#Starlancer Moons v3.2.0 / Starlancer Warehouse v1.7.0
1 messages · Page 11 of 1
honestly lmfao
I completely accidentally guessed the keyword for the hidden moon
I guessed from one screenshot and the fact that we were told all interiors should have the same chance
but now the letters make sense too
I’m gonna be real I looked at the decompiled source to find it
okey guys, i found all the letters, how am i gonna make a word out of these 7 letters that make sense.. there are too many possible words 😭 any tips?
There shouldn't be too many options for words. Double check the symbols for ones that could be confused for others
okay, maybe i deciphered it incorrectly
you're a coward
yeah
google a word maker
gonna maybe play lc when i get home any hints where to find the like code for zero 
okie dokie!
So is this a spoiler moon thing or have old birds always been able to do that
because I have NEVER seen this happen before
i love that it turns you into the source burned corpse
I have legitimately ran between their legs like that so many times and this is the first time I have EVER seen it
maybe I'm just stupidly lucky idk
That's always been a thing
Can anyone tell me the hidden moon name? I don’t play too much and I play mostly with friends, so we don’t search for clues or something :c
its worth the effort to find it, but dm me if you want the name
idk why i made this but let’s blame it on me fainting earlier today messing me up a bit
@limpid portal

is... is the lighthouse collision still messed up?
No don’t worry
Just thought of it while talking to a friend lol
ohhh phew
Anyone knows why I can't start the ship after selling?
LLL issue. use this until 1.2.4 https://thunderstore.io/c/lethal-company/p/TestAccount666/LethalLevelLoaderCompanyFixer/
This took me way too long to figure out x.x
navigation completely brokje on starlancer's warehouse
@limpid portal none of the enemies were able to move when I was playing starlancer's warehouse
Nothing has changed in quite a while, not sure how it could directly be Warehouse
Also the Warehouse thread can be found here https://discord.com/channels/1168655651455639582/1227783799639769098
oh oops lmao
Okay i know im late to the party, but that was fun figuring out the secret moon code
i definitely needed to look at that note hint in Auralis for all of it to fall into place XD
i had seen the Triskelion and Solace but didnt knew what they where
very odd and ominous area, like everyone before me i'll keep it spoiler free
but you guys did a great job! all of these moons (well the 4 i have explored so far) are amazing!
Yeah, star, starlancer, Knight and Mr audio all did a great job as a collective group of people who are developing this mod
Mr. Audio sounds like a rhythm game character
agreed XD
can somebody DM me the routing word for the secret moon
the routing word is deez
whats the route name for starlancer zero?
will dm
||deez||
nahhh fr pls guys 😦 dm
i did
figure it out yourself 
bro actually fell for a deez nuts joke in the year of our lord 2024
'bros' not the sharpest cookie in the jar x
I substituted Deez for the actual route word to keep in check with the no spoiler rule :p
I like “brightest knife in the crayon box”
Starlancer Moons v2.2.1 [Hidden Moon Update]
Sorry, was just putting in the space for parity with the other threads to make this thread easier to find ^^;
heck, but kk
auralis doesn't have the tundra tag :(
It doesn't??? I could swear I made sure Celestial Tint was supported
Yes it does
My only guess is if it doesn't now the recent update for Celestial Tint bugged it, it had it for me last I played on Auralis
@limpid portal can confirm you did lol
@limpid portal It's still working in my pack
I'm hovering Auralis lol
@lone roost
Wonder if this points to an assetbundle not loading properly on your end
Idk
Starlancer Moons v2.3.0
- StarlancerMoons v2.3.0
- Updated for Lethal Company v56.
- Updated dependencies.
- Item Dropships updated to new style.
- Have fun ordering that one new purchasable thing on Triskelion, you lunatics.
- Added a MoldAttractionPoint to Auralis, Solace, and [REDACTED].
- Auralis & Solace
- Added a relatively low chance for the new Barbers to spawn inside.
I better see some big Triskelion stupidity soon
||drive that car|| right into the crushing gravity of the gas giant
do you know what moldattractionpoints do because i sure dont but i wanna know
Not 100% sure but I think ||they allow the foxes to spawn||
oh that's pretty important then
The wolves just spawn whenever there is enough vein shrouds on the stage. I've had it spawn on modded moons during the beta, so MoldAttractionPoints doesn't having anything to do with that. My guess is that it influences where the game randomly decides to place the bushes (vein shrouds)
They can definitely spawn without them. My theory is that the ||mold grows towards the direction of them||
I'm actually becoming a fan of the Barber slowly
So good to see more moons adding it
@limpid portal Would you be willing to help me port to the new version? Wesley and Generic have been somewhat busy with theirs
If not it's okay tho 
Odd. Maybe I'll look at the code later, but every vanilla moon has it I think
Currently heading to bed, but I can help out later tomorrow
Yeah I think it has something to do with the bush generation. Not the spawning of the wolf. Looking at the decomp, it seems to try and spawn the bush near gameobjects with the MoldAttractionPoint tag
Tho it seems it's not needed, since the bushes can still spawn on moons that haven't been updated for v55
Just useful for trying to control where it spawns
Well hopefully my implementation of it doesn't break anything then lol
I don't think so 🙂 Whereever you placed the points, the vein shrouds will most likely spawn
@lone roost If you wanna add the mold attraction points, this is how they work I am pretty sure
Btw I'm surprised you didn't add Barbers to Triskelion lol
Triskelion is meant to be a shovel moon, so having too many invincible enemies goes against the design philosophy
Fair
c;
That makes so much sense looking at the enemy spawns XD
Speaking of Triskelion we went there earlier and a Baboon Hawk went inside the Warehouse and started taunting @slim heron
XD
Baboon Hawks are truly built different
Lmfao
Somehow have the vein shrouds spawn inside so you can have the bush wolves inside😈 They are a shovel enemy after all
Might be possible if he updates AiFix to support the new enemies tbh
I wouldn't just spawn them without the bushes tho, they are needed for the wolves to be able to kill
unless AIFix does a workaround for that
Dealing with nest objects is a pain, so I might leave that alone in this case
They technically aren't "nests". I would try and figure out a way to make them work inside without the bushes
Yea I didn't mean tonight 
They need to be tested to see if and how they function currently before we start implementing fixes
Yeah, if y'all can gather some data on that it'd be appreciated, but I'll peek at their kill-code and see what it's like
Be prepared, the bush wolf is about 2500 lines💀
I can do some testing with them inside via AdvancedCompany
And StarlancerAIFix so that the base EnemyAI works
I've spent many an hour looking at the code, I'm confident I can find what I'm looking for at this point 🤭
Preesh ✨
Actually perhaps we can run some tests tomorrow together 
Since we'll already be fixing up the cheese
If you guys need more help with the bush wolf stuff tomorrow, or in general, just shoot me a dm. I'm pretty familiar with the bushes themselves since I might need to do an update to NestFix to prevent them from spawning inside walls outside
Fair, we'll see how the day plays out 
It'd be decently hard, foxes drag u to nest to kill, so they'll need to have a bunch if detections for where their nest is, if they're carrying a player, if they're next to a door, teleporting between entrances, and then teleporting whilst holding a player
I didn't even think of doors or the teleporter. As for the nests themselves, I figure assigning an AI node to be the "nest" or something would probably be easier then actually making the bushes work inside too
Either way you're right. It's not going to be easy probably
Could also set the spawn position (aka the vent for the interior) to be the "nest"
But we'll test and see how it functions inside first
It's pretty simple
If u put it inside now
It'll just route to one specific point in the interior
With AIFix, it'll probably be able to walk around just fine, but it won't work as intended across entrances and stuff
You also shouldn't put the nest inside anyway
Like actually shouldn't lol
You'll have floating weeds next time you visit the same moon otherwise
Yeah that's what we wanna test is AIFix with it. And we're not talking put an actual nest inside, we're saying basically cause the fox to treat a certain place as its nest if inside
Keep in mind the position of the weeds get saved into the moon so when u revisit it stays there
Hm
I mean, maybe, just putting a random vent or smthn as a nest for it would probably work, ish
I imagine you could assign the vent it spawned out of as its "nest"
It does also just have a bunch of ship related code so it'll need a lot of changes lol
But we're gonna see how it behaves currently first and if it will even kill you
Makes sense, makes sense
If you're inside and it's inside, it probably won't be able to kill you (assuming u need to be near the nest to die)
But should move around just fine
I don't imagine it'll be an easy one to get working inside but I'd like to see it, they'd be perfect inside for Wesley's Desolation for example
I'm also very biased, they're like my favorite enemy now
Lol, lots of people hate them for whatever reason
skill issue me included
They were really overpowered in the beta, and kind of buggy
theyre scary, but theyre hilarious
But I love them
They still kind of are if you don't use KidnapperFoxSettings tbh but they're better than they were in the V55 beta
Them screaming when you see them: very funny
Them screaming when you don't: 
The scream is so dumb and derpy lol
I honestly disagree now that the patches are out fixing it and giving it a bit more counterplay
It's basically an outdoor bracken that spawns near bushes
They need to watch where they're sticking their tongue is all I'm sayin
What that tongue doin
Precisely why I like the setting of not having my damn items forcefully dropped
it's fun to whack the tongue
LOL
cant
You can
you can?
I've literally seen someone do it lol
nvm then
It's just you have to pull yourself back, and not let it pull you away
It's just hard cuz it drags you away from the items so you gotta be really fast
Yeah
I won't disagree that it's definitely more powerful than other outdoor enemies
But I think it's a far cry from overpowered
Now that it doesn't just sit in the ship constantly
Yeah glad this was fixed lol
Oh yeah no outdoor needed variety
There's a reason we wanted mods to put indoor enemies outside

Speaking of which, the Barber outside is so much more terrifying than inside
Lmao it would be for sure
I experienced it on Temper, Autumnis' snow moon
It's freaky
Surprisingly not super overpowered, just scary as heck
And worked without any tweaks
With how the barber works, it's 100x easier outside
All it does is choose a position to jump directly after it's jumped
It honestly is easier outside, yeah, but it's scarier too imo
Which makes it one of the easier enemies to dodge lol
You say that, but I was killed by a barber in the same frame it appeared lmao
Lol, that was just bad luck, he wasn't routing to u that means
Btw @opal mauve XD https://clips.twitch.tv/HonestSullenSpindleWOOP-7AVgNdkaJuVqFgYn
Fair, I was looking for him since I hadn't seen him before, not the other way around
The fox scream is great
As I said: Funny as heck when you can see it, terrifying when you can't
and I love how Mirage likes to prioritize it for enemies mimicing voices for some reason
XD
If they do it frequently it might just be luck lol
it is yeah
Yeah Mirage just likes to give me some funny rng
Whenever our alter Lyra is out she always gets masked enemies that are self aware somehow
XD
I've genuinely been tricked by Mirage mimics a couple of times
@thorn warren
https://medal.tv/games/lethal-company/clips/iayAQzqeN9fu_jsPt/d13370ZTmpeU?invite=cr-MSxERDYsMjI5OTY0ODMzLA
Watch the funny thing and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
lol
yeah nice cutoff
Lol
Btw @opal mauve speaking of Mirage, Wesley gets really good mimics too lol
Love that "Come here!!!"
LOL
I've played with Wesley enough to know that Wesley masked are hilarious xD
They're fucking great
XD
https://clips.twitch.tv/LightJazzyAntelopeCoolStoryBro-ihPsF4MYGp6ar0ZX Still the best one we got lol
I'll have to play on Starlancer's moons sometime soon too, especially to try out StarlancerZero
Gotta figure out what the route word is though
https://clips.twitch.tv/BlindingTenaciousLaptop4Head-GvETOamEAE79cJ3k Mrov has his moments too lol
That's probably the funniest he's ever been, that day he was truly built different 😂
aliright thank ye bro
I think I saw that it constantly goes toward the nearest employee, like a blob
It's weird behaviour, if there's multiple then there's a "master" barber that the other ones follow, not sure exactly how the master routes but it definitely picks the position it teleports to right after a jump
Is the "master" still the only one that makes sound? Or was that changed before the update went live?
No idea
I haven't tested it again😅 I'm hoping they all make sound now 😬
i hope so too lol
looking at the code, it sets its destination to a random spot within a certain distance of a player I think
private void DanceBeat()
{
if (stunNormalizedTimer > 0f)
{
return;
}
isJumping = true;
jumpTimer = jumpTime;
jumpCycle = !jumpCycle;
creatureAnimator.SetBool("walkCycle", jumpCycle);
if (!base.IsOwner)
{
return;
}
beatsSinceSeeingPlayer++;
if (hasLOS && targetPlayer != null)
{
Vector3 vector = targetPlayer.transform.position;
if (Physics.Raycast(targetPlayer.transform.position + Vector3.up * 0.5f, Vector3.down, out hit, 7f, StartOfRound.Instance.collidersAndRoomMaskAndDefault, QueryTriggerInteraction.Ignore))
{
vector = hit.point;
}
Vector3 onUnitSphere = Random.onUnitSphere;
onUnitSphere.y = 0f;
Ray ray = new Ray(vector, onUnitSphere);
float distance = Vector3.Distance(base.transform.position, vector);
vector = ((!Physics.Raycast(ray, out hit, distance, StartOfRound.Instance.collidersAndRoomMaskAndDefault, QueryTriggerInteraction.Ignore)) ? ray.GetPoint(distance) : hit.point);
SetDestinationToPosition(vector);
}
}```
- StarlancerMusic v1.3.2
- Optimizations to file size and load time for each song.
If I'm understanding the code correctly, MoldSpores (the bushes I guess?) only generate if a MoldAttractionPoint is present. The foxes use "SpawnFromWeeds", which is why they don't have to be in any SelectableLevel enemy spawn list
if (enemyType.spawnFromWeeds)
{
num3 = (int)Mathf.Clamp((float)num3 * ((float)num2 / 60f), 0f, 200f);
}
SpawnProbabilities.Add(num3);
num += num3;```
So I think if an interior put a MoldAttractionPoint inside of its main entrance, it should spawn bushes inside I guess?
As for setting them to spawn inside on a moon via the spawn lists, I think adding that as a feature to AIFix might possibly be considered out of scope. I'd have to override the native AI's desire to seek out a weed patch (which would only spawn outside without a dedicated moldy interior). My first thought on how to do that would be forcibly instantiating an MAP inside at a random vent if a BushWolf entry is present on the interior spawnlist, but there's no guarantee as to whether or not it would properly pick a weed patch inside. For now I think it's best to just leave it as-is
Starlancer Moons v2.3.1
- StarlancerMoons v2.3.1
- Added spread iterations and a non-zero start position for mold on the moons that have it. The numbers were pretty much randomly picked, so let me know if any shenanigans happen with them.
- Fixed Triskelion's secret tool having been misplaced by the project update.
I wanna say you're wrong on that first assumption, but I'm not 100% sure either
I think mold spawns anyway, but it helps a lot having an attraction point, if u don't want mold to spawn though there's a bool
I'll have to look again, but I think the code specifies that if an MAP for whatever reason doesn't exist to delete any existing mold
I coulda sworn custom moons are growing mold currently
Mightve changed over beta patches
still gotta find out what mold spread iterations and mold start position do
went to solace for the first time in 2 quotas and mama mia that's a lot of weeds
new grass species
Better buy some weed killer
lol
Welp, might have to tune it some lol
I would wait to tune it until LLL updates as I believe the weeds are a little fucky with LLL rn, they don't save properly and in my experience seem to be shared across modded moons
I agree with Xu😅 I've seen mold on modded moons not updated yet. So somehow it's not needed🤷
saw only one or two on some generic moons mods, then an entire hillside of bozoros completely covered in them. so they def spawn on any modded moon lol
Very strange lol
can someone just dm me the routing word for starlancer zero? I wanna add it to my modpack but only after I've playtested it a bit first to make sure it fits my balance
||deez||
you can just view the source and ctrl-F "terminal" cant you
Okay but someone fell for this at one point
coud someone pls dm me the routing word for the hidden moon? i would also like to playtest it for the modpack im building for my friends
||deez||
Since updating LLL I can’t route to StarlancerZero, it just applies the Starlancer tag filter
Is anyone else having this issue?
do you know the routing word?
Was it changed recently?
i don't recall it being changed, so yeah it might be an lll issue
It may be because I swapped MoonUnlockUnhide for DisplayAllMoons
Which is the first mrov mod I found to be worse than the popular alternative
I’ll swap them back and try again
The moon name isn't "StarlancerZero" like displayed
Like to route to it
That’s what I always routed with before 🤔 must’ve been the unlock mod
oh yeah moonunlockunhide makes the routing word the moon name
Ahhh ok
Want me to dm you the actual name? Or do you want to solve the puzzle?
Well that’s one potential issue to scratch off my list since all the new updates
Haha sure. I’m gonna swap back to MoonUnlockUnhide though
I’m boring I don’t care for the lore stuff
Lmk if that works
oopsie 🥺
tbh i've made it in 30 minutes
so there's that
Tbf your mod also doesn't aim to change the routing name though and is much simpler there's already a mod for that extensiveness
oh well
that was something I've wanted to include in TerminalFormatter and it felt weird to
so it's a separate thing
too bad
I use like all your mods besides this one hehe
I just don’t like how it adds liquidation because I use malfunctions
So I could end up scuffed in a 1/74 chance if I get that malfunction lolol
which routes you to a random moon
wait what
it does that? 😳
huh I might have something to fix lol
Worth noting I use LQ for some global enemy configuration if you aren’t able to replicate the issue
Bc LQ scrubs moon info etc thought it worth noting in case there’s an interaction happening between then
could you send me your modpack code? I'll try to take a look later
I don't think that's it, but I'll check
Not at pc and I always export file if that’s coo
thanks 🫡
auralis breakable trees when 👀
Me and the boys about to teach Auralis the meaning of the word “deforestation”
Idek how to implement them yet, but maybe I'll just put something to immediately destroy the cruiser upon contact instead
:3c
iirc Generic and Wesley know if you'd like to ask em
also please describe the process in #dev-moons
im p sure it IS just the script thing, i'll check pestilence thread cuz I recall it was first done there?
here it is ûwû
Thanks!
@limpid portal would you be kind enough to upload photos to the TS page? need quick references for a massive mod pack I'm making
I'm currently out of town, but I will for the next update (TBD)
Can anyone share some tasty screenshots for me?
ty
currently gives this error when combined with Mirage, i have narrowed it down to this mod
What is the difficulty rating of StarlancerZero moon? All the secrecy makes it hard to find the hard info when you do want it.
Very hard, literally every vanilla entity can spawn there
at least I think it's literal
hmm... is there a way to draw from every moon mod to add their exclusive scraps to Zero?
tho that might be a desyncing nightmare
I guess technically I could grab a list of all registered scrap and dynamically swap out my selectable level scrap list for a flat chance for every scrap in a load order
But I have no idea how feasible it really is
Still a fun idea to think about 🤭
ye
it's feasible but i have smarter ways you can do this
it's not directly supported by LLL (a moon requesting scrap and not the other way round) but im not the code police so feel free to mess with it in your own mod
Oh yeah?
you could probably just take all the scrap from allItemsList and filter the item proprties specifically to be "IsScrap", then you'd just inject it into your moon's item list on plugin load
nah ideally you'd fuck with their levelmatchingproperties
the moon's or the item's themselves?
items
you give all items non LLL and LLL LMP?
their unused but yes on the latter
ll x lll stuff is a little fucked rn i need to put some more events in LLL's initialisation system for hamunii to slide stuff in better
lol, but yeah i guess that would work pretty well
when do i pitch that ll now becomes dependent on LLL and just converts registries to extendedmods
when you make a PR doing all that
the dungeon mod i made probably took more time than that 😛
hey that means u CAN do this, i believe in you! good luck!
also if you're sure its LL's interaction with LLL that breaks shop items then yeah, otherwise fix it first 
Doesn't sound terribly hard, but we'll see if I even feel like doing it next update 🤭
when my question for the sake of curiosity turns into a fullblown discussion
I was meaning the difficulty value. Like S++ or what not, because Brutal Company Minus in this specific instance is why I wanted to know, but it's fine.
Oh my bad, it's a custom difficulty level "CORRUPTION DETECTED", so I'm not sure how it'd interact with BCM
That’s the best though
It means you had a very good question!
Ah, well that's fine. It has an Other catch all
I'm finally doing some more music again 😇
😄
Ayyy
Here's a lil bit of what I've come up with. The poll requested HEAVY, so I hope this fits the bill so far
(please note this is sampled from Guitar Pro 7, not recorded instruments yet)
I love GP7, it makes composing so much easier for me ☺️
geez, this was 3 months ago 😭
is it inteded that enemies like dogs and masks spawn like in the first hours of the day in Auralis?
we thought it would be a good place for the cruiser but everytime we tried a dog just appeared before we even start the engine
Auralis is meant to be very difficult. I don't know if you have anything further increasing the difficulty, but it's not unheard of for a few highly dangerous enemies to be on the surface when you land
Not really anything important, I just wanted to say: Triskelion is by far my favourite modded moon ever. It's so unique, and yet, feels right at home. It's amazing
Thank you so much for the kind words ✨
I wonder how many people still haven't found the item on Triskelion
oh? secret item?
It's a surprise tool that can help you survive
I still haven’t managed to find it
I was like one of the first people to solve StarlancerZero (iirc within the first five?)
But can’t find the freaking item on Triskelion
One day I’ll just accidentally come across it and be so mad at myself lmfao
Starlancer Moons v2.3.2
- StarlancerMoons v2.3.2
- Tweaked the navmesh on StarlancerZero to stop enemies from spawning in places that are detached from the rest of the navmesh.
Ayy
Honestly, I think the thing that's really prevented people from seeing it is that it blends in pretty well with the industrial greyness of it all
I’ve probably searched like everywhere BUT the place it is
Well in reality I’ve probably looked directly at it several times
Probably. You might've even thought it was just a prop lol
If you include my StarlancerZero searching, I’ve probably spent like over an hour looking for it
It's nothing grand or anything, but here's a hint as to what it is, if you want it: ||bonk||
Oh I already knew what it was
I just can’t find the darn thing
It’s more the fact that it’s been this long and I haven’t found it, rather than actually wanting the item
I think it’s pretty funny lol
It's pretty clutch where it's hidden. Has saved my hide on more than one occasion when I was being swarmed
Actually while it's on my mind. Is there some like, random collision geometry up in the air above the path to the hill fire exit on auralis? My friends and I have blown up on a handful of occassions when using jetpacks to go to that exit, and it's consistently been around the same area.
Congrats, you found the "Starlancer doesn't know what the hell keeps making people on jetpacks blow up" thing
You've gotten pretty good at doing code stuff for your mods, I'm surprised u didn't just dnspy what it looks for as a collission
I'll.see if I can figure it out
Okay it for sure does not trigger on IsTrigger box colliders
Now to find the layer
God, there's so many layers
Did you happen to die going over a tree?
0th, 3rd, 6th, 12th, 15th, 18th, 22nd, 25th, 30th
Those are all the possible layers it can collide with
I dont have unity up so I can't cross reference what layers those are
But I know 30 is the vehicle layer, you got a vehicle up there?
lmao
the reason I was asking about the tree
is that the stupid tree tops can generate navmesh
which is layer 15
Lol that's funny
specifically hand-placed ones
You'll have to change ur trees so I can cut em down eventually too 😔
That's fair
not one person has ever been able to say "hey, I was flying over some trees and blew up" 😭
8: Room
but it's the lil slice of navmesh that's apparently causing the collision
I suppose it "could" be the actual collider as well
but then why doesn't butting up again a wall cause explosions
Oh it can't collide with stuff like navmesh directly
It collided with collides ON the navmesh layer
oh
Unless the navmesh itself has a collider with that layer etc
All collisions are like collider based
Rigidbodies and colliders
I'll probably just shorten the colliders to where they don't stick away then
idk, problem for future Starlancer
We tend to fly through the clearings so I dont think so. But maaaybe we grazed one of those or something?
ohh wait that item was a secret?
i honestly just found it once while beating up baboon hawks
To most people, yea 🤭
Mmk, regardless I'll clean up tree collisions later
nervous sweating
help
ive tried everything including deleting the mod itself and physically deleting all the files and reinstalling but it wont load
did you clear the gale cache
i fixed it byu removing the starlancer moons folderr in the cache
couldnt find where it was at first
Starlancer Moons v2.3.3
- StarlancerMoons v2.3.3
- Fixed the issue where some enemies were unable to spawn on any of my moons.
Now get Unity AWAY FROM ME
HISSSSSSSSS
Never, you are the best modder and we need you here forever c;
XD
does this fix that error from mirage?
It probably will yeah
I imagine it's cus Masked enemies were broken on his moons
Yeah it's fixed now
BTW, Starlancer, all of your moons are pretty conservative with scrap. Solace gives less scrap than most vanilla moons on a free moon, Triskelion is beat out by several vanilla free moons on average, and Auralis for its price is still beat out by Dine and Titan on average. I can send you the exact values from the tests I ran though the tests I ran may have a bit of variation cuz they're from my modpack. That said my modpack only has a handful of custom scraps so it should give a general idea still of balancing
Triskelion is the biggest offender since its beat out on average by free moons but has the threat level of a much higher moon
honestly, i find Solace somewhat generous; especially with no (natural) ghost girls and jesters.
Triskelion has too many turrets for me to keep count on XD
Auralis i havent been to solo in a long while, but i remember finding lots of gold bars
I ran several tests where I landed on each moon 5 times and scanned, vanilla and modded, and the overall average on all three was lower than most other moons, vanilla and modded
Using TerminalFormatter so the scan value was actually accurate LMAO
Solace is admittedly easy enough though that the low scrap is overall fine
yea, just needs a slight rating change
Some numbers for reference
Some of these numbers are outdated, for example Fray and Sierra were adjusted by Autumnis after I made this
Possibly Cambrian and Temper as well
And I severely adjusted USC Vortex after realizing how crap its scrap was for a 1000 cost moon 
I'll keep that in mind for the next update after v60 hits
Sounds good
Feel free to adjust it however you want to personally, or if you want my personal config / changes I can send those too, although they won't help with Triskelion since I just made Triskelion free for now in my pack 
hey, ive found all the secrets for the code, but is there a hint im missing somewhere that explains how to decipher it or what kind of code it is or something?
||letter unscrambler||
those are letters? XD
ok and where am i supposed to find said thing to do tht?
ok, atleast tell me if its something i can find in game? xXD
yes
@limpid portal Are you gonna update the moons for V60 support? :3
Need the new enemy to spawn on them, the new interior, and the new scraps
can i dm you a question?
i aint givin the answer
i dont want the answer XD
i have a specific question but i dont know if it will give things away for others when i ask it
go ahead then
Bruh the update just dropped 😭
And? You updated your moons for V56 on like day 1 lol
🤭
Never know when you're gonna cook
Not quite yet, probably Monday after I record and publish the updated tutorial
not sure what the question is
Should the hidden moon be hidden
I think one thing that could help would be more obvious clues to lead you towards the puzzle
Like if it didn't tell my group about it they would have had no idea it existed
I think it should be hidden, it reminds me of old school easter eggs. That said... you could use stuff like custom story logs like Harvest Moons is doing, right?
Me personally I reference the weird symbols with Emblem loading screen tips. My friends found it within a couple days.
There are ways for players to circumvent it being entirely hidden if people want it to be not entirely obscure.
Fair points
i don't mind if it remains hidden personally, but i wish it weren't so obfuscated. right now you don't even have the option of unhiding it through the LLL config, unless you're fine with seeing StarlancerZero instead of the actual name
I second this, there doesnt need to be much more added
Hidden? I was hidden once...
Personally, I think you should keep it hidden but add in a new personal log on triskelion or somewhere to find, that could state something like:
||Begin log CP:23Xf-1: "Exploration of the company sanctioned salvage site on Triskelion has led to the discovery of a partially corrupted star chart referencing an as yet unknown place titled StarlancerZero. Though much of the data was unrecoverable, we have learned the code to unlock the routing data can be found in pieces on various moons in the system. After we have finished searching here our plan is to head to Solace, perhaps we can find something there." End log||
I'll keep it in mind :3
cool XDi might not be good at much but whipping up lore and things is something i can do on the fly haha
The little building on Solace might be a more intuitive place to find something like that, but I definitely like the vibe
you make a fair point
or on the bench, like they knew they were dying and recorded it for future people in a scenic spot
putting too much trust in people actually reading the story logs
well then thats there own fault haha the info is there they just need to read it XD
Failing that, you could have it autoplay an audio recording of the same thing on pick up
the moon name being hidden in the terminal is annoying to me cuz i forget about it and never end up going to it lol
i agree, it would be very helpful if the a hidden moons appeared as options in the terminal after youve been to them once
Doesnt give out the secret "passcode" so you still gotta do the story for that tho
At least makes me remember to go to it 😂
also u cant preview the weather for it. so u have to buy it first
the thing is, the way its set up now forces you into only playing with it hidden. no other custom hidden moon does this. even if you're fine with enabling it to show in the terminal through LLL or another mod, despite the incorrect name, you still need to know the routing term in the first place to even route there. having the moon correctly registered in LLL with no terminal patch will spoil it for anyone looking at the config, but it allows for way more flexibility in terms of customization
I'll wait until the vote concludes and proceed from there, but I appreciate all the feedback
Hidden
18
31
1
Yes
Alrighty, I'll figure something out
Maybe some kind of config toggle
Hmm, that might be the best solution actually. Allows people to have it obfuscated if they want, or give up and have it handed to them 🤭
Alternatively I just rename it from StarlancerZero to its actual name and let people look in the config if they so desire
(but keep it hidden as is)
Other thought: Instead of having to do it ARG-style, maybe I'll just make it so that looking at the symbols displays the letter
Can't you just have something in the script where if the moon isn't hidden it just is in the list with it's actual name or better yet allow routing to it with StarlancerZero
that way you could keep the name hidden if you wanted for the people who want the puzzle
i feel like this and my personal log suggestion put together would be the best idea 😉
i like this
Honestly seeing StarlancerZero in the terminal always bothered me
It just doesn't fit as a Lethal Company moon name even if it's cool

Pffft
New moon tutorial is live
https://youtu.be/mZSg_R3UTak
Now for v60 (and hopefully future versions), a tutorial on how to set up Unity for Lethal Company content creation, focusing on custom moons, using Nomnom's Unity Project Patcher and IAmBatby's Lethal Level Loader.
Somehow this tutorial is 10 minutes shorter than the first one, but I think it's more informative and concise. It also has chapters...
i love the mystery that comes with StarlancerZero, i havent explored it myself, but because im creating a modpack for my friends and i, what kind of moon is it?
i want to know if i should enable the giants from giant specimens, or disable if it doesnt suit
if its similar to vow where there are lots of tree type scenery and a giant would fit into it, i will add them, but otherwise, i disable usually
There are normal giants there, if I recall. Zero's scenery doesn't match anything else from either starlancer or the base game though, that's all I'll say.
It is in such a theme that literally everything and anything should be enabled
I recommend it
its literally the only planet in my mod pack where everything can spawn
your god damn right
how exactly do you find out the starlancerzero routing word?
i dont exactly want the answer i just wanna know if its hinted at anywhere inside of the other starlancer moons (auralis, triskelion, solace)
kinda like how adamance points to artifice
or where else to look
i want to find it myself but im playing on such a big modpack idfk where to go
or where to start exactly
so the symbols are inside the moons somewhere
and you have to translate them to letters?
||Search Inter Galactic Translator on google||
oh my fucking god
its
||the enchantment table||
ok so i guess i look for these symbols on the moons then
||yep||
thanks buddy

just a question
do the interiors matter?
cuz i specifically bumped triskelion's warehouse chance from 100 to 300
auralis has a 300 warehouse chance naturally and i didnt change solace's interior
Only for StarlancerZero. Literally everything should have a chance there.
the way its been described kinda scares me
and uhh
i have like 500,000 interiors lol so making them ALL available on starlancerzero seems like its gonna be a lot of chaos and fun
i have:
scoopy's variety mod
wesley's interiors
Unreal and UT99 interiors
Mental Hospital
LC_Office
MinecraftInteriors
Black Mesa Interior
Xen Interior
LethalAperture Interior
StarlancerWarehouse
PoolRooms
the catch is that
all of the custom interiors i dedicated to a singular specific moon in the "Greater Network" (subclass i made with lethalconstellations)
so their specific moon has a 300 spawn rate for that interior
black mesa, xen, aperture, and both mc moons are in the "Wormhole Network" though since theyre based off of other IPs
but still thats a ton of interiors starlancerzero is gonna be a MESS LOL
Once you land, you'll understand :3c
It’s a banger moon though
Watch I WANT MY CUP and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
@limpid portal I demand compensation for my lost cup
Lmao
Absolutely. Head to The Company, ring the bell 10 times and yell "CUPPPPP" and your compensation will be dispensed
Will do
LOL
I honestly don't know why that happens. The collision should be pretty tight on everything so nothing should be preventing you from grabbing it
I guess collision isn't tight enough
Backing up the project now, gonna work on stuff today
Welp, I have everything in a new project, but I'm gonna have to go through and fix missing references and whatnot, so update probably won't be coming until later this week at the earliest
Just wanna let y'all know I'm aware of v64 hitting main, but I'm dealing with some mental health stuff rn so it might be a bit before I put out an update. I still have to finish setting up the newly-patched project before I can add anything
I mean there weren't any huge significant changes in V64
So don't stress too much
is the moon starlancerzero supposed to be quiet? I can hear my footsteps and all, but that's it when I go to that moon
hello?
Sorry, been a busy day. There should be some ambience, I'll check it for the next update, ty for the report
I'll try the moon with no other mods and see if it's my modpack. It seems like there might be some ambience around the ship in the little crater its in but I only hear my footsteps when leaving that crater. Sorry for the rushed "hello?" I should've been more patient 🙏
You're fine! ✨
Watch Oh and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
I have yet again found a very niche high up collision issue
In the warehouse interior, the stairs tile has no collision on the ceiling
Nyoom
Damn stairs
nitpicky but i don't like that that one moon has no space in it's name 😠
StarlancerZero?
yeee
It's not even the name to route to it lol
i know
Inb4 Batby adds a hidden change to LLL that spawns a ton of enemies on you
XD
only on Starlancer
🤭
Need moons update
Need interior update
😦
Your abandoned children are sad lol
I'll have updates out this week, I promise ^^
Hooray
I shall no longer have to hear them crying about how daddy abandoned them 🤭
I'm sorry
Lmfao
🤭
what needs updating on em?
V60+ stuff
so man eater, mineshaft chances and the new scrap?
or is anything breaking?
cuz if it's just the new content you can just kinda.. add that yourself, no need to beg for an update lol
Lol and the projects needing updated too which is always important, the Interior needs some fixes for the Apparatus vanishing on lobby reload and not actually awaking old birds, there's a tile that sometimes has an uninteractable secure door, another tile that sometimes has turrets in the wall
yeh but that's like, the interior
moons are fine and shouldn't be prioritized in my opinion
- there's not gonna be any lc updates in a long ass time so, there''s also 0 rush on that side
Tbh I have a lot of other moons that update frequently and have moons packages frequently adding new moons that add their own weights for mineshaft so tbh the reason I don't like manually injecting things is due to this reason
I generally dislike altering anything in LLL or CC relating to the vanilla interior weights
yeah I just don't see much of a reason to rush audioknight on dat when you could just do that yourself,
meh, fair enough
Adding the enemies would be easy, scraps idk cus some moons explode if you alter that
Interior stuff I get though
I just like seeing Starlancer update his stuff I know [Redacted] has some bugs that need fixed for example
Enemies just ignoring the rocks near the fire exit area is a pretty funny one for example
Kidnapper fox just casually going through the rocks to go to the ship instead of the portal
XD
and that one tile without a solid ceiling I found lol
Forgot about that
ye which is why I get the interior stuff
tbf it had zero gameplay impact
i’m just a silly little guy and find weird issues that nobody should reasonably encounter lol
@lunar pumice you do love to find missing collision 🤭
It’s truly my defining character trait
the Apparatus fix might not be the network object thing that was mentioned before
from what I found anyways
I'll be opening up Unity later today :3c
This pic goes hard
The goat is returning 🔥
Ughhhh so many broken references 🤭
Don't forget when you work on Warehouse to properly rename and register your Apparatus btw, like Wesley had to do
So it stops getting deleted on lobby reload
Moons are priority, but will definitely address that
Should have them updated tomorrow
And then I'll work on Warehouse
What do mean uninteractable secure door? Like it doesn't display a code?
Has anyone ordered a cruiser on Triskelion yet?
I really wanna see a clip of some chaos lol
I have one of a friend in the cruiser vs. the outside bracken on Auralis
I'll always appreciate clips featuring my stuff :D
I really need to set up one of those clip programs for Lethal Company
The way how the ball of Bracken remains drops from the sky after a delay
Oh yeah, and it was a meteor shower
PFFT
a weapon to surpass Metal Gear Bracken
I accidentally tapped a random GIF and the fact that it worked is hilarious
157, disregard 156
Naaaaah that's an actual warzone Temmie is driving through
With the fire, the music and the demon hunting for them 😭
Impeccable
Nearing completion on the moons update, but it'll be tomorrow. Still finding missing references and I wanna be sure and eliminate all potential errors on my end. Here's the preview for the patch notes thus far (subject to change):
- 2.4.0
- Updated the moons to v64.
- Added new interior chance and enemies to Auralis, Solace, Triskelion, and of course [REDACTED].
- Trees are now breakable on Auralis, Solace, and [REDACTED].
- Mushrooms have slightly grown on Solace.
- Carved away the errant navmesh underneath the rocks on [REDACTED] to hopefully prevent enemies from phasing through them.
- Relocated some doors on [Redacted] to keep things fresh.
- The clues related to StarlancerZero ([REDACTED]) now display text when hovering over them to make it easier to figure out the routing word.
- Changed the location of one symbol on Triskelion so that it can be approached properly to display the text.
- Updated the moons to v64.
Hype
Ooh
Will you be changing the ||note on Auralis|| since a key is no longer needed?
Slightly, since it still needs to be present to indicate that there's a secret
I still remember working all night to solve it when the moon released
Easily one of my coolest experiences with the game, honestly.
Since I was one of the first to solve it, there wasn’t really much room for help so outside of a hint or two you gave me bc I messed up at one point, so I was on my own (well, me and the friend I was in a call with who was watching).
I wonder how much trouble your interior has been giving you, I hope not too much
thanks for working so hard on your legendary lineup, my dude
fr, your hard work is definitely appreciated!
None yet, since I haven't gotten to it yet 🤭
Thank you all for enjoying my work! ^^
MUSHROOM!
I mean you're the goat for a reason ^^
Can somebody confirm the presence of a Blue Apparatus in the Starlancer Warehouse? I am doing research on the Apparatus collection.
can confirm
Do you know of any other Apparatus types across the other interior mods?
Grand Armory (Toxic Apparatus)
Toystore (Pink Apparatus)
Liminal Pools (Custom Apparatus)
Cozy Office (Monitor)
Sector 0 (Custom Apparatus?)
Xen Interior (Custom Apparatus)
Black Mesa Interior (Custom Apparatus)
Scarlet Devil Mansion (Painting)
Synthesis (Moon, Orange Apparatus)
I remember the Bunker had a green apparatus, if that's an interior thats even used anymore
SDM's one is hilarious, and I found that one out the hard way
I hear it's deprecated, so no luck getting it integrated into my modpack that easily... though I would have liked to try it. Is the Grand Armory Apparatus at least green like that one?
yeah it's green
Also I greatly appreciate your contribution to the company.
i think it's also the most valuable of them all
Ah dont bother then yeah
Also what colors are the Black Mesa and Xen Apparatuses?
I'm fairly sure they're different items entirely and just function like apparatice
Oh... well nevermind then.
but there's no screenshots for the black mesa one, the xen one is a crystal I think
I'd imagine the Black Mesa "Apparatus" would also be a crystal or something
Yeah it's a Xen Crystal
I was planning on collecting any Apparatus with a default Apparatus model, but different colors like they were Chaos Emeralds.
Any info on the Sector 0 Apparatus? I've seen a video where there's a HUGE apparatus, but you can't really move that one...
I put a question mark in cuz Im not entirely sure if it's an actual thing
I did see people talking about apparatuses in sector 0 but I haven't seen the one you're supposed to take out
Hmm, so if we're going off color, I think we have at least Seven like the Chaos Emeralds:
Red = LC Office
Yellow Orange = Synthesis
White = Default Facility
Green = Grand Armory
Blue = Starlancer Warehouse
Aqua = Liminal Pools
Purple Pink = Toy Store
this is actually giving me ideas lmao
It'd be neat to actually transform into Super Employee upon collecting all of the above Apparatuses and then going to Gordion to fight the Company Monster
Or just use it to wreck house on any moon you're on.
there is a purple apparatus tho. Cosmocos 🙂
My moons have decent amounts of interior spawns, yeah?
As in
Vanilla interior enemies
got a new name for your apparatus yet? .3.
Haven't started on Warehouse yet :P
gesundheit
gracias señor
that works, too
now if someone wants to make one that's absolutely BLINDING I think fluorescent would fit perfectly 🤭

Alright, got everything loading with no errors at least. But trees aren't breaking 🤔
Okay, I've figured it out
My break trigger collider was too small 🤭
Oh good, terrain painted trees don't break 🙃 I'll have to place every tree manually
I'm just gonna do that next update
cuz that's gonna be very tedious
Update coming soon
Hoorah!!
Starlancer Moons v2.4.0
- StarlancerMoons v2.4.0
- Updated the moons to v64.
- Added new vanilla content to Auralis, Solace, Triskelion, and of course [REDACTED].
- I've figured out how to make trees breakable, but I'll have to manually replace every terrain-painted tree, so that mechanic will be implemented in a future update.
- Mushrooms have slightly grown on Solace. How fun(gi).
- Opened the gates on Solace slightly to facilitate easier cruiser access.
- Removed an errant tree from the mansion grounds on Solace that was sticking out of the back porch. Unsure how long that's been there.
- Carved away the errant navmesh underneath the rocks on [REDACTED] to hopefully prevent enemies from phasing through them.
- Relocated some doors on [Redacted] to keep things fresh.
- Adjusted the reverb (reverb - reverb - reverb) of the special area on [Redacted].
- The clues related to StarlancerZero ([REDACTED]) now display text when hovering over them to make it easier to figure out the routing word.
- Changed the location of one symbol on Triskelion so that it can be approached properly to display the text.
- Renamed the water shader being used for my moons.
- Updated dependencies.
- Added screenshots to the description.
- Updated the moons to v64.
*Non-capitalized [REDACTED]*
Dammit, I always do something wrong with my changelog 🤭
Also, I love how many people STILL haven't found the item on Triskelion
We'll update your stuff on stream as soon as it's available :3
Exciteeeeddd
im a bit surprised nobody's made a mod that makes the company drill get powered by apparatus and unlocks a new moon, like the golden planet or something
would be a sick mod
obv zeekerrs is gonna do that soon anyways
but a mod to predict what hes gonna add would be cool
Might be a while before any more significant updates, since I read he's been feeling burnt out on LC
Yeah, 1.0 is definitely gonna be when we blow up The Company. My friend said it looked like a bomb, not a Drill, and it seems to me more like a Battering Ram that requires power, so it seems more like a bomb to us.
We're gonna blow up the Company Monster
LC is such a weird game
... item?
Do you have a picture of it?
nope. just go thru an indoor fi- OOF i mean best of luck finding it ^^
:3c
I don't believe you
i dont believe in santa 🙂
I’m feeling called out rn
I was thinking of you when I posted that
hello, I am having issues with outdoor mobs in Dust2 moon where the outdoor mobs are clipping under the floor, when we checked in poltergeist's free cam they are apparently walking on terrain/skybox thingie? is this a thing?
that's a moon issue, not enemy escape
oh so dust2 is doomed then since Idk if it will even get another update
i guess
There's a what 

I got impaled on the fence to Solace by the Driftwood giant @thorn warren
I was being greedy for the crates
oh my lord
This is unironically what i envisioned the 3rd giant would do to you if it got you
The cactus one or whatever
Do this and then make a teammate come free you
Speaking of Solace, is it an okay moon to use the Cruiser?
decently smooth terrain and I think in the update you can now park the car on the front yard of the mansion
Nice
Ever since I tried the Scarlet Devil Mansion's moon, I figured that most Cruiser-friendly moons should either be cheap or free to encourage crews to buy the Cruiser for it instead.
What about Auralis and Triskelion?
Damn, what a shot
Definitely purchase a cruiser on Triskelion
You won't regret it
I'll be sure to lower the admission price because I tend to lose my cruiser a lot.
-
Because my friend can't drive, and
-
Because I never return alive when I use it.
There are screenshots in the readme now
Bro got the bullseye
Oh that's agonising to watch lol
Pain 
is it just me, or does Solace feel more like a C or maybe D not a B? Maybe update it? food for thought.
One of my blue apparatus disappeared on game launch...
There was a weird thing happening where I grabbed it after my friend grabbed it and my controls froze except walking around
In my pack i did change it to that in LQ, since yeah the whole point is there is very little inside and outside enemies
The rankings in vanilla are kinda arbitrary and dont matchup well imo, so you could argue it fits well lol
Experimentation is ranked B for example
in vanilla, when the biggest threat you'll ever face is usually a single spider inside lols
Hello, is there standalone mods for each moon of the pack?
No
The biggest threat you will face is boredom and no loot

How dare you! Tattered Metal Sheet is the greatest loot there ever is!
There is not, but the package size is pretty well optimized if that's your concern
Lies, the biggest threat I'll ever face is a surprise Centipede to the face. No more, no less.
On another note, I had an issue earlier about the Blue Apparatus bugging the hell out when I grabbed it in my ship after my friend grabbed it, then after I realized that my controls were freaking out and wouldn't respond, I had my friend teleport me to make me drop the Apparatus, and it was on the floor, but when I left and reconnected later, the Apparatus was gone.
That kinda stuff i always gamble or feed to the vending machine
Once I get around to updating Warehouse, the apparatus issue should be fixed
(Mind you, when me and my group played bingo one of our challenges was to leave more scrap on exp.'s interior than there was upon arrival, double it value and then leave without it)
LC Bingo... gotta try that some time, sounds like a "great" time :)
Its very fun! We had Xu join us for our second one
I should get all the favourite mod devs to play, we will get Starlancer to join us for the sillies
But i need to make more challenges for all the cruiser, new creatures and other mod stuff like Surfaced n all that
yeah the bingo was pretty fun lol
im hoping to get the CR update out soon for any upcoming bingo's you guys do
im almost done too
YIPPEE
~~Unity takes so long to open ; w ; ~~
as long as the Warehouse Apparatus no longer despawns on file load, you can take all the time you need. oh and your other planned stuff too, of course 🙂
Testing out the new terrain to mesh plugin, here's some before and after pics from Solace. Tulip snakes also seem to be functioning now.
are the trees not using the shaders?
They were converted by TerraMesh, but I think maybe I need to adjust their materials
even before using terramesh, they don't look like they're having the shaders applied
the rock is very foggy but the trees match the fog of the unmeshed terrain
I'll see what I can do, ty for noticing it
I think it was the "Receive Global Illumination" setting in the mesh renderer. The trees were set to Light Probes whereas the rock was set to Lightmap
Testing in a few
Tulip Snakes are great for getting to the second floor.
I've had reports that the snakes don't work on Solace, they've been working for you?
Testing on Auralis, FPS seems to be more stable than it was originally
With Terrain, it would bounce between 180-200, with Mesh it seems consistently in the upper 190s
Last time I played on Solace, they had no problem climbing onto my head and flapping their wings.
@steady carbon the snakes become more confusing
Also, think I found the actual problem with the tree fog, the trees weren't set to be fully static meshes
i have plenty of stuff on my moons that i believe aren't marked static, but the shaders work on them fine
If they was frozen in place, there is a bug with 2-story ship (combined with JLL from my experience), where outside enemies couldnt move on modded moons with those mods combined (for me it also had to be a JLL interior), which is fixed by blacklisting the 2-story ship's navmesh changes for said moons in its config
For me they chase just fine when set like this
Others have said it isnt JLL-specific interiors but any interiors, so it varies slightly
Eitherway using the navmesh blacklist for 2-story ship fixes the issue, if they're using that mod
Solace my beloved 
Odd. I'm not sure what the issue is then, except maybe just the fact that they're using custom shaders
But the trees on Auralis are using the same shaders and they seem to work fine, so I have no idea
@lone roost Static-izing them seems to have worked lol
the sprite grass and leaves is what's missing the fog here
damn, you're good at noticing and like, actually registering these things, my brain is simply not functioning right now lmao
Gonna try setting them to transparent instead of opaque, here's the in editor preview of the change
opaque may be more fps friendly, if yer trying to avoid that type of feedback...
True, but if it's between receiving fog or not, my moons are already pretty well optimized, so it could handle a minor fps loss
I have LODs set up for most of the foliage as well, which should further mitigate it
Seems like it worked for the trees, but the foliage is being stubborn >:|
nvm, trees are still wonky
the trunks accept the fog just fine, but the leaves say no
Okay, so it turns out
StarlancerZero's fps was destroyed by replacing the terrain with a mesh lmao
Alright, I may not be transferring over to meshes
Fog doesn't work well (that I can figure out) for the foliage on Solace which makes it horribly mismatch with the "properly" shaded terrain
The Auralis fps stabilization might have been a coincidence
And S0's fps got annihilated ; w ;
so sad, the screenshots looked good
Yeah, S0 will definitely stay terrain, but Auralis and Solace I really want to work properly bc of the mesh trees
something wrong with starlancer moons? D:
Nothing major, a few things I missed in the transition to the new project, but the mesh trees would be great bc I wouldn't need to manually place them
Hold, might have figured something out
tree leaves are working, just gotta figure out the dumb grass
As long as Solace has the beautiful lighting
I think the issue is that terrain can't receive fog due to the lighting setup not having deferred rendering?
Soooo, might have to just bite the bullet and hand-place the grass
Gonna try out a downloadable tool from Unity to see if it'll make my life easier, will report back. Even if it doesn't, probably not spending too much more time on this today, I really wanna play a game instead of beating my head against the wall with this 😭
Okay, Polybrush will be my lord and savior tomorrow 🤭
the best feeling ever is being stuck on something for hours and then finding some obscure free unity tool made by a random dude that just does exactly what you need it to do
It's actually just an official Unity tool that you can download via the package manager
It's not the most fantastic thing ever, but it let's me paint meshes onto the landscape at least
Not quite the level of control that I had in the detail mesh painter tho
I NEED THAT
THE TERRAIN DETAIL MESHES DON'T WORK FOR ME
I'VE HAD TO MANUALLY PLACE 200 TREES
💀
I dunno how people dont manually place objects
You don't really have control over where all the details are
If you don't manually place them
@junior canyon@lone roost Polybrush instantiates meshes, so afterwards you can move them around manually
I like the workflow of duplicating and moving stuff to where I want it
perfectly valid lol
Make sure your tree materials are gpu instanced
They are, the trees were mesh from earlier on, so the only thing that would be changing is the terrain itself, no trees or details
can i see the material on the terrain + the inspector of the terrain object?
It'll have to wait til tomorrow, but yea I'll post it next time I'm in Unity
StarlancerZero's fps drops could just be cus of an underlying issue too, when passing that barrier to go to the fire exit area and back there is lag too, and it also tends to lag later on once some enemies have spawned, so maybe meshifying the terrain is revealing something so yeah hopefully Batby can help you ^^
Cus it shouldn't be doing that I don't think
Regular terrain vs meshed terrain
160 fps vs 115-ish
Yeahhhh the barrier lag is kinda unavoidable because it's blending two post processing volumes lol
how many verts is the mesh terrain?
I'll check in a bit, currently re-foliage-ing Solace
Hm, judging by Solace's vert count, I'm gonna say probably too high
thanks for the insight
terramesh thread says under 100k to be comparable to vanilla performance and that most vanilla terrain meshes are 20k-30k
give the number smh, am curious
255k lol
oddly enough that didn't tank my performance, so the StarlancerZero one must be way worse
I'll adjust settings to fix it later, this foliage painting is hell
I think the terrain renderer does LOD in zones or something doesn't it? maybe that explains the difference in perf
very interesting to me that it's so drastic though
there's probably a lot less work for the GPU to do when it can work with a heightmap vs a whole single mesh
Probably, but I think the sheer vertex count is probably the biggest issue
I've got 10x or more than vanilla going on 🤭
due to the size of the area?
that and just not really tweaking the TerraMesh settings
just imagine how much more complaining about fps would be here if u tweaked the terra mesh settings to be worse
😔
a dream come true
for starters that can absolutely be a static shadow mesh caster
also, does your terrain even actually need to cast shadows?
(It could, I actually don't know)
There's some hilly areas that benefit from the shadow eye candy
And yeah big vert diff will deff make it worse too
plus sunrise/sunset
If you wanna be cheaky you absolutely don't need a fully detailed terrain mesh for those kinds of shadows 😄
True 🤭 but I'll mess around with it more later and see how much I can decimate the mesh before it starts to visually degrade
the purpose of this is just to get the posterization filter to apply to terrain?
Mostly I believe
I think hdrp fog plays abit nicer with it too?
mostly the filter yeah, but fog does affect it differently as a mesh
sounds like it's got the wrong render queue
And if we wanna be freaks about it it does open the door for mods to mess with runtime mesh cutting..
That's more pushing and pulling at best, no?
In theory with a mesh you could dynamically put proper holes into levels
if you were doing weird weather stuff or similar
as I understand it, the terrain thing has a way to make holes using an alpha channel
feels like people are jumping onto this bandwagon pretty fast for it being largely unproven
at least from what I've seen in the thread
seems a little concerning to me
ye
in fairness he actually had to
non gpu instanced terrains mixed with his post process shader overwelm the cpu and hard crash unity
he didnt know you could set them to instanced to make them viable
I see I see
hmm, I still wonder about the render queue, I feel like this shouldn't be necessary to make posterization apply
it really sounds like it's rendering after the after opaques pass
oh it absolutely shouldn't be
right, but what I mean is that there's probably a knob to turn for that
but I think that maybe voxx has other reasons to want mods to use this, since as I understand it their blizzard weather effects kinda require a mesh
not entirely sure on that
if people are able to get acceptable performance though, it's probably fine
splitting the terrain up for LOD purposes seems like a pretty big boon to me, but maybe it's not really necessary 
there is a blizzard weather? I know about vanilla paid moons but is there a modded blizzard??
There is a bug in Unity that prevents Custom Passes working on instanced terrains, so they wouldn't be viable for his filter.
They are also a bit screwed up in a sense that you cannot even apply any other material to them other than the default one (in an instanced regime). It is possible in theory to write a shader that replicates the default one, but it is very difficult since there are no docs, it contains many shader passes and a lot of references to internal hlsl libraries scattered around.
@thin loom this is why i also had to move away from terrain for snow, it seems like instancing used in terrain, doesn't play too well with the usual material instancing for some reason...
x_x that's way too much, did you use the adaptive mesh option?
Performance shouldn’t be an issue in a majority of cases. Afaik in this usecase it’s actually potentially preferred as it allows more options for optimisation that terrain does not offer and the big benefits from terrain are not really used in such a small usecase as lc moons
ah, I see, re-rendering it with a custom shader being a problem makes sense
not sure I entirely agree, since as I mentioned, I think it generates automatic LODs pretty much for free, but maybe for moons that aren't super expansive it can be more optimized
certainly manual optimization can be better, but whether it will be in the majority of cases is the real question in my mind
it does, but most of the moons have it disabled when i checked
or on very low (default) setting
weird
@wispy nimbus I might have asked you this before but does your tool do lower variants for collision purposes? Star also mentioned above that they have a fairly small demand for needing their terrain to cast shadows in some areas but from a glance I feel like theres an opportunity to have the main terrain not cast shadows at all and have a low res one do it
what happens on really big moons like Pinnacle when using a mesh instead? seems like you would have to sacrifice mesh density quite a bit for something like that
well, unless it is split up so frustum culling can do something to it I guess
it's called 'Pixel error" in the inspector so not exactly straightforward unless you tinker or read about it, i feel like most people don't even touch the terrain settings there
When voxx has mentioned that average mesh export is 20-30k verts, are LOD’s actually that noteworthy? Seems like something that should be benchmarked before assumption
it doesn't do that automatically, but it saves prefabs/meshes/splatmaps each time you run the tool, so one could just run it twice with low and high quality setting and assign the meshes manually
Fair. Lot of room for workflow improvements there then but I’m very aware of the desire of not wanting to tunnel vision into a specific project 😛
oh, it definitely should be benchmarked


