#Starlancer Moons v3.2.0 / Starlancer Warehouse v1.7.0

1 messages · Page 12 of 1

thin loom
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that's exactly what I'm hoping for

formal thorn
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I’d wager a majority of terrain related performance issues will be in grass and trees and such

thin loom
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what I'm concerned about is people adopting it without first ensuring that they don't see a drastic regression in performance

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I could believe that

formal thorn
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The tool should probably check if the tree prefabs that are usually being instanced have the correct material and renderer settings to reflect the difference of spawning them normally

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Can’t wait for moons with 400 non static mesh colliding non instanced non batched trees going brrr

wispy nimbus
formal thorn
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Again saying this knowing this is a tiny side project; Do people know that?

wispy nimbus
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@formal thorn probably not...
the original tool also doesn't do it automatically, so it was always on the user to think about this.
i can make this tiny addition later, it's not hard, just make everything static by default

formal thorn
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Could just talk about it in the tool post or drop debug warnings or something too

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I think trees can’t be fully static for car reasons due to static mesh combining(?)

wispy nimbus
formal thorn
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ah fair, might have misremembered

wispy nimbus
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it destroys the gameobject, so mesh doesn't matter i suppose

formal thorn
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I figured destroying the gameobject wouldn't correctly stop rendering the combined submesh

tame holly
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I have an idea for an interior for the starlancerzero moon. should I post it here or in mod ideas

final plinth
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While you're working on replacing all the trees, is there a way to remove any that clip inside the ship during landing and take-off? I remember them clipping quite a lot during take-off on Solace

limpid portal
limpid portal
final plinth
rich glade
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Does your Apparatus use a unique name and ID distinct from the other Apparatus items?

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It might be a good idea to give it a unique name and ID so that it doesn't get deleted by the system when reloading a save.

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Wesley's Grand Armory calls his App the "Toxic Apparatus"

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You might be able to call yours the "Stellar Apparatus"

slim heron
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lancer is aware. lancer is also a busy dude

rich glade
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I wasn't sure if he was aware of it

formal thorn
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In theory if your not changing your modpack around it shouldn't matter 🤔

formal thorn
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In theory if the order of items is the same between sessions is the same it won't care about the name of the item

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the name of the item is used as a way to handle situations where it tries to restore a save

slim heron
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custom appy disappears upon file reload

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it needs new name internally and externally

limpid portal
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Yeah once I get around to Warehouse I'll be fixing it :3

slim heron
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^

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precisely

limpid portal
slim heron
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(apologies for gatekeeping XD)

limpid portal
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Nah you're fine. It's less "busy" and more "don't want to open Unity bc I'd rather do other things"

slim heron
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rip Cobalt, but as long as i get to keep the funni blue core, im happy

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mood

limpid portal
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Cobalt is still in the running!

slim heron
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a vote!... when warehouse is more relevant

tame holly
limpid portal
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Potential unique name for the apparatus

limpid portal
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more or less, but reality is an illusion

tame holly
rich glade
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But yeah, we should poll for the name.

Stellar vs. Cobalt

rich glade
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I just figured Stellar = Star = Starlancer

limpid portal
rich glade
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I checked my terminal and noticed that StarlancerZero showed up at the bottom, but I can't seem to route myself there. All it does is show me the chances of what interior it has, which usually means that I'm unable to go there...

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How exactly am I supposed to "unlock" it?

tame holly
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ANEMLYY

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That's a hint

rich glade
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I'd rather someone just give me the keycode

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I don't like puzzles

teal nimbus
limpid portal
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Known issue, will be addressed when I get around to updating :P

lunar pumice
gilded quail
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I discovered it a while ago (never thought of it as a big problem, so I didn't share), even stood on one of the little metal rails to keep looking out in the void longer xD

tame holly
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any chance you can give the starlancerzero app a custom name?

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it messes with shipinventory

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since it has same name as normal apparatus

limpid portal
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On the list! It's actually part of my Warehouse interior tho, not the moon

rich glade
tame holly
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Question, so Starlancerzero chooses a random interior as it's interior. But can it choose Level1Flow3Exits and Level1FlowExtraLarge? If it can, then facility would appear triple the normal amount on the moon

lone roost
tame holly
lone roost
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it doesn't have level1flow3exits or level1flowextralarge

tame holly
lone roost
tame holly
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dang I spreaded misinformation

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mb guys lol

rich glade
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Or you could be like me and simply configure the interiors to appear on Starlancer Zero yourself

tame holly
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Starlancerzero is final endgame moon in my modpack

rich glade
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I ALWAYS configure the interiors and moons myself

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I plan on making Tartarus the primary interior there

tame holly
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In my pack all interiors have an equal chance to spawn. I also configured all enemies to have an equal chance to spawn. But enemies that have unique sub categories like the waterwalker thumper from chizra temple I divide the weight accordingly so the type of monster will have the same chance but you will see all varietions.

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Not only that

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I have all scrap to spawn equally on the moon

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So high price items will be as presetn as low price

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That'll help it be higher scrap value wise then cosmocos and conviction/assertion

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Despite those moons having higher scrap value maxes

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I also configuring all outside enemies to be same chance

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Will slightly be diff for giants because of how they work

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So in short

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Everything will be present will an equal chance

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It will truly be endgame

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First sentence I said all interiors with the same chance/tthat's only on Starlancerzero

tame holly
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Hey, it's been a minute. Was wondering if there is any chance the blue apparatus could have a name change?

rich glade
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Relax. He'll get to it when he gets to it.

tame holly
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Well it has been about 10 days mb

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I didn't realize that

rich glade
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And you have a wall of text just above your last question

tame holly
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That was me bragging about my modpack 😭 😂

rich glade
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Still, you have the tendency to be a chatterbox at the edge of your seat

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Not as "chill" as your name suggests

tame holly
limpid portal
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Gonna try to finish up the Terrain->Mesh update for the moons today (finally placed all of Solace's foliage 😭 ), then I'll check on the Warehouse prefabs and see how much work needs to be done to update that

limpid portal
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This is such a tedious update lmao

steady carbon
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Also I hate to bring it up but we got a lot of "SetDestination" errors from EnemyEscape last night 🤔

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Maybe cus of the V69 update?

limpid portal
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; - ;

steady carbon
steady carbon
# limpid portal ; - ;

Lmao hopefully it's just you need to rebuild the mod on V69 tbh, a few mods have had to do that and it's fixed their errors

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I would imagine it's just that EnemyEscape needs that

limpid portal
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That seems more like an enemy spawned in a bad spot 🤔

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SEE is where that trace called SetDestination, but in theory that would happen without SEE as well in whatever circumstances caused it

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Cuz I'm not seeing anything in the diffs related to EnemyAI

steady carbon
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That's very possible

limpid portal
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TerraMesh has dropped Solace down to 12k vertices, but I have to do some manual repositioning of foliage due to the terrain deformation farther from the intended playable area

steady carbon
limpid portal
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I think I'm on track to release the moon update today, but Warehouse will likely have to wait just a lil longer. Solace, though I adore it, has been a nightmare of tedium to update xD

knotty marten
lunar pumice
limpid portal
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I'm practically falling asleep nudging the grass around so it's not floating 😭

limpid portal
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Okay yeah, I'm gonna have to finish this tomorrow. I'm actually falling asleep at my desk 🤭
TerraMesh ended up deforming the peninsula enough such that a lot of the foliage ended up floating, and I got about half of it repositioned

steady carbon
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@limpid portal Did you make any progress yesterday? ;o

limpid portal
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Nuu, I wasn't thinking at the time but yesterday and today are days off with my fiancee ^^;

steady carbon
limpid portal
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Yee!

lunar pumice
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ooo congrats!!

limpid portal
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Ty ☺️

steady carbon
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How long has this been a thing for?

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:3

limpid portal
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Since May, we wanted a particular day so we're waiting for next year to actually do the marriage :3

slim heron
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why wait?

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||(/j)||

lunar pumice
limpid portal
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We'd def be petting the spore lizards

rich glade
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Imagine if Solace could stay sunset forever.

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That would make an amazing Honeymoon.

formal thorn
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@limpid portal dumb question but how is solace's sand actually getting to be like yellow

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trying to sample your terrain and it's layers and all of it's textures seem so alpha heavy and lacking in colour? confused on how it gets to the end result 😭

limpid portal
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So it probably is alpha heavy to allow the terrain to blend everything

tame holly
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is starlancerzero supposed to be silent? I thought it had ambience at one point but it's so quiet

limpid portal
serene sand
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was gonna be like "we need a moon with a mf lighthouse" and i forgot this one had it

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gotta reinstall this mod

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it should turn on and start spinning at night !

plain crow
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Is the starlancer warehouse bugged? I heard there was a problem with turrets shooting through walls or something some months ago

limpid portal
lunar pumice
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It’s also super rare

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To the point where its essentially a non-issue unless you’re having some kind of competitive pack/profile

dark spade
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so not sure where to ask this but i have been having problems when trying to test my moon

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i got these errors when testing it in the actual game rather than the editor

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testing it in the error would get null exception errors related to the ship wind trigger

bright eagle
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is starlancer zero unroutable for anybody else lol

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I type in starlancer it applies a filter

knotty marten
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not the routing code

bright eagle
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I type in starlancerzero it shows the interior chances

bright eagle
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then what is it

knotty marten
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the routing code has never been that

bright eagle
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I swear ive done that before though

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back when I used it a while ago

knotty marten
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idk if anyone still cares about keeping the routing code secret but you can find the hints for it in starlancers other moons

bright eagle
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ive gone to it several times using its full name i swear im not crazy

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ive just used unhide hidden moons mod and used that

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😭

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I never knew anything about needing some routing codes and ive gone to it a bunch

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maybe i AM crazy

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ohhh

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MoonUnlockUnhide lets you route to it with starlancerzero

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and I was not using it

lone roost
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go learn the actual route....

silent tulip
# bright eagle

for those who want to learn the story/earn the right to route there, there is another word that routes to the moon.
otherwise, as you said, use moonunlockhide.. which allows you to use the actual name.

limpid portal
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Exciting news! I've finished replacing Solace's foliage following the Terramesh-ing and then combined all of the foliage into one mesh, and not only is there a HUGE performance boost, but because it's a combined mesh all of the foliage renders at once making it lush at any distance!

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The downside, however, is that I guess because of how actual terrain works with tree and detail meshes it's a lot more compact than separate meshes for everything, so currently the jump is from 130mb (original) to 330 (newly meshed), but I'm trying to see if I can fix that

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Testing confirms that the foliage is the culprit. Not sure how to fix it besides just lowering the amount of foliage, but I really like how it looks 🥲

limpid portal
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When I finally got that boost I felt so happy lol

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I feel like ~330mb for 4 moons is reasonable, but I was proud of having 4 in 130mb ; w ;

royal cape
limpid portal
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Foggy trees and grass :D

bright eagle
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if your back to working on your stuff auralis needs a spawn curve adjustment ong
I had so much shit up my ass within 2 seconds

limpid portal
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Describe "so much" lol

bright eagle
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it was a bit ago so I cant actually give you the specifics but went on auralis and over the course of the 3 days got pretty whaled by the spawns

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i can hop on it again soon and see if I have the same problem ig

limpid portal
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It is meant to be an early-spawner, but if there's anything actually unintentional going on I can adjust

wispy nimbus
limpid portal
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A large chunk of that is the grass on Solace, but I guess there's something going on behind-the-scenes where terrains are more compressed or something.

wispy nimbus
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idk it also just renders each prefab stored in terrain data

limpid portal
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Removed the foliage from the scene, saved, and checked the scene file size

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Without the foliage the scene file itself is 70mb, but with the foliage it's 600mb lol

wispy nimbus
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ok, just to be clear: foliage is what, exactly? trees or terrain detail (grass) or both?

limpid portal
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terrain detail

wispy nimbus
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ah ok so it's not from terra mesh

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but still concern

limpid portal
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Yeah, but it'll be alright

wispy nimbus
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have you checked what's being packed into the bundle? it really seems like each piece of grass is packed as a separate object

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instead of a single prefab

limpid portal
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I've since made a combined mesh out of the grass, which shot the fps from ~150 to ~240

wispy nimbus
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btw you also don't need to combine grass into one mesh by youself

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you just need to mark everything as static and it will be done during bundling

limpid portal
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I had it marked as static when I was getting the lower fps

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After I used a tool, that's when the fps shot up

wispy nimbus
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plink interesting
i was just checking some other custom moons for and can confirm the mesh gets combined on bundling, but curious why would it not give the same performance...

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maybe materials weren't gpu instanced?

limpid portal
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They were ; w ;

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I double checked all the usual performance culprits before I tried combining

wispy nimbus
limpid portal
wispy nimbus
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ok yeah it seems to use that function, strange
are you able to get the mesh compressed?

limpid portal
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No, it doesn't seem to be accessible like imported meshes

wispy nimbus
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If you want you can try exporting and reimporting it with unity's official fbx exporter, then there will be a usual mesh options dialog window in the inspector

limpid portal
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Oh neat, I might try that

limpid portal
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@wispy nimbus that worked great! I haven't checked bundle size yet, but the scene file itself is now 93mb instead of 652mb

wispy nimbus
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omfg that's awesome Fish

limpid portal
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330mb bundle down to 279mb, so still an increase, but way better

thin loom
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oh not trees, I guess you mentioned, but question still stands

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I guess you mentioned that you tried instancing, it does seem surprising if that doesn't give a boost, but static batching at runtime would have you the original file size and hopefully the same good performance as well

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when you tried instancing, was that only after you had static batched them? GPU instancing and static batching are essentially mutually exclusive, you don't want to run both at the same time on the same object type

formal thorn
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You can’t static batch them unless im tripping

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Cuz of cruisers

thin loom
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uhh I think that should be fine, at least depending on what the cruiser does

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but I think audio knight was talking about foliage so I didn't think it blocks the cruiser

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I just assumed at first that it was the trees lol

limpid portal
ember lagoon
limpid portal
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Thank you! ✨

steady carbon
ember lagoon
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how different is it gonna be 😭

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tbh unless he ads more moons it wont take too long to redo if I have too

steady carbon
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Solace is getting a big overhaul

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Otherwise I don't think it's changing too much

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@limpid portal how close are we btw? :3

ember lagoon
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id pump out way more of these vids if my software didnt take so long to render

limpid portal
limpid portal
# ember lagoon how different is it gonna be 😭

I wouldn't worry about it. The grass will look a little different, but largely it's a performance overhaul. The terrain is now mesh, the trees should be cruiser-destructable, and the fps shot up by a significant amount on my already-powerful rig

limpid portal
thin loom
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it definitely involves the material setting, but I am not entirely sure that there's not another flag that's required

limpid portal
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Well I tried it both ways and it didn't seem to make a difference, so I'll just stick with what I've been doing, and if I determine a way to make it smaller in the future I'll address it further

thin loom
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it should be possible to get the best of both worlds if you create a component to do runtime static batching on an object containing all the foliage that needs to be batched

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(in theory it should be the best of both worlds anyway)

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it's very easy to test if you have a build with them individually rendered

limpid portal
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I've got the mass-group of foliage saved as a prefab for safekeeping, which gets the file size slightly smaller if I use it instead of the combined mesh, but waaaay less performant
I'll give it a peek

thin loom
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probably good to use UnityExplorer to do it after loading the moon to get the most accurate before/after you can

limpid portal
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According to that, it should already be static batching just from the static settings. I'm unsure how I'd ever get back down to the amount I had prior (130 vs 280), it really seems like detail meshes in terrain take up way less space than a normal mesh. I just want everything to be graphically consistent with the rest of the game 😭

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Even with gpu instancing ticked, static batching takes priority

formal thorn
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you can actually test this by assetripping your own bundle pretty sure

formal thorn
thin loom
limpid portal
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Correct

thin loom
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hum'

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interesting

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maybe we should profile before/after

limpid portal
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The size increase is unfortunate, but I can't argue with the results lol

formal thorn
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i just cant imagine how unity would prefer that

limpid portal
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Original Terrain/Detail Meshes: 140fps + 130mb
Meshed Terrain/Individual Meshes: 145fps + 315mb
Meshed Terrain/Combined Mesh: 220fps + 279mb

thin loom
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i wonder if it's culling them individually still with batching

formal thorn
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the mesh shouldn't be individual because it's reference based, no?

limpid portal
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Correct lol, I'm referring to multiple GOs vs a singular GO

formal thorn
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is the act of culling them all the problem?

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whats even the vert count on this bad boy

limpid portal
limpid portal
formal thorn
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awful

limpid portal
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This feels like a "bee's wings defy all known laws of aviation"-type deal

formal thorn
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i dont know how much it matters but you wouldn't need read/write on this right

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whats the vert count on the individual?

thin loom
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tbh I don't think tri count matters so much as object count here

formal thorn
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im asking about tri count because im curious if the act of trying to cull these is even worth doing

thin loom
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a frame analysis could help determine whether the number of draw calls is at fault, but I tend to think it's more likely to be something with each object before being pushed to the GPu taking up all the time

formal thorn
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im probably way off but im curious what aspect of this would be increasing performance by so much

limpid portal
thin loom
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good god

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so you have thousands of objects

limpid portal
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Have you been to Solace? xD

thin loom
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I wonder if your instancing was even working

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uhh

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maybe?

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idr lol

formal thorn
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out of curiousity does lc do any iterating on foliage meshrenderers

limpid portal
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idk if it would properly perceive them as foliage

thin loom
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not that I know of, but I haven't looked for that specifically

formal thorn
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i remember there was a memory leak

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not that the leak is the problem but im wondering if it could at all be trying to look at all of them

thin loom
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oh yeah solace is the one I was thinking of

formal thorn
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what are they tagged as @limpid portal

thin loom
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well anyway I would tend to say it would be very interesting to take a profile with the separate objects static-batched and then another with the combined mesh object, then diff them with the profile analyzer

formal thorn
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if they are tagged what they "should be" you'd probably be fucked by this

limpid portal
formal thorn
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ok your safe from that then

limpid portal
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That code mentions "foliagedetail", wouldn't that be standard Unity terrain stuff?

thin loom
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it's all there

formal thorn
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its zeekerss own homebrew code

limpid portal
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oh

formal thorn
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if it was tagged as bush it would be doing distance checks and stuff on all of your renderers per frame

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😭

thin loom
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tbf it's one per frame

limpid portal
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I never even saw the "bush" tag lmao

thin loom
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not a big deal except for the single-user crap

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this probably takes all of 5 microseconds

limpid portal
formal thorn
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oh i misread that code hard apologies

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are you using any reflection probes

thin loom
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maybe I can glean something

limpid portal
formal thorn
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can your editor run your scenes correctly

limpid portal
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Yeah. I believe all of my renderers are set to use lightmaps, I seem to recall having probes set caused performance issues

thin loom
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this might also be a prereq of doing GPU instancing for your materials since I'm guessing they use Lit

formal thorn
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if you go in game view in play mode im curious what the vibe is on the little performance window you can open near gizmos

obviously profiling is better but i wonder what the batch count on your non manually combined meshes is

thin loom
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I would be interested to also try a build that is forced to use instancing via the material property block technique there

thin loom
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srp

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srp is everything

formal thorn
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i def dont think it was batching correctly

thin loom
formal thorn
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something aint right

thin loom
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it might be trying to batch them in a "smart" way and making smaller batches for culling

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who knows

thin loom
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I would honestly be interested to just be in vc and see a screenshare of the project to look at what's goin on there, it's a very intriguing test case

formal thorn
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audio knight does cool stuff and i hate them for it

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hits DOSCOMPANY like a truck

thin loom
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oh yea I bet

limpid portal
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What's DOSCOMPANY?

formal thorn
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#1321242208061620318

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Removes HDRP pipeline and converts everything into an Unlit shader

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I spent like 6 hours using your moons as a stress test to make my systems that analyse what the “right” colour should be

limpid portal
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That's awesome!

formal thorn
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An improvement but still very off 😭

limpid portal
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lmao I wonder if switching to a mesh terrain will make it easier on you?

formal thorn
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Probably, Voxx actually kindly abstracted his runtime way of doing it into a api so i could do it in DOSCOMPANY on moons who haven’t already

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I made a whole editor tool to debug ur shit 😭

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Was interesting tho

limpid portal
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I'm honored 🤭

wispy nimbus
formal thorn
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I wish you the best lol

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In the future future i would love a way to load up all the scenes in the game at startup without breaking the entire game for stuff like that (and other things)

wispy nimbus
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you mean like pre-meshify every single moon in the background even before landing?

formal thorn
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ye

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i would want to do it for getting references early as possible but gives opportunity for a bunch of pre-processing stuff

wispy nimbus
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ooof, idk about that, but i thought about caching already meshified stuff

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ah got it

formal thorn
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how big are these terrain meshes

wispy nimbus
formal thorn
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i wonder if you can cache to like file

wispy nimbus
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can unity load raw assets from files? idk about any of that stuff lol

thin loom
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aren't meshes accessible pretty much as plain old byte arrays?

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could just write that to a file if so

wispy nimbus
thin loom
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hmm

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should be possible to hash the heightmap or something no?

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just make your own file format for this :^)

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or if you wanna be less epic cool and make a manifest

wispy nimbus
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@thin loom btw, do you by chance know how to make a camera render only depth? Is it even possible in hdrp, I have a couple of them for VFX collision checking, and even tho the resolution is pretty small (128x128) I guess it would impact performance quite a lot still?

thin loom
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you'd have to give it a custom render

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and then figure out how to issue the commands to draw what you want into depth only

wispy nimbus
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omg, that sounds like a hefty task. Do you know if custom passes will skip rendering steps if I put the earliest possible injection or it will actually add on top of normal rendering?

thin loom
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custom passes are in addition

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custom render is the only way I know to remove functionality

wispy nimbus
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thought so, sad 😢

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thx for the answer

thin loom
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it has been superceded but it worked well enough for your use case I think, and some of the code in TransparentRenderTexturePass may apply for a custom render too

radiant ingot
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(Spoilers for the hidden moon)

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Is this a Hellraiser reference

ember lagoon
limpid portal
limpid portal
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Finally figured out tree-breaking. Had to put the root GameObject on the Terrain layer instead of Room

ember lagoon
formal thorn
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oh btw @limpid portal ur stuff already works fine but lll now has a thing in extendedlevel to override what word is used for level stuffs

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im a little late on that 😭

limpid portal
limpid portal
ember lagoon
limpid portal
ember lagoon
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lol

limpid portal
# formal thorn in theory ye

Disabled the code in my moons plugin and attempted to use "Override Route Noun" in the StarlancerZero ExtendedLevel to no effect. Is there some other thing I need to toggle?

limpid portal
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I was unaware that the whole "symbols now display their actual letter" thing wasn't working, so I've got it working now. Image spoilered for those who haven't found them yet

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This should make the hidden moon aspect more approachable to new peeps

plucky spindle
lunar pumice
ember lagoon
# mystic radish mod name?

Darmuh's terminal stuff, this is off by default and it has A LOT of othe stuff you gonna wanna go thru in the cfg

mystic radish
#

Thanks. I knew that mod but didn't know that was a feature.

limpid portal
#

Starlancer Moons v3.0.0

#
  • StarlancerMoons v3.0.0
    • Updated to v69.
    • Massive performance upgrade on Solace, moderate performance upgrade on Auralis and [REDACTED], small performance upgrade on Triskelion.
      • Unfortunately, these performance boosts come at a cost. Due to converting the terrains to mesh and hand-placing the foliage on Solace, this mod is now approximately 280mb.
      • Counterintuitively, Solace is now even more lush, in spite of the huge increase in FPS over the previous versions.
        • Growth
    • Solace's trees and grass now correctly receive fog.
    • Moved some trees on Solace to reduce clipping during liftoff.
    • Fixed the symbols that lead to [REDACTED] not actually displaying the text like I intended. Apologies.
    • Rechecked the location and validity of off-mesh links on each moon.
      • Also added off-mesh jump links to the ice floes on Auralis.
    • Made sure none of the ambient noises were missing.
#

Rather than smack my head into the wall trying to test everything, lemme know if any errors/unexpected behavior pops up!

plucky spindle
#

LES GOOOO

glossy plover
#

centuries i've waited for this moment

formal thorn
#

@limpid portal are you github pilled?

#

Super curious about the bush stuff

steady carbon
#

@limpid portal let's goooo bud 🔥 at least your moons are compatible with the ram saver stuff :3

#

So the increase in size won't matter as much 🙂

limpid portal
limpid portal
steady carbon
limpid portal
#

Should be, after I re-link all the scripts in Unity 🤭

steady carbon
#

I do love when we get that rare tile and someone goes "I got shot through a wall"

#

And I'm like "Ahaha welp" xD

glossy plover
#

good news, triskelion is absolutely LOVELY

#

bad news

#

i'm sentenced to 1000 years on solace

#

this is triskelion for comparison

#

logs aren't getting spammed, so it's (probably) something that has to do with the moon?

limpid portal
glossy plover
#

saying probably because i have a pretty hefty modpack currently (127 mods), so it very well could be something else

limpid portal
#

Could you give it a clean test for me?

glossy plover
#

but if it was then i'd feel like it'd affect triskelion too

#

yeah lemme do that real quick

glossy plover
#

is for me

#

i usually don't go over 100

#

this is the first time i am

#

oohhhhh

#

kayyyy??

#

haven't had this happen before

#

and i've had the LLL update on the other modpack

#

oop there we go

#

time to test

pulsar otter
limpid portal
#

Weird that you haven't had that yet, but that's been my experience with the new LLL update since Solace's update made the bundle so much beefier

glossy plover
#

yeah it's working fine on a clean pack

formal thorn
#

Do you have lethal constellations

glossy plover
#

nope

formal thorn
#

Anything route related

glossy plover
#

hm

#

no i don't believe so

#

do you have other examples?

limpid portal
glossy plover
#

bc the only thing i have that really changes stuff like that is BrutalCompanyMinusExtraReborn, which does the multiplier stuff in the terminal

#

which i've turned off since it's kinda annoying to look at

#

besides that and using the LLL config to change moon prices, i don't have anything that effects that sort of stuff

limpid portal
#

Well if you figure out what's causing it, please let me know and if there's anything to be done on my end I'll look into it

glossy plover
#

yeah i'll start with testing right away

slim blade
#

Heyo AudioKnight! Glad to see you updating your moons, saw that they are 200 something mb which seems a bit excessive, if you need help with optimizing em, hit me up ^^ Would gladly help pikaBelieveinChu

formal thorn
#

It’s a semi niche issue

#

Their foliage mesh spread across the moon wasn’t batching or instancing correctly which was causing super notable performance concerns. New update had every usage of it baked into one massive mesh

#

Def can be solved

half junco
#

some reason the moon (solace, havent tested the others, but it doesnt affect vanilla moons) is causing a unity crash on my pack

01948253-9267-e095-9e54-ba07e82081cc

steady carbon
#

@jovial ledge Maybe you can provide some insight on why Solace might cause JLL to error?

half junco
#

seems to only happen sometimes

jovial ledge
#

you can just ignore it

half junco
steady carbon
#

lol

steady carbon
#

Maybe someone like @thin loom or @sterile summit can help find the issue if you post those

half junco
#

I’m dumb, where the dump file

steady carbon
#

Under your Appdata Local Temp directory, go to ZeekersRBLX > Lethal Company > Crashes and find the most recent one

#

it should contain a crash.dmp and Player.log

half junco
#

doesnt exist

#

only mention of zeekers is in locallow and just has this

steady carbon
#

Not Locallow

#

Local

#

then Temp

half junco
#

my bad, brain skipped over the temp part

half junco
#

i have a "few" more if they wish to have

#

i seem to have narrowed it down to either weathertweaks or lethalelements (the beta)

#

despite it working fine on its own

#

pain

steady carbon
#

@wispy nimbus Is that update for LethalElements still coming that's gonna fix those issues with Snowfall and Blizzard?

wispy nimbus
glossy plover
#

disabling these 4 mods fixes the lag

#

which is

#

abnormal

#

to say the least

#

i've gone from 127 to 83 mods though, so this should be good

glossy plover
#

wha

#

okay i'm confused now

#

bc now it's not happening

silent tulip
thin loom
# half junco

interesting, the stack trace appears to be within navmesh generation

if this crash is consistent, do you think you could check if it goes away by only removing PathfindingLagFix beta?

thin loom
#

I've never seen it crash within navmesh generation due to my off main thread pathfinding, and it doesn't make a whole lot of sense for it to since nothing I do can cause a race condition to occur in the main thread afaik, but it does seem like an odd coincidence

half junco
#

Still crashed

silent tulip
# half junco

downgrade weather tweaks to 1.0.0 and weather registry to 0.3.15, not saying that will resolve it, but those are the versions im using (while you seem to be using the latest, which i was using when i got the crashes)

#

oh i should also add, i was only using v2.4.0 of starlancer moons, havent updated to the latest version yet, but, i was getting the crashes before that update dropped.

half junco
#

Ill try 2.4.0 just for a sanity check

thin loom
#

I wonder if the tool generating the terrain mesh created some invalid geometry or something thonk

#

thanks for checking PathfindingLagFix though

half junco
thin loom
#

oh is 2.4.0 pre meshifying?

silent tulip
# half junco Still crashed

rip x.x incase it helps, these are the mods that ive not got on the latest versions atm and getting no crashes

the screenshot containing LLL, and the one containing dungeon generation plus.. are the "newer updated" ones, which, updated AFTER i started getting crashes, i just didnt update anything since the crashes started last week which led to me downgrading some mods in the first screenshot.

#

oh wait, some of the ones in the 2nd and 3rd screenshot are also updated before the crashing started, they mus have updated again.

limpid portal
#

Not at my PC atm, but thank you to everyone who's putting their heads together to help

half junco
#

Weirdly its not any other custom moon (that I use)

#

Wait

#

2.3.3 worked

#

(Starlancer moons)

silent tulip
half junco
#

Latest

silent tulip
#

try 1.3.13

half junco
#

With updated moons?

silent tulip
#

i had to downgrade that too, but i havent tried latest yet.

#

1.3.13 LLL with 2.4.0 starlancer moons works for me

#

see if it does for you

half junco
half junco
limpid portal
#

Have you tried 3.0 with no other mods present?

#

Since you crashed with 2.4 I'm thinking this must be a mod conflict

half junco
#

It is a mod conflict

#

It works fine with dependencies only

limpid portal
#

Bizarre, but always happy when it's not just a me issue 🤭

half junco
#

Double checked, loaded just fine on its own

wispy nimbus
#

i just tried myself, and i have insanely low fps on solace which returns to normal as soon as i disable the "Foliage_combined" object

#

but i have no crashes or anything like that

#

ok, i found the reason. it seems to be worse during blizzard weather because it uses a camera for collision detection, and i assume because the grass mesh is huge and uses only 2 submeshes, it cannot cull it properly so the entire thing is always rendered regardless of how much of it is the field of view. this is not a bug on my side, this also occurs when you go inside the ship and the map radar camera starts rendering, i get an immediate dip in fps

#

also this doesn't happen on 2.4.0, just checked

glossy plover
#

dude i’ve been testing solace for like the past couple hours and getting like nowhere

#

it’s like on and off with the moon being a power point

#

so it’s been difficult to say the least to find the cause

wispy nimbus
#

yes, i assume if you have something like openbodycams it would also be present (although if Zaggy implemented some fancy custom culling it may not be the case)

half junco
#

I don’t use openbodycams

wispy nimbus
#

any camera that has even a single grass bush in it's field of view will cause this
i'm not sure why would this cause a crash though, maybe it just slows down everything overall and causes it indirectly? i myself haven't experienced this yet

half junco
#

Weird

#

It works fine with just the moon and lethal elements however

limpid portal
#

Idk what to do about the blizzard weather thing though, I'm still at a loss as to why the instancing stuff wasn't working properly

limpid portal
#

hm, I'll try some things

steady carbon
#

So I guess we don't visit Solace today? 🤔

glossy plover
#

it's weird that it happens on and off

#

but yeah voxx hit it on the head there

#

it is the foliage

steady carbon
wispy nimbus
#

i assume this is really only visible on gpu bound devices, that's why for some people it seems fine

thin loom
#

would be interested to know which GPUs in particular are having these issues

#

it may be vendor-specific

wispy nimbus
bright eagle
#

testing myself it seems fine for me

knotty marten
#

I have an rtx 40 series gpu, I can test it later and see if it lags for me

#

I wouldn't be surprised for intels integrated graphics being slow anyway

bright eagle
#

downpatching to test

#

no fps is higher post patch actually

#

placebo is a wild thing honestly

thin loom
#

it may very well be that some integrated graphics chips are lacking a feature that Unity uses to make the mesh draw much faster

#

actually, I suppose it could be to do with available VRAM Hmm

#

I wonder

formal thorn
#

I know a lot of earlier igpu’s cant run the game period

wispy nimbus
ember lagoon
glossy plover
#

i can say that im sure

#

that im not sure those are causing issues

knotty marten
#

solace throws this error when landing on it with snowfall weather from lethal elements beta

#

repro'd on a fresh profile using only elements beta, starlancermoons, and imperium

#

causes a full game crash

#

also didn't know whether to put it here or in elements thread

ember lagoon
#

Ok so weird issue, when first landing there is extreme lag bug tabing ou then rentering the tab it stopped

limpid portal
limpid portal
ember lagoon
#

but it could have smoothed out when I was alt tabbed

#

but after that it never lagged again

limpid portal
#

Lemme know if you find any consistency there

knotty marten
#

oh yeah i forgot to mention

#

when i did another test where game didnt crash, solace foliage didn't lag on my end

#

i'm assuming its because of 4070 super having more power than average

#

idk what turtles gpu is so i can't determine if its on lower end or not

ember lagoon
#

plan to upgrade but hasnt steered me too wrong

knotty marten
#

not entirely familiar with amd's lineup but the rx 6700 should be a decent mid tier gpu

#

way better than my old 1660 ti

ember lagoon
#

ill prob upgrade to their new one thats said to be slightly better than a 4070

#

for about 600 thats not bad

#

ah wait nvm the 5070 is about the same

#

imma get that instead

knotty marten
#

rx 7900?

ember lagoon
knotty marten
#

fair i mostly keep up with nvidia

#

i wouldn't recommend 50 series right away

ember lagoon
#

any particular reason?

knotty marten
#

performance increase from 40 -> 50 isn't going to be significant like from 30 -> 40

#

and it will use a lot more power

#

and they will be expensive like usual

ember lagoon
knotty marten
#

50 series really is just the card to get dlss 4 going

ember lagoon
#

cause for all I know its like 30-50 for me lol

knotty marten
limpid portal
knotty marten
#

i think so

#

snowfall specifically was what i checked

#

but they both use snow mesh

limpid portal
#

Hm. I'm sure I can't be the only person with outside puffers, so you may want to see if LethalElements can do anything on their end

knotty marten
#

i could check if that combination on other moons also crash

#

ok i just tried doing puffer + snowfall on DemonMae's Flicker, and had no crash

#

might be something specific with your scene

wispy nimbus
half junco
bright eagle
# bright eagle no fps is higher post patch actually

I have an RTX 3080 without issues
I know its high end so I probably wouldnt notice the issues if there were any but my fps went UP post patch
wish I could help beyond saying that my stuff worked lol so I listed the type incase that helped at all

limpid portal
limpid portal
#

@thin loom @wispy nimbus if the batching works, my asset bundle size should go down a bunch, right? Also, if batching doesn't work but GPU instancing does, how would that affect things?

steady carbon
limpid portal
#

GPU instancing on a material prevents static batching, so it's mutually-exclusive

steady carbon
#

Ah

wispy nimbus
limpid portal
#

Mmk. I'm still not getting it to work, but I'll keep at it

#

I hate Unity

wispy nimbus
limpid portal
#

My last attempt was bigger in size and worse in performance

#

So there's definitely no batching happening

wispy nimbus
#

did you inspect the bundle? it may still pack your mesh i guess

limpid portal
#

Do you mean the combined mesh?

wispy nimbus
#

yes

#

idk how else the size is getting bigger

limpid portal
#

I'll check as soon as I'm done "Waiting for Unity's code to finish executing"

#

well with so many more game objects, the size of the actual scene file is much bigger

wispy nimbus
#

it doesn't matter much if they all use the same mesh and material

limpid portal
#

if they have different scales, does that matter?

steady carbon
wispy nimbus
#

not really

#

definitely not 175 mb worth

limpid portal
steady carbon
#

Lol

limpid portal
#

So I'd rather have some youtube bg noise ; w ;

steady carbon
#

I'm sure s1ckboy is used to it tbh, but yeah maybe call him after it finishes

#

@slim blade just be prepared

#

:3

rich glade
#

Here comes that boy

slim blade
wispy nimbus
limpid portal
#

They already have LODs ready to go, but if I can get this to work and get the size down with even a moderate performance increase that's the goal

#

The LODs are just "exists" and "doesn't exist" 🤭

wispy nimbus
slim blade
#

LODs are nice NODDERS

minor echo
#

My gpu is a Gtx 1050 😭

bright eagle
glossy plover
#

yeah this looks kinda barren dont it

formal thorn
#

Like it’s so bad and my specs are great there’s no way there’s not something weird

steady carbon
#

There's something really weird with this game

formal thorn
#

I'm talking exclusively about editor usage here

steady carbon
ember lagoon
steady carbon
steady carbon
#

Lol

#

Did you decide if you're going with GPU instancing or not?

limpid portal
#

Nothing I do seems to works, so until I can figure why nothing is batching/instancing correctly, there's not much else I can do. I very well might have to eliminate a bunch of grass and trees from it, which will break my poor lil heart

formal thorn
#

you can see why batching fails btw

#

lemme pull up unity

#

from here hit play and enable in the window and you can run through each frame step yourself

#

this tells you why it batching was reset compared to last step

#

@slim blade figure you'd like to know this exists too

slim blade
#

I was trying to find this

#

ty

limpid portal
formal thorn
#

also i don't think it's immediently relevant for either of you but just to mention in debug view materials also have this value which is basicially a rendering priority (similar to harmony patch priorities). usually the srp batcher figures out things nicely but sometimes it fails and doesn't do things in the right grouped orders so explicitly ordering material via this can be useful

formal thorn
limpid portal
#

many foliage

formal thorn
#

that

#

i hate that

#

can you manually send me it

limpid portal
#

atm I also do

#

Do you want me to zip just the necessary stuff for you to open a project?

formal thorn
#

ye can just kill library logs and obj

#

ive done this w/ handful of other devs so not my first rodeo 😄

limpid portal
#

this is an old thing I have to remind me what to pack, is that still accurate, do you need more, or can it be further trimmed?

formal thorn
#

for sanity if your internet isn't too bad i'd prefer all of it - Library, Obj & UserSettings

if your internet is rough though then I think I'd maybe need lethal company folder too? don't recall what nomnom stuff relies on

limpid portal
#

I've got gigabit 🤭

formal thorn
#

my internet and storage is fine so it's whatever floats your boat

limpid portal
#

The creation of the zip file might take a hot minute tho

formal thorn
#

frl

steady carbon
limpid portal
#

?

steady carbon
#

Compressing to 7z format is a lot slower than zip cus it's a higher compression method so I was saying if you think compressing it to a zip file is slow imagine how much slower 7z would be

limpid portal
#

Oh, I never noticed lol

#

Granted I don't usually zip 48gb of stuff

steady carbon
#

peepoGiggles it becomes more noticeable with larger things and with how big Solace is atm it would be a slide show haha

#

True

limpid portal
#

idk if I'll even have enough storage on Drive for this actually

#

🤔

steady carbon
#

Should be neat to find out ig

formal thorn
#

am i gonna have to download this in parts lol

limpid portal
#

The compression ratio it's currently indicating should knock it down enough that I can upload it

#

but this will also take like 2-3 hours lol

#

At least it's on a drive separate from my steam library, so I can still game

formal thorn
#

would it be better to put it on version control -solace scene and just send me that?

limpid portal
#

Well solace is the problem, so wouldn't that be fruitless?

formal thorn
#

no i mean

#

send me repo without solace

#

and then also send me just solace

limpid portal
#

ohhhh

#

Yeah I'll try that

formal thorn
#

@limpid portal initial vibes

#

worth noting that unity will prefer to do batching rather than instancing if both are enabled so i had to disable static batching to get instancing to work correctly

limpid portal
#

So batching and instancing are working, there's just too much stuff?

formal thorn
#

batching on your grass is doing a very bad job

#

instancing is doing good i think

#

on the otherhand your berries seem to be better being batched

#

did your combined one merge the berries and grass?

limpid portal
#

yeah, I wasn't even thinking about that, having each foliage type combined with only the same type would probably improve it a bit

formal thorn
#

combining won't be what you want

#

i promise

#

even ignoring the filesize issue which is a really big con you also loose out on the benefit of it being cullable and such

limpid portal
#

kk

#

any leads on lowering the bundle size?

formal thorn
#

in a perfect world you'd probably want a shader

#

haven't checked that yet, might not be as viable seeing as i only have a partial project

#

how was the performance when it was instanced on the terrain?

limpid portal
#

Not great, you can just check one of the previous versions

wispy nimbus
#

It's also worth noting that by default terrain culls grass detail at a certain distance, so I suppose for a proper comparison mesh grass needs to have LOD group component on it.

wispy nimbus
formal thorn
#

A grass shader probably really is gonna be the best way to achieve what you want

limpid portal
#

Wouldn't that mess with LC's graphical effects?

wispy nimbus
#

it only works on actual meshes in zeek's implementation

thorn warren
limpid portal
thorn warren
#

scared the hell out of me 😭

limpid portal
#

Miiiiight be on to something

slim heron
#

¿que?

limpid portal
#

Don't wanna say anything for certain, but I'm on the hunt

slim heron
silent tulip
#

me and my friends just played solace and i have some info.

me on a nvidia 1660 super normally 90 fps in ship.. on solace i had 50fps
a friend on an amd 6600, normally 90 fps in ship on solace they had 15fps
anotehr friend on an as yet unknown nvidia gpu normally getting 70-80 fps in the ship, getting 50fps on solace.

so maybe its an issue with AMD having low fps on solace?

limpid portal
#

Maybe, but don't worry, I should have an update tomorrow that'll help a bit

thin loom
#

when you say the moon scene is too big, do you mean your actual assets in Unity or are you talking about the dummy bundle to get LLL to load the moon in editor?

#

if the latter, maybe I should send you an LLL build that bypasses that requirement

limpid portal
limpid portal
#

Okay I figured out what the cause of the giant increase in filesize was
When the trees and grass are part of a Unity terrain, everything was marked as draw instanced. Since everything was meshified, they were batched and so suddenly there's thousands of foliage objects in the scene, leading to a huge bundle size increase.
If I make the trees instanced, the size goes way down but the performance does as well, compared to the batched version

#

So what I'm gonna do is leave the trees batched, mix some batching and instancing on the grass, and reduce the amount of grass and trees a bit

limpid portal
#

Incoming

#

Starlancer Moons v3.1.0

#
  • StarlancerMoons v3.1.0
    • Managed to decrease the bundle size a bit (279mb -> 222mb), but I'll keep a lookout for any ways to decrease it further.
      • Performance is now slightly higher on Auralis, Triskelion, and [REDACTED], while Solace has taken a slight hit.
      • The performance on all 4 moons is much more stable now.
        • The common issue of looking in the direction of the ship while some distance away from it causing massive fps drops no longer occurs, at least on my system where I had noticed it before.
    • Auralis
      • Lowered the number of trees to improve performance.
      • Fixed the navmesh not going down far enough on the terrain.
      • Made the water object waaaaaaaaay smaller
    • Solace
      • The foliage is no longer a combined mesh, as this was causing issues with culling and decreasing performance for some users.
        • All foliage is now GPU instanced instead of static batched.
      • Slightly mowed and deforested.
    • [REDACTED]
      • Fixed some missing offmeshlinks.
    • The NavMesh on each moon is now created using a volume instead of the hierarchy, allowing for more granular control of the playable area and compatibility with LethalElements
#

I was actually hitting 190-ish on Auralis and 185-ish on Triskelion/S0 after these changes, so I'm hoping everyone else gets similar benefits

#

Solace went down to about 165-175 from the beautiful 200 I was getting, but hopefully no one has possibly-graphics-card-related issues anymore

limpid portal
thin loom
#

are you forcing instancing via a material property group?

#

or property block I should say

limpid portal
#

I have static batching unchecked and GPU instancing checked in the material

limpid portal
lunar pumice
#

I feel like Stellar fits Starlancer Moons better, but Cobalt fits better if you only look at the interior on its own

limpid portal
#

Yeah it's a tough choice, hence why I'm putting the burden on the community 🤭

lunar pumice
#

Could make it so the apparatus changes depending on the moon it’s on

#

iirc you can do it with JLL

onyx dirge
#

Could always reserve the Stellar Apparatus name for a future project involving space/stars or researching such, etc 😩

limpid portal
thorn warren
#

John's Little LoanShark-Company

limpid portal
#

ah

#

Also, I was trying to fix the apparatus despawning issue, it's got a unique item script, it's own prefab and whatnot, but it still vanishes on exit/reload

ripe hill
#

afaik JLL is a library for custom script for custom moons
A lot of moons uses it

lunar pumice
thorn warren
#

he DID ask

ripe hill
lunar pumice
#

I know @tepid raptor did seperate setups depending on the moon the interior is on

#

If Area 71 is on Sector 0 it has like Jeb tentacles around and the apparatus is Jeb’s heart and you hear jeb make pain sounds throughout the interior when you pull it

#

But if it isn’t, it doesn’t have any and its a standard apparatus

limpid portal
#

Neat! Is JLL what people use to have apparatuses not despawn?

thorn warren
#

no, that's just a you issue i think

lunar pumice
#

I was literally just talking about Futurama while getting my hair cut lmao

#

My #1 fav show

limpid portal
limpid portal
#

Apparatus fixed. Still adjusting some things, but it looks like Cobalt is on track to win. Update will hopefully be tonight

steady carbon
#

Will it also properly wake up Old Birds now as well?

#

I really like the name Stellar Apparatus more but that's just cus to me it fits the vibe of your stuff more lunxara_love_with_tail

#

But Cobalt fits the interior more lol

#

I definitely think you need to make a Stellar Apparatus now though at some point, maybe figure out JLL and have it be that on anomalous moons and stuff

limpid portal
rich glade
#

I'm still wondering why so many people voted for Cobalt when Stellar seems to make more thematic sense for the mod itself.

lunar pumice
rich glade
#

Wait, does Cobalt even conduct electricity, or is this purely the radioactive kind?

#

Oh Cobalt is definitely a metal, but I wasn't sure if it could store an electrical charge or if the Warehouse uses its radioactive properties to generate its energy.

limpid portal
#

¯_(ツ)_/¯

#

You just put more thought into it then I did lol

#

Doing a scan of the Wikipedia page however, I'd be inclined to write it as being primarily electrical, with some cut-corner efficiency boosting utilized by the company via radioactive materials

limpid portal
limpid portal
lunar pumice
#

I love popping my head through it every time i go down the stairs lmao

limpid portal
#

Yes, I did 🤭

ripe hill
#

I remember when playing this having some issues with the Bracken not moving correctly.
Has it been fixed?

limpid portal
#

anymore so than normal

ripe hill
limpid portal
#

ohh

ripe hill
#

Inside

limpid portal
#

Honestly I don't remember hearing/dealing with that issue

ripe hill
#

Don't worry

#

I'll test the update when it's ready

#

And if it happens again, I'll let you know

limpid portal
#

If I put a normal apparatus in the Warehouse, the mechs wake up just fine, but I've had no luck thus far with the custom app

formal thorn
#

How are you spawning it

limpid portal
#

Spawn Synced Object, same as vanilla

formal thorn
#

Just in a normal tile?

limpid portal
#

Yep

formal thorn
#

How is the custom one implemented

limpid portal
#

I have an idea I'll try after this test

limpid portal
#

I've got it to where it no longer despawns between sessions

#

And it powers off the interior correctly, just doesn't wake the mechs

limpid portal
#

Yea, not sure what the issue is. I've tried using blank refs, LC vanilla refs, blank prefabs, nothing seems to work. I'm sure whatever it is, I'll feel silly in the end

steady carbon
limpid portal
# limpid portal
poll_question_text

Help me choose the name for the Warehouse Apparatus

victor_answer_votes

13

total_votes

23

victor_answer_id

1

victor_answer_text

Cobalt Apparatus

limpid portal
#

This is the relevant code, and everything fires correctly until it gets to the radMechEnemyType stuff. Even if I directly reference the vanilla SO, it doesn't work. This has sufficiently annoyed me for the night, so I'm gonna go play a game instead

#

Just in case anyone might see something I don't, here's all the apparatus-related things.
Worth reiterating that if I just swap in a vanilla apparatus, everything works correctly, so it doesn't seem like it's the interior itself or how I'm spawning it

autumn crater
#

How can I figure out the probability of interior spawn rate on StarlancerZero moon?

#

I typed in 'simulate Starlancerzero' and it didn't work

#

any suggestion?

rich glade
autumn crater
#

I did like this
Auralis:100,Solace:100,StarlancerZero:100,Triskelion:100,Adamance:100,Artifice:100,Assurance:100,Dine:100,Embrion:100,Experimentation:150,Offense:150,Rend:100,Titan:100,Vow:150

#

But I want to make sure it is applied well

rich glade
autumn crater
rich glade
thorn warren
#

masa's not deceased?

onyx dirge
#

Masa is not deceased

#

Masa is alive, and already making a new modpack as well as looking around to see how the letcom people are doing :3

limpid portal
#

Masa! \[T]/

strong mirage
#

will you add a preview video of the moons on the monitor? just asking

steady carbon
limpid portal
limpid portal
#

I'll try a bit more tomorrow, but if I can't get them to wake I'll just push the update

opal mauve
#

bird

limpid portal
#

Old birds, but make them borbs

lunar pumice
#

Old borbs

opal mauve
#

Borboon hawks

onyx dirge
#

Ngl Masa was screaming for a moment seeing Lun react to that message specirfically thinking that something was being wo---

But then Masa realized it was about the warehouse apparatus which BTW, pretty sure Masa actually got to encounter the interior once (though not sure but think your interior uses vanilla metal catwalks in some areas?) and it looked really cool

LC is like, super new to Masa again with all these mods Masa never got to test out Masa's so overwhelmed RHAAAAA

steady carbon
onyx dirge
#

GODS YES Monty bonked Masa through a introduction of the update aka the trailers and the like the uh the moon with the pictures

Masa is SO happy sparkle_gold

steady carbon
#

Great to see you back btw, hope you've been well

onyx dirge
#

Yeuh, lots of things and stuff that happened like inheritance etc but like Masa's back and in the LC mood 💜 Good to see you're still here among many other lovely people too!

steady carbon
onyx dirge
limpid portal
limpid portal
slim heron
#

i say it aint important enough as long as the appy no longer disappears

limpid portal
#

I might just write some code for the next update

steady carbon
subtle ginkgo
limpid portal
steady carbon
limpid portal
#

Yee, but for now I'll settle for fixing the issues. Hopefully I haven't created any new ones, but I'm sure you'll let me know if I do 🤭

#

Starlancer Moons v3.1.0 / Starlancer Warehouse v1.7.0

#
  • StarlancerWarehouse v1.7.0
    • Turrets no longer shoot through the wall/corner in the HallwayCorner2 tile.
    • The apparatus has been given a unique name: "Cobalt Apparatus"
      • In addition, the apparatus no longer despawns between sessions.
    • Fixed the lack of ceiling collision on the HallwayIncline tile.
    • Fixed some off-mesh links not being on the correct layer.
    • Removed an errant box collider on one of the shelving units in the main entrance, which was probably the cause of occasionally unobtainable scrap.
    • Adjusted the angle of steam pipe hazards. Let me know if any big weirdness happens.
thorn warren
#

ah yes, hallwaycorner2 tile

#

nice goin though

limpid portal
#

A bastard of a tile

limpid portal
#

@rich glade your collection grows

rich glade
#

I'll assemble the bois

limpid portal
#

Not a mod update, but I'm now a married Star~ ✨

steady carbon
lunar pumice
limpid portal
#

Thanks everyone! 💙 💙 💙

glossy plover
crimson helm
thorn warren
#

my condolences i mean congratulations to the audio princess or however that stuff works

#

but yeah congrats

radiant ingot
onyx dirge
#

OMG CONGRATS 💜 HOPE YOU HAVE THE BEST OF TIMES WITH YOUR MARRIED PARTNER!!!111

rich glade
#

Now you can both be of great value to The Company™️

lofty spear
#

Congrats !

true sedge
rich glade
#

They are having the honeymoon on Solace

#

1000+ Quota Solace-only Duo run

quartz mason
royal cape
subtle ginkgo
teal nimbus
#

🤯

slim blade
limpid portal
#

Thank you for the well-wishes everyone! Our hearts are full ^^
✨ 💙 ✨

silent tulip
#

so.. ive been working on a mod for doing proper moon difficulty ratings for every moon... and i thought i had the scale nailed.. to keep everything within 0 to 999 as a rating scale.. and then i thought id test with starlancer moons to make sure my values always show... and... WHAT................................. ignoring the fact that DINE is also outside of the scale i intended... SLZ is ridiculous xD

rich glade
#

*900

opal mauve
#

Adamance and Solace higher than Artifice???

limpid portal
#

Idk if weather factors into the difficulty, so that may have something to do with that. Ain't no way Solace should be higher than Auralis lol

#

But yeah, SLZ is no joke

silent tulip
knotty marten
#

when i did a vanilla ironman Dine was the only moon that made us restart because it's such an unexpectedly hard design

silent tulip
#

but, i was also trying to get everything to sit between 100 and 900.. so there is flex for extreme configs.

knotty marten
#

oh yeah if it was supposed to be capped at 999 i get where youre coming from

lone roost
#

i wonder what etern's rating is

knotty marten
#

could you do a calculation that determines the multiplier to bring the highest value to 999, and then apply it to the other values below it?

limpid portal
#

Alternatively, just take the result, divide it by 10, and round it to the nearest integer. If anything could possibly reach 9999 in your calculation then it deserves the 999 🤭

silent tulip
# limpid portal Alternatively, just take the result, divide it by 10, and round it to the neares...

no i do agree.. ive encountered some issues on my end with smaller numbers anyway xD

like.. i tried to convert LLL's current rating system, to numbers like mine.. they come out as numbers up to like 27000. I then tried to get things under 1000 too hard.. and found an issue where two different moons rated themselves as "800", which actually throws an error in LLL (because of same value afaik)

so.. im more flexible on higher numbers.. then dividing to display a smaller number now.. as that i think avoids the error i faced.

silent tulip
# lone roost i wonder what etern's rating is

i can find out.. although my calculations are ever changing.. also my code is busted atm.. wont run the patch that sorts in the store anymore x.x no clue why. screenshot is moons with no weather (miracle :D) SLZ is probably.. i d k.. 1700ish with no weather under current calculations.

but i think im going to upscale values to make it closer to 30,000 as peak result.. then downscale the display again to under 1000. (by dividing by 30)

etern is low as F on this scale.. 341.

lone roost
silent tulip
#

i think the reason it rates so low.. is the bountiful amount of scrap and low price.

#

my calculation atm (roughly) is..

((((enemies + price + cruiser) - scrap) * time) * weather);

but yeah, ill be looking at why some moons are ridiculously low/high.. probably will take a few versions once i release anyway... etern does rate higher though in the original LLL calculation adapted to my code (900ish when the peak is 1200ish)

tacit echo
#

My small opinion 😅

#

Also you should probably take into account the dungeon size.

silent tulip
#

i agree. but i dont config moons (yet) with the mod

tacit echo
#

The bigger the dungeon the less you find scraps even if there is a lot of them in it
Also easier to get lost in it

silent tulip
tacit echo
silent tulip
limpid portal
#

Yeah that'd be a bit much. It could also be variable depending on if there's obstacles in the way to the entrance

thorn warren
#

How are you guys even expecting to check the path to main entrance when the moon doesn't exist

#

When you're not routed to a moon, you might as well act like the moon's scene doesn't exist

#

Because it ain't loaded, you cant access anything there

tacit echo
formal thorn
#

dynamic difficulty calculation is heavily limited without the context of the moon itself ye

#

the level design and effects the weather actually has on the level plays a massive part

tacit echo
#

You could store variables from the moon after first load, but that is a bit much

formal thorn
#

rend and dine are far more difficult due to the lack of visability which cannot be gleemed without the scene

tacit echo
#

Maybe the host loads all the scenes when first opening the game 😂. (Stores it in config) I wonder how long that would take 🤔

tender sable
#

distance is kinda meh anyways because there are also cruiser moons wich are very large but not realy harder (atleast as long as you actualy use the cruiser lol)

formal thorn
#

theres some challenges with it because unity fucking suckssss

#

there's no way to prevent in-scene objects getting their onenable and awake call before any opportunity to unload the scene

#

so while it's probably harmless it's not 100% that something in a scene might fuck the game up because it's under the impression it's loading correctly

tacit echo
#

And I assume there's no way of getting info from a prefab without loading it in?

formal thorn
#

no no prefabs are fair game

#

you can get anything you wantr

tacit echo
formal thorn
#

oh

tacit echo
formal thorn
#

that was a potential idea yeah

#

the biggest reason why i wanted to do it is to load references earlier

#

eg. items and selectablelevels etc.

#

since rn we can only get levels and dungeons at lobby

#

if you hold an active reference to them outside of the scene they wont unload when thescene unloads

silent tulip
silent tulip
#

2 turrets in 1 place.

limpid portal
#

Is that the room shaped like an angular 8?

#

If I know the tile it should be an easy fix, though I'm currently out of town

silent tulip
# limpid portal Is that the room shaped like an angular 8?

shaped like an L, sorry, i thought the picture was enough to go by so didnt pay particular attention, but, afaik, there is a door to the right, maybe a door to the left? (maybe not) and there is a door ahead, and you can see the corner straight in fronf of the turret.

#

also i didnt feel it was that big of an issue, just thought id mention it, they both seem to move 99% in sync with each other, so if one is shooting you, the second will too, and if not, neither will ihmo.

limpid portal
#

Okie dokie. I'll try and fix it at some point regardless

crimson helm
#

Silly landing location on Solace, courtesy of the amazing ProblematicPilotry mod

mystic radish
#

Anyone wanna spoil me the route word for StarlancerZero?

slim heron
#

nope 🙂

mystic radish
#

Lol. It's not that I dont want to find it. It's just because my friends don't wanna waste time searching for this kind of stuff

ripe hill
mystic radish
#

Wouldn't that still say StarlancerZero tho?

ripe hill
silent tulip
#

There is a mod that renames StarlancerZero from the hidden word to StarlancerZero.

I use it because the people I play with don't want to have to remember hidden moons names, nor unknown moons names.

My friends barely remember which moon is which already xD

rich glade