped going there
Used a fire exit which put me into a spider Web which when leaving made my character perma slowed with Web effect
Honestly I wouldn't be surprised if that's just a vanilla bug
Yea me either lol
I tried clarifying it was vanilla LOL
Lmaooo good job discord
Making a custom config for StarlancerMoons, what kind of options are typical for moons?
Obviously enabling/disabling and routing price
Doesn't LLL already provide stuff like that for configs?
Yea, but I keep seeing reports of bugs with duplications and everything. Or have people largely figured it out?
Plus I can disable LLL making a config for my stuff and it should remove them from itself
Hmm idk tbh!
@_@
I certainly don't wanna put it more work than necessary, but I'm not sure Batby is gonna keep the config set-up as is.
I guess I'll just hold off on it for now tho
I now have a 3rd moon in my assetbundles, and I'm still under 100mb bc I'm a god
Can’t wait :P
Just making some gnarly performance optimizations :3
Okay so I put out an AIFix update earlier and that ate into my moon time, but I'm decreeing rn that StarlancerMoons v1.0.0 will be released tomorrow
(Currently midnight for me 🤭 )
No wayyyyy
okay so more AIFix shenanigans ate my time today, but since technically I posted the decree after midnight, I'm actually not going to be late, just later than anticipated 🤭
but also I'm so sorry
just remember that no one is forcing you to make your mods, make them at your own pace
I'm holding you at gunpoint
well between Bongo and Xu I'm both relaxed and terrified
Good news tho, just did a test of the moons and the performance improvements I've made are significant
I've bumped Triskelion from averaging 180-190fps to 220-230fps. So still some room for improvement compared to vanilla, but way better
✨ Mesh Combining 💫
Also trying out @wicked radish's physically-based lighting on my new moon. Even if I don't end up using it, their resources are worth a look
https://discord.com/channels/1168655651455639582/1212150109375037511
I'm literally doing that as we speak lmao
I'm a bit confused tho
?
Paste everything inside ChildrenUnderLighting under the Lighting asset in the Hierarchy and paste everything inside ChildrenUnderSunAnimContainer under the SunAnimContainer asset in the Hierarchy
this sentence just makes my brain explode
beautiful, thank you hahahaha
is Lighting under Environment or it has no parents
Yep, Environment
okay okay I think I understand
love that
you can remove the ChildrenUnder objects
Yea I'm just leaving them for testing right now to keep things organized in case I decide not to use them. It looks really good out-of-the-box though, great work
I just couldn't export the entire Lighting asset because that would have to include some scripts from the LC files
Yeah if you want a more performant way you can disable the volumetric clouds and use Cloud Layers instead
so this is good?
This is how it is intended, but it doesn't really matter. Its just for organization
Ahh perfect
@wicked radish If you disable these, does the physical sky create a sun image?
You have to disable the SunTexture and EclipseObject for it to look good (Although maybe not necesarry?). Meaning there is no visual reference for eclipsed weather.
stupid question but I still haven't changed my skybox and I was wondering where I could do that
Yes it uses The DirectLight celestial body to create the sun in the sky. And the MoonLight at night
Sick. So in theory leaving the eclipse object active will match it with the sun and block it out like in vanilla then?
If you have a global volume. make an HDRI Sky override and set the skytype to HDRI
Yes, problem is that it doesnt match up by default you have to manually adjust it in the day-night animation
ahh I see
I'm assuming since it's not in your package already that you haven't found the right settings?
i have not
I have downloaded a skybox, but it doesn't show up as it's not a cubemap? is there a way to make it one
idk I'm a bit confused
Set this to cube when you click on the texture
Maybe you had the old lighting volumes and sun still enabled?
that looks fine
Try it with the ESO milky way texture that is included in the package to see if the skybox is the problem
Enable Exposure Compensation in the HDRI sky override
well well well this looks more like it
it's way darker tho, but I think that's normal
Btw if you use HDRI sky the sun will not be rendered. So an alternate solution you can try is putting your skybox in the Space Emission Texture in the Physically Based Sky and putting the multiplier to like 20. And change the ground tint to black.
And play around with the Zenith and Horizon Tins
that looks much much better!
those are awesome what the hell
@wicked radish is there a way to remove the clouds completely?
yes just disable them
WOA thank you
it looks so incredibly close to what I had in mind now
thank you so much
sf Desat is 🐐ed
for reallllll
you can mess around with everything and see how to works and adjust it
it looks pretty cool
it looks very exposed tho, but that was to be expected
the bottom half of the skybox is black tho 😦
what the hell this is beautiful! at 1pm tho?
When will your moon come out?
I'm not really sure, as it's pretty empty right now...
Maybe in a week if I work a few hours on it every day
You can adjust the sun strength maybe?
Can you help me set up the water?
The water currently doesn't work in-game, because you need to adjust some project settings in unity. Batby is looking for a solution. But if you want to mess around with it in the editor here is the documentation https://docs.unity3d.com/Packages/[email protected]/manual/WaterSystem-use.html
That does seem a bit early 🤭
Thx
I feel like my moon isn’t fun to play on
It’s too big
The whole 1000x1000 terrain is used
I think I’ll just cut access to most of it and rethink my doors
i like both of these, left would go hard for rainy weather but right looks very cozy
It'd be awesome if I could set it up like that! sf Desat is gonna look into making it interact with the weather system tho, and I might do the same once I get all my planned stuff done
my moon Celestria 2000x2000😅
Jesus!
Can you walk everywhere on it?
Because that’s what makes my moon feel a bit too big, the whole terrain is accessible
yes
Ohhh yes that one! I’ve played it!
Is really cool
I just have too many moons downloaded and can’t remember them all 😥
I don’t think I’ve tried your other moons tho, probably because I didn’t see them in the main mod pages before
I can't even remember all my own moons half the time lmao
Triskelion before and after
dont mean to be that guy but all thats changed is its slightly more gray (im colourblind)
It's darker/more saturated and more red/purple-shifted, so that might be why you're not seeing much of a difference
I just hope it looks good in-game 🤭
lmao
Yeah I feel that
It always looks way different than you'd expect
||From my experience at least||
have you managed to use skyboxes with the physically based sky or not? It asks me for cubemaps but all I can find online are skyboxes and I can't use them
i'm a lil confused
oh
you can try what sf Desat suggested and put it into the space skybox spot and crank up the multiplier
oh wait nvm
I see what you're talking about
but skyboxes should come as cubemaps, no?
it's just that it looks cool but the bottom half is just darkness
they don't appear
Hm. Haven't used that asset, but try this from the unity asset store
alright bet
☹️
I somehow can't find it
searching it on google redirects me to the asset I'm currently using
oh lol thank you
Add lightposts to Triskelion, yea or nay?
ehhhh I'm gonna go with nay
Remember kids, the game fog is always thicker than the editor fog 🤭
@wicked radish I've also run into this issue of 1pm looking like midnight. What do you recommend?
Solace is gorgeous tho
I kinda like it, but it might be a bit too intense?
This is so beautiful what the hell
Damn how much of this is actually explorable?
You can explore everything in front of the mountains. I have put invisible walls behind the mansion bc there's nothing to explore and I don't want people to yell at me for it.
I mean, people will probably yell about invisible walls too, so I can't really win
Idk if this is the fix for this yet, but make sure you assign the new direct and indirect lights in the SunAnimContainer, otherwise the interior of the facility will be bright af
Oh good to know! I haven’t tried going inside yet
ye
I'd say it's pretty fine, gets real dark around 9pm but but mostly fine for visibility I'd say 👀
With the new lighting system, it gets
d a r k
New map?
Damn Is perfect for the school interior
It has a release date?
Tonight ideally, but it'll release when I'm satisfied ^^
Is there a way to download Triskelion alone? or do i need to get the bundle?
My moons are only available together in StarlancerMoons. I don't have any plans to separate them into individual mods
@sharp sequoia @wicked radish
Not perfect, but managed to get a sort-of eclipse going. This is in-editor, so not 100% sure how it'll look in-game yet, but it's promising ^^
HEH that's sick!!
I'd love a tutorial lol
I'll just say that it's being done using the animator :3
also holy crap there's so much that can be with an animator, I might have figured out how to like, ACTUALLY get different visuals based on if it's storming and stuff
Just wait till the first LethalToolbox version releases
you'll be going crazy
Have you ever checked your Ko-fi
There’s so much I want to do with my moon but I know so little
Do you think there’s a way to make the sun appear extremely big/close to the moon?
Think Mercury
Not directly what you mean i think but I accidently did this in an older version of one of my moons
gib
I did, thank you! I'm sorry, I forgot to send my appreciation ^^;
No worries lol 🤝
Imagine forgetting to respond to a Kofi donation I could never..
Lmaooo
*cries in unresponded to Kofi donation*
forgive me
Since you helped me solve those NREs, consider yourself forgiven
I’m too dumb to understand what it is
not quite as big as you want and not exactly pretty, but here's a lorg sun
Oooo
That’s already very good
Up the flare size and fallout values?
Yeah, 90 is max flare size, and any smaller falloff creates a disgusting looking sun lmao
Perfect thank you!!!
then you can just shift the temperature :3
Okay, I've improved on Triskelion's fps as much as I reasonably can for now. Heading to bed, then in the morning I'll optimize Auralis and the new moon. After that I just have to run some final quality checks and then I can release :)
You can try increasing the moons brightness
If you want a larger sun you can also increase the bloom effect
I'm pretty sure that is because Zeekers set the sun Diameter to 45
looks very good
Is there a way to change the moon’s size and color so it resembles a planet instead of a moon? Since technically we’re already on moons
You can change the MoonLight Angular Diameter and adjust the Flare Size and Falloff. You can also add a surface texture
🔥amazing thank you!!
Which moon is this? Your new one?
Yep!
okay yeaaa without flare fallout it looks like the moon was nuked lol
yep 🤭
yoda sun yoda sun
That looks pretty dope
Honestly with the proper themed moon, a colored sun can look siiick
Also I can't remember if you found a solution for the cubemap being cut in half?
Or my moon itself is the problem perhaps
Doesn't look like you have any global fog from that camera position. If you enable it and adjust the fog distance I think that'll help
but idk about the cubemap itself
I've put some fog under a certain point but I guess it has to be everywhere?
I'm assuming that's local volumetric fog? Under the General Volume from sf Desat's preset, there's a Fog override. Play with those settings if you haven't already.
ohhhhhhhh
I like it
I'm going through and swapping out a ton of mesh colliders for box colliders, and while I know that it'll be great for performance, it's SO TEDIOIUSSSSSS
It’s a pain
Compared to which one specifically?
here sorry
I think it looks neat
It looks less bright and alive, but at least it hides stuff that needs hiding I guess
it does fit LC better tho right?
It's a toss-up honestly. Desolate aesthetics are more vanilla, but also, it's your moon, go with whatever makes you feel the biggest happy inside
true.....
Solace is 100% breaking away from vanilla aesthetics, but I love it
hell yeah
I'm hyped to see it
also I think I like the fog, it adds to the "extinct civilization" lore I'm going for
has Desat found a way for the afternoons to not be so dark?
I did. Make sure to put the new direct and indirect lights into the sun anim container object
That allows it to control their positions
I think I've already done that
It looked really dark at 1pm tho for some unholy reason
hiding the fact that triskeleion was probably the least vanilla moon out rn
Make sure they're the new one
hey now
it's a big industrial place
I'm sure something else is less vanilla
they're these ones
i think the cheese moon is closer to vanilla than triskeleion
(9 ' - ')9
lemme see your sunanimcontainer inspector
the full thing I mean
same for indirect or nah
Honestly don't remember what I changed about it, but experiment as needed
bet thank you
This skybox can be versatile
Wait what
That planet is also made by the skybox lol
I'm excited to release the update so that people can immediately find like 30 bugs despite me spending hours polishing everything up :'3
New moon has an occasional fps dip that I can't quite isolate, but I'm gonna be releasing soon.
===================================
- StarlancerMoons v1.0.0
- Working with a new editor set-up, thanks @prime atlas!
- Switched to a new lighting workflow, based on @wicked radish's resource pack. Thanks!
- Updated dependencies. Now depends on Starlancer AI Fix.
- Released new moon, 74-Solace.
- Auralis changes:
- Added ambient sounds, both generalized (like outside wind) and randomly occurring.
- Fixed the navmesh to the ship. Previously it was missing the Off Mesh Links for the ladders so certain enemies were unable to use them, making it far too safe.
- Adjusted the navmesh around the small building to prevent Forest Keepers from trying to mate with it.
- The water on Auralis is cold enough to cause immediate hypothermia, and has been update to reflect as such. (Touching the water now causes you to take damage. Don't fall in.)
- Increased the number of Outside AI Nodes.
- Increased turret and landmine spawns.
- Added a certain interior enemy to the outside spawnlist. Flowers now grow amongst the trees.
- Continued optimizing performance.
- Triskelion changes:
- Added ambient sounds, both generalized (like outside wind) and randomly occurring.
- Fixed the navmesh to the ship. See above.
- Increased the LOD distance slightly to reduce texture pop-in.
- Increased the number of Outside AI Nodes.
- Increased turret and landmine spawns.
- Added an extremely rare chance for a certain interior enemy to spawn outside. Eyes up, Starlancer.
- Continued optimizing performance.
StarlancerMoons v1.0.0
you forgor to change the description lol
uggggggggggggggghhhhhhhhhhhhhhhh I know it's not a lot of effort on my part, and most people probably won't have even downloaded it, so I guess I'll update the damn blurb
- Starlancer Moons v1.0.1
- Updated the description. (So much double and triple-checking, yet it still slipped past me ; - ; )
StarlancerMoons v1.0.1
you missed a spot
please say sike
these guys would just kiss each other for days until i walked close enough to make them move again
*2 puffer
They were glued to that spot?
If so I'll take a look at it in the morning, that would indicate that they didn't get their outside AI.
I know I made it a dependency, but it's worth checking, do you have StarlancerAIFix enabled?
yes, they only started to move away once u walk close enough to them. and for some reason their AI want to chomp u more than moving away most of the time
its like they jst gonna follow u around until u hop on the ship or somewhere unreachable then started moving away
Hm. Maybe it's more hard-coded bs that wants to find an inside node so they're just breaking instead.
I'll look into it later :3
🫡
bozoros also has outside spore lizards, with or without AIfix they seem to just glue themselves next to the ship and stay there until you bother them
Kk that definitely sounds like something's hard-coded.
solace is really cool
Does it feel like ur exploring treasure island?
Or more of a abandoned private island feel
abandoned private island
treasure that you can dig up with the shovel would be sick though
mrbeast after done filming
HUUUUGE
Question
Whats the loot distribution for Solace like? its a free moon, so imagine its less than the paid ones, but is it like closer to offense/march or experimentation/vow in terms of the amount of scrap / scrap quality?
Peering into details with LQ it seems to be similar to Assurance with loot quantities but higher average value due to the loot pool

got it
What kinda worries me is that if it is better, and its basically always a mansion, my friends might just always wanna go there instead of the other ones (other than weather related stuff)
So i am tempted to give it a small cost, or lower the loot amount to make it slightly worse than assurance
B
Tho honestly the risk levels are kinda wack and dont mean alot imo
Difficulty is more accurate generally
Yeah true true
Are the power levels and enemies similar to assurance? Cranking them a little bit higher may solve that problem
Thats another good option
Tho that would make it more an intermediate moon, in line with march and offense

and thats how i have Triskelion set atm
Very true
Another option is make it larger
Thats means the loot inside is more spread out so its harder to find all the items, even if the total is more than assurance
i think i might do that actually
that kinda makes it like a Tier 1 March
I've not played the moon yet but here are the stats
1.8x dungeon multiplier with 290/10 mansion:facility ratio is rough, how many fire exits are there?
Unless there are 3 fire exits I can't see a reason to justify a 1.8 dungeon multiplier with mansion, Rend has a 1.2 and Dine has a 1.3 to compensate for the massive tile sizes present in Mansion
I mean it makes sense when you consider its a free moon and has better loot quality than Assurance
it does seem to be balanced pretty well them imo
if its made smaller, then theres little reason to go to any other early game moon
(besides weather)
1.8 does seem very high multiplier for a free moon from my understanding of how that value is used
1.8x mansion?? That’s enormous
Pretty sure the max is 2
Yeahhhh
Yeah if you've ever had mansion on March it's desolate for loot because of how large the generated dungeon is with the loot quantity
i noticed march doesnt have mansion in vanilla for that reason yeah
1.8x facility is already big, can’t imagine 1.8x mansion with free moon loot
It’s not for that reason lol

oh? how come?
I'd guess it's the wonky code used for 3 fire exits lmao
Zeekers is a very talented individual
but
🤯
ig he just needs to make the solace interior smaller
But overall i think keeping it as least slightly spread out makes sense for balance
it'll create some interesting decision making with my friends
I can only guess that there are quite a few fire exits and the reasoning was that there'd be multiple entryways into the dungeon, I get the idea and if there are 4 entrances 1.5 would be fine
Gonna hop on the moon and fly about to see
from a quick sweep I can see 2 FE and 1 main
Knight is pretty good at hiding fire exits
I wouldn’t be surprised if there’s a “one way” fire exit somewhere
also for any dungeon nerds who might be reading this
!!
i know march is multiplier 2 and titan is multiplier 2.25 in basegame
but dungen internal code clamps that result to 2 like always afaik
zeekers might not know this cuz i don't think its in the docs
but anything over 2 shouldnt make a difference with the exact same dungeonflow
Ohhh I see
wait
what
@neat ginkgo can LengthMultiplier literally only be 1 or 2 or am i misreading this
this.targetLength = Mathf.RoundToInt((float)this.DungeonFlow.Length.GetRandom(this.RandomStream) * this.LengthMultiplier);
this.targetLength = Mathf.Max(this.targetLength, 2);
it shouldnt because ive seen moons use 5x map multiplier
Does it work tho
oh you confused me with yours words, targetLength is the amount of tiles on the main path
All that code does is make sure that the length is 2 minimum (i think to account for the start and end tile)
in other words map multiplier can be literally whatever number you want
So a 100x is totally possible??
if you really wanted to, yuh
So 1.5x multiplier with 3 entryways feels comfortable, I don't have a jetpack and it is flooded so this was just a rough test, plays fine though, these funny fellas were kissing by the dropship
Same as what was raised here
Balance stuff apart, congratulations Starlancer you made another hit moon! Can't wait to try it with my friends
no but thats the only place the roundmanager/selectablelevel/dungeongenerator value is used
the only use of them is those two lines that converts it to only 0,1 or 2
unless im missing something
like yeah you can put whatever number you want into the level, rm, etc. but its either gonna get clamped via the rounding to int or the max to 2
nonono, you are misunderstand what Mathf.Max() does
It just gets the biggest number against two numbers
0, 2 => 2
-1, 2 => 2
5, 2 => 5
100000,2 => 100000
death
Are you refering to line of code?
this.targetLength = Mathf.Max(this.targetLength, 2);
ye
well
and theo ther one
cuz like 1.15 or 1.75 is going to get crunched to 1 or 2 in the roundtoint process
and ofc 2 is going to be higher anyway
targetLength is just the amount of tiles on the mainPath. It gets multiplied by the lengthMultiplier given but that's it. If you look at DungeonGeneration.GenerateMainPath(), you can see how it's used. targetLength is the one that's clamped, not lengthMulitplier
no no but
when you say that's it
thats true for lengthMultiplier too
lengthMultiplier is only used to set targetLength
ohhh
do you mean this round part?
Mathf.RoundToInt((float)this.DungeonFlow.Length.GetRandom(this.RandomStream) * this.LengthMultiplier);
it rounds at the end. it rounds the whole expression not specially lengthMuliplier
yes, tile length wise, yes
so every basegame level except for titan has the same tile length
nono
in terms of this code
var a = dungeonFlow.Length.GetRandom() // (4, 6) -> 5
var b = lengthMultiplier // 1.5
var c = Mathf.Round(a * b) // 5 * 1.5 = 7.5 -> 8
var d = Mathf.Max(c, 2) // (8, 2) => 8
if i do the same with a higher lengthMultiplier
var a = dungeonFlow.Length.GetRandom() // (4, 6) -> 5
var b = lengthMultiplier // 2
var c = Mathf.Round(a * b) // 5 * 2 = 10
var d = Mathf.Max(c, 2) // (10, 2) => 10
lengthMultiplier isn't a clamped value, any value is fine
thank you for your time
fosho
Wholesome
Glad y'all are liking it so far!
I didn't know about dungeon size maxing out at 2, nor did I account for mansion being a much larger tileset, so lemme know how 1.8 feels. Scrap values are such an annoyance to set so I figured I'd release it and give it more balance afterwards (plus with LLL people can do their own balancing).
the minimum length of the main path (after all calculations/multipliers etc.) is 2. The map mulitplier can be anything
Oh neat
So if the map multiplier is 1.5x, the main path is 2x, but if for example if set at 2.3x, the main path is 2.3x?
Sounds pretty cool
the mapMultiplier only affects the main path length, is that's what you mean
I'll continue refining its performance in the coming days :3
One of those things is not like the others.
Solace kinda quirky like that
holy shit it's beautiful
landed for the first time just to test if it works
Are clouds volumetric?!
I think they are thanks to Desat
My clouds have been volumetric tyvm 😤
Performance is a bit rocky though.
That's how I originally got Auralis to look so extra pretty
Copy. I've got some ideas to check out
But it’s not in a playable state yet
You'll get it there, trust
I'm using ViewExtension though.
Also performance was waaaaay worse mid-day yesterday
I added some lighting yesterday and it’s day and night. It looks soooo much better
And it's not rocky everywhere. Just stumbled on some weird spot.
Is it mostly when you're looking at the ship or the mansion?
The ship spot seems weirdly intensive for me
I was by the fire exit and lookig in direction of lighthouse.
Rainy weather.
By the time it got darker it was worse no matter where I looked.
The mansion fire exit, or the cool one? :P
Kk ty
Gonna test again.
Gain 20%+ GPU load when looking that direction.
Same thing when looking at the mansion from the landing pad.
Same thing without ViewExtension.
I must say, ViewExtension is a must on moons with vistas like that.
I don’t even have any HD mods ☹️
VE is pretty great
Me neither. Wouldn't call VE and HD mod.
Seems to barely change performance profile. Maybe if you're on a complete potato.
From the same spot as the second pic, can you look further right, getting the mansion further out of frame and see what happens?
I can record the whole thing with Starlancer only.
No need
I want it with a typical setup
And just the data here would be fine, I don't need a recording cuz I won't give you any more tests 🤭
Up to you if you want to record one tho, just didn't want you to do more work than necessary
Oh I thought your pics were HD but I was wrong. I’ll try it out, I have a small beast of a pc anyway
Did Solace fool you? :P
Yeah it really did lol
It looks so good
Also, is there a way to make emissive meshes like illuminate around themselves? Mine glow, but that’s it
Is it the intensity that has to be way up?
Emmisive surfaces are just that. To make them have dynamic lighting it needs to be manually placed.
Oh of course!! I didn’t think about that, thank you
I haven’t tried making prefabs, I’m assuming I can include a dynamic light inside my meshes to make it easier?
No idea. I just know how some stuff works, but not in actual practice.
Gotcha
I'll take a closer look in a bit, but good god what is your fov at 🤭
Default.
Lethal Company is 62 FOV vertical, which obviously gives me wider view on an ultrawide compared to 16:9.
Comes to ~109 horizontal in my case.
Which is less than pretty much every idTech/GoldSrc/Source game by default.
Ahhh I see. I imagine it looks not as fishbowl-y irl then?
To avoid some stretching at the edges you need to go really low. Even on a 16:9.
Or even wider monitor or multi-monitor setup.
Oh yeah it makes me dizzy on phone
Is there going to be any new moons anytime soon?
Yes. Today.
For example: with my screen/distance setup I'd have to do 67 horizontal to have no stretching.
Whats it called
Solace
Solace is out now btw, in case that wasn't clear
Bracken out on auralis Is it normal?
For some reason price and hazard level do not appear for Solace when using AboveFire-ShowMoonPriceLLL-1.1.0. Rest of the moons are fine.
And hats off to the developer for one of the best mods!
Oh sorry it was already mentioned
I missed it
Can you go to the moon and send screenshots please. I want to see it but I am not at my pc right now.
Yeah, of course! Moon itself is working fine btw
First video here: #1194042915840872548 message
Yes.
Thanks
It's mentioned in the changelog.
Yes? Also bracken and dogs?
Flowers grow amongst the trees
:3
Ahah
There's no enemies placed on Auralis tho, it's just unfortunate luck if things are already there when you land
Oh ok thanks
Hell yeahhhh lmao
Terrifying.
How are you liking the visual change btw?
not me in the clip lol, but i like it. performance is a lot better than it used to be
AudioKnight try and make a bad mod challenge (impossible)
He simply cannot
hey is starlancermusic copatible with ambientpackmusic
Oh lol
Yep, it's boombox music
awsom
Hope you like it, it's original music by me ✨
you do music?
what a surprise
i wonder if there was a way this could've been foresighted
Nah, I like to come out of left field with it
makes you sort of an audio knight
Does StarlancerMusic replace or add?
is there any chance that the moon's from this pack could be released individually? obviously I know you're working on them for your own Modpack, and I can disable/hide them with LLL but I thought I'd ask anyway, I really love using Auralis but the other two moon's don't fit super well with the theme I'm going for in regards to my own modpack
It adds to the vanilla tracklist
Bc of the way I have my stuff set up, it'd be a bit of a pain to release them individually, and with the LLL config I'm planning to leave it as is
It really boils down to laziness on my part I guess lol
If enough people really want individual moons I'll look into it but for now I'm gonna leave it as is
nah I totally understand that haha
I'm fine with just hiding the other moon's, it's just funny when I get the auto-route malfunction from the Malfunctions mod and end up on Triskelion xD
Lmao what if you lock it? Or is that not an option in the LLL config?
You could always look at it as a feature tho 🤭
I believe it's already set up to be hidden and locked but it still routed there with that mod which is hilarious
oh absolutely, I think I'm gonna convert them into like, challenges or memes
loot bug island or something
Double the baboon hawk spawn on Triskelion and there you have it lol
honestly lmao
They're in love 🥰
Awwwww
sweet way of saying they're bugged and you dont know why
Ye
Time to make them star-crossed lovers
(im sorry i just find bullying you fun)
you have so many messages where the sassy response power is strong
ass is best moon
theres more to me than just my title 😢
So it seems like the issue is having them spawn as prefabs. Normally spawned ones work, and they begin normal AI behavior once provoked
Are enemies normally spawned as prefabs?
No, I'm referring to manually placing a prefab in the scene to have an enemy present upon landing
How did you set the moons view in terminal to be exactly like this?
i am curious
Do they actually have AI to follow each other and stuff?
That must be a very rare vanilla interaction
Nah, they don't unfortunately
This is just bugged behavior
That AIFix for some reason isn't quite catching, even though it's correctly assigning their navigations
Oh you placed them by yourself?
My bad
In the first config options of LLL there’s a setting that allows you to enable all this, you can set it to All for the price, weather, difficulty etc to be visible
So far, yeah Solace feels quite large, but we're finding alot of loot, it felt comparable to the amount we would get on like Rend or Dine or something
Tho its hard to tell because it was also eclipsed which is a 1.5x multiplier with the weathermultiplier mod (And eclipsed doesnt do much when most of the outside enemies is spore lizards anyways)
But like we was getting stuff like perfume that was worth 150, so around 100 on default
It could. But positioning would be similar to weather.
Oh yeah true
The new one? Solace
hey, what are the exact interior chances for solace?
Thanks! I was wondering if it lies on one of my mods.
is that part of starlancer?
yep
Oh yeah mansion
How are we feeling about the size of Solace's interior so far?
Okay actually, I just did a test lowering it to 1.5x and performance went up a ton. I'm gonna look into implement my own culling plane-type thing and see if that helps even more. If I can't figure that out, I might lower it to 1.3x
Finally a lead on improving performance 😭
are you using LODs?
Yep
are you using dusty cloud?
I have no idea what that is
try lowering the texture quality
Already done
what kind of water are you using?
?
Try going to the mansion front and looking out towards the ship tho
What are your specs?
rtx 3050 and intel i5 11400 + 16 GB RAM
My main concern is on Experimentation I get ~245 fps, but my modded moons I usually get 20-30 less
Well, I have more fps there, but it's just that I have a lot of apps turned on right now
ahah
Hm. I just keep getting told that they're laggy, but idk if it boils down to old pcs or whatever. I want my moons to be at least kinda close to vanilla performance
Yea, on Auralis and Solace
If so, try resolution the Terrain width.
cast shadow?
Set to On. Should that be off?
if you turn off some of the useless objects, it should help.
Sorry, I thought you meant for terrain lol
What is dusty clouds tho?
tbf exper is smaller, isnt it?
try with equal size moons
dine or rend are long ways to the entrance, like auralis takes a while too
Sorta, but it has way more objects in the scene compared to my moons. But I'll peep rend and dine next time I test
Yeah, but what it does in game though?
Never saw such weather condition in game
throw in your water settings.
It's quite a performance pain, but I was able to overcome it on my cards like Celestria and EchoReach
try disabling it
mmk
wow, that did make a difference lol
But how does this weather look like?
It gives special coulds on sky or something?
way ahead of ya chief 🤭
I've left that at 512 bc that's vanilla map values, but I'm trying something rq that might do something, will report back
I had to raise that bc texture painting on the terrain wasn't working. If I set it back down it'll keep what I've done?
yes
save the prefab
kk, and what's the impact of shadow dimmer?
3-4 fps should give somewhere, but it is better to leave it as it is
👍
I don't know how to tell you this, but the fog is getting better
It's weird, standing outside of the mansion looking toward it is great framerate, on the porch looking out towards the ship is a disaster though
Alright, something's screwy with the ship on my maps and I don't know what, I go from 210 to 180 fps when it comes into view
A ship is always like this
Pretty sure that's for interiors only.
it's because of the lights on the ship
ah, so I should disregard that then?
This mod fixes it
yes
okay, time to add that to the testing environment 😵💫
It's the only way
I'm in the process of optimizing my maps as well
I set up an occlusion portal under the map and baked my occlusion area above ground and it seemed to help btw
can I see it?
And that's for Fancy Lamp and Apparatus.
Either way, it helps
Doesn't help in this case.
In my tests, it gave a little bit of fps😉
cool
Gonna take a break for now, be back later for more testing
How? You don't start the game with Apparatus and Fancy Lamp on ship.
@keen marsh LightsOut is Apparatus and Fancy Lamp only, right?
maybe it's just a coincidence
kinda funny but two of the spore lizards always kiss near the ship
Yea I kinda like it but it is a bug unfortunately, so I'll be working on the AI fix some more
So I lowered the facility size to 1.25x, and holy crap it runs a lot better lmao
Pretty sure I can safely bump some of the graphical things back up
Also how has no one reported that I completely f'd up the water, the drowning trigger is only in a tiny part of it 😤
not many people purposefully drowning themselves i imagine
Yeah, I guess Auralis was a bit of an exception
Really like the new moon, it's nice to have an early manor option that actually feels balanced. However I came to report that I just went to triskelion and the newly added lights seem to tank my fps. 😔
I have a pretty weak rig, but I went from a solid 40-50 fps in previous version to about 10 when I'm near the lights outside now.
Gonna release a patch soon that'll help with performance :3
Really appreciate it! Your moons are my absolute favs
Aww thank you! ^^
it should disable all light sources iirc
Does it take effect when you're a certain distance away, or always?
item.GetComponentInChildren<Light>().enabled = false;
it's basically that
it checks if the object has light, if it's a PhysicsProp, and if it's dropped on the ship
and the whole operation is reversed when picking up
So always when on ship
well they go in a date once you get close to them enough to bite you
Ah okay, I think what was in question was if it disabled the ship's lights as well
no, I'm not doing that 😅
although (from what I know) ship items are never culled (lol), so I might look into some more ways to improve that aspect 😅
Just checked all 3 moons' performances and from what I can tell I've managed to improve them a fair bit :3
Gotta make a few tweaks elsewhere, and then I'll be releasing an update soon tonight
That'd be a useful mod!
i think that would fit right in to CullFactory if you're interested in contributing to that project
StarlancerMoons v1.1.0
- StarlancerMoons v1.1.0
- Improved performance on Auralis, Triskelion, and Solace.
- Globally tweaked shadows, fog, and cloud effects.
- Baked occlusion areas and a culling occlusion portal onto each moon.
- Lowered Solace dungeon size to 1.25x from 1.8x (Slightly lowered total scrap amount to balance out the change, feedback is welcome as always.)
- Removed some unnecessary objects from Solace that the player wouldn't see under normal circumstances.
- Lowered Auralis dungeon size to 1.8x from 2x for performance.
- Adjusted Triskelion's lighting and LOD groups.
- Increased the trigger size of the hillside fire exit on Auralis to improve interactibility.
- Slightly increased the exterior fogginess on Auralis and Triskelion.
- Applied a temporary adjustment to the global fog volumes to make them not ruin the interiors. I'll be working on a better solution.
- Fixed an incorrect tag on the main building platform on Auralis.
- Fixed foliage coloration on Solace.
- Fixed the water triggers on Solace being too small.
- Improved performance on Auralis, Triskelion, and Solace.
==================
Heading to bed now, but keep an eye on r2modman for the update to go live :3c
thank you so much for your hard optimization work 🥺
You're welcome! I hope it actually feels optimized, bc I have to actually pay attention to an fps counter to know when things are taking a hit ^^;
it does feel so much better performance-wise, on solace at least
but two notes:
- the fog does not apply equally on solace during foggy weather
- the water on solace is visible through the fog from any distance
I've got the idea for that (and for Lights out) by talking to them - I think this might be outside of their scope
CullFactory is for interiors.
Ah yea I forgot to re-enable that
When you say "does not apply equally" what do you mean exactly?
hmmmmmm solaces got stuff going on
foggy makes it all white outside of the house place
its 5 pm now so its kinda gray or brownish, but when it started it was all white except the ocean
Are you saying that the fog isn't showing up further down the hill?
@limpid portal man where did u download those trees in the new map because i could use them for my roblox wendigo hunting horror game, like i cant find good trees online and these look so good, if u can wanna give me a link for download?
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