#Starlancer Moons v3.2.0 / Starlancer Warehouse v1.7.0
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I’d wager a majority of terrain related performance issues will be in grass and trees and such
what I'm concerned about is people adopting it without first ensuring that they don't see a drastic regression in performance
I could believe that
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
Can’t wait for moons with 400 non static mesh colliding non instanced non batched trees going brrr
i take prefabs straight from terrain, but ye, people must set it to static manually currently.
Again saying this knowing this is a tiny side project; Do people know that?
@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
Could just talk about it in the tool post or drop debug warnings or something too
I think trees can’t be fully static for car reasons due to static mesh combining(?)
i have them set to static on my moons and it works 🤔
ah fair, might have misremembered
it destroys the gameobject, so mesh doesn't matter i suppose
I figured destroying the gameobject wouldn't correctly stop rendering the combined submesh
I have an idea for an interior for the starlancerzero moon. should I post it here or in mod ideas
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
I won't be making a new interior anytime soon, and since S0 accepts all interiors lore-wise, I would recommend suggesting it to the community :3
Yee, I'll trim those away for the next update
Thanks!
Does your Apparatus use a unique name and ID distinct from the other Apparatus items?
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.
Wesley's Grand Armory calls his App the "Toxic Apparatus"
You might be able to call yours the "Stellar Apparatus"
lancer is aware. lancer is also a busy dude
I wasn't sure if he was aware of it
In theory if your not changing your modpack around it shouldn't matter 🤔
? what do you mean?
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
the name of the item is used as a way to handle situations where it tries to restore a save
Yeah once I get around to Warehouse I'll be fixing it :3
I like this name suggestion btw!
(apologies for gatekeeping XD)
Nah you're fine. It's less "busy" and more "don't want to open Unity bc I'd rather do other things"
Cobalt is still in the running!
a vote!... when warehouse is more relevant
what is cobalt?
Potential unique name for the apparatus
Isn't cobalt a dark dark blue tho?
like that color?
more or less, but reality is an illusion

Man, I feel that sometimes but for other things like tackling my backlog of Steam games.
But yeah, we should poll for the name.
Stellar vs. Cobalt
Cobalt is usually kinda silvery blue
I just figured Stellar = Star = Starlancer
Death's Gambit currently owns me
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...
How exactly am I supposed to "unlock" it?
You are supposedly to find hidden letters that is in some galactic language but I recently looked at them and I have zero clue what they spell. I figured it would translate in english or something but it didn't. I'll give a hint though
ANEMLYY
That's a hint
@limpid portal
Known issue, will be addressed when I get around to updating :P
Oh wow, someone else actually managed to discover that?
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
any chance you can give the starlancerzero app a custom name?
it messes with shipinventory
since it has same name as normal apparatus
On the list! It's actually part of my Warehouse interior tho, not the moon
Yeah, in the standalone interior, you can find the blue Apparatus, and I've already talked about giving it a name like "Stellar Apparatus"
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
it doesn't choose a random interior, it uses the same weight system as every other moon. the interiors just have an equal chance. the variants of facility cannot appear on it
can you explain? I'm not understanding
it chooses interiors like any other moon. the interiors just have equal chances.
it doesn't have level1flow3exits or level1flowextralarge
So every interior is automatically in it's pool to choose from?
no. it has all three vanilla interiors in its pool with the same chances. modded interiors need to be adjusted manually to match the chance
Really?? i thought starlancerzero's whole thing was how it will choose whatever interior you have installed and choose it
dang I spreaded misinformation
mb guys lol
Or you could be like me and simply configure the interiors to appear on Starlancer Zero yourself
That's what I'm gonna do
Starlancerzero is final endgame moon in my modpack
I ALWAYS configure the interiors and moons myself
I plan on making Tartarus the primary interior there
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.
Not only that
I have all scrap to spawn equally on the moon
So high price items will be as presetn as low price
That'll help it be higher scrap value wise then cosmocos and conviction/assertion
Despite those moons having higher scrap value maxes
I also configuring all outside enemies to be same chance
Will slightly be diff for giants because of how they work
So in short
Everything will be present will an equal chance
It will truly be endgame
First sentence I said all interiors with the same chance/tthat's only on Starlancerzero
Hey, it's been a minute. Was wondering if there is any chance the blue apparatus could have a name change?
Relax. He'll get to it when he gets to it.
Bro? I just asked once
Well it has been about 10 days mb
I didn't realize that
And you have a wall of text just above your last question
that didn't have anything to do with app tho
That was me bragging about my modpack 😭 😂
Still, you have the tendency to be a chatterbox at the edge of your seat
Not as "chill" as your name suggests
I said mb, no reason to drag it on.
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
Yay ^^
This is such a tedious update lmao
Also I hate to bring it up but we got a lot of "SetDestination" errors from EnemyEscape last night 🤔
Maybe cus of the V69 update?
; - ;
Wasn't too descriptive but I saw it logging a lot
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
I would imagine it's just that EnemyEscape needs that
That seems more like an enemy spawned in a bad spot 🤔
SEE is where that trace called SetDestination, but in theory that would happen without SEE as well in whatever circumstances caused it
Cuz I'm not seeing anything in the diffs related to EnemyAI
That's very possible
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
You've got this bud, I hope to see you finally be able to update the moons today
but I know that might be a far stretch depending on how much you have to do
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
Do you use Jacob's lost enemy fix
(He wakes up in cold sweats thinking about lighthouse collision)
I'm practically falling asleep nudging the grass around so it's not floating 😭
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
Take your time bud ^^
@limpid portal Did you make any progress yesterday? ;o
Nuu, I wasn't thinking at the time but yesterday and today are days off with my fiancee ^^;
Didn't even know you were engaged XD
Yee!
ooo congrats!!
Ty ☺️
Since May, we wanted a particular day so we're waiting for next year to actually do the marriage :3
Is your honeymoon going to be on Solace?
We'd def be petting the spore lizards
@limpid portal dumb question but how is solace's sand actually getting to be like yellow
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 😭
I'm just using the texture painting feature in the terrain inspector 😅
So it probably is alpha heavy to allow the terrain to blend everything
is starlancerzero supposed to be silent? I thought it had ambience at one point but it's so quiet
Yeah, there's supposed to be ambience, I'll check it for the next update, thanks!
was gonna be like "we need a moon with a mf lighthouse" and i forgot this one had it
gotta reinstall this mod
it should turn on and start spinning at night !
Is the starlancer warehouse bugged? I heard there was a problem with turrets shooting through walls or something some months ago
There's one tile where a turret can shoot through the corner for some reason, but it's not necessarily game-breaking. I'll probably remove the potential for turrets to spawn in that tile if I can't find anything other solution
It’s also super rare
To the point where its essentially a non-issue unless you’re having some kind of competitive pack/profile
so not sure where to ask this but i have been having problems when trying to test my moon
i got these errors when testing it in the actual game rather than the editor
testing it in the error would get null exception errors related to the ship wind trigger
is starlancer zero unroutable for anybody else lol
I type in starlancer it applies a filter
not the routing code
I type in starlancerzero it shows the interior chances
the routing code has never been that
idk if anyone still cares about keeping the routing code secret but you can find the hints for it in starlancers other moons
ive gone to it several times using its full name i swear im not crazy
ive just used unhide hidden moons mod and used that
😭
I never knew anything about needing some routing codes and ive gone to it a bunch
maybe i AM crazy
ohhh
MoonUnlockUnhide lets you route to it with starlancerzero
and I was not using it
go learn the actual route....
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.
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!
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
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 🥲
Lots and lots of fps
When I finally got that boost I felt so happy lol
I feel like ~330mb for 4 moons is reasonable, but I was proud of having 4 in 130mb ; w ;
well my moons pack weighs over 1gb already, more than the game itself lol
Foggy trees and grass :D
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
Describe "so much" lol
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
i can hop on it again soon and see if I have the same problem ig
It is meant to be an early-spawner, but if there's anything actually unintentional going on I can adjust
if you've copied the trees using terra mesh it should reuse the corresponding tree prefabs, so no data would be duplicated. this is quite a drastic jump D:
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.
idk it also just renders each prefab stored in terrain data
how did you figure this out?
Removed the foliage from the scene, saved, and checked the scene file size
Without the foliage the scene file itself is 70mb, but with the foliage it's 600mb lol
ok, just to be clear: foliage is what, exactly? trees or terrain detail (grass) or both?
terrain detail
Yeah, but it'll be alright
have you checked what's being packed into the bundle? it really seems like each piece of grass is packed as a separate object
instead of a single prefab
I've since made a combined mesh out of the grass, which shot the fps from ~150 to ~240
btw you also don't need to combine grass into one mesh by youself
you just need to mark everything as static and it will be done during bundling
I had it marked as static when I was getting the lower fps
After I used a tool, that's when the fps shot up
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...
maybe materials weren't gpu instanced?
They were ; w ;
I double checked all the usual performance culprits before I tried combining
ok, so the size increase does come from duplication during mesh combining it seems
did you use this to combine or something else?
https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Mesh.CombineMeshes.html
I just used this
https://assetstore.unity.com/packages/tools/modeling/basic-mesh-combiner-easy-scene-mesh-merge-more-252289
ok yeah it seems to use that function, strange
are you able to get the mesh compressed?
No, it doesn't seem to be accessible like imported meshes
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
Oh neat, I might try that
@wispy nimbus that worked great! I haven't checked bundle size yet, but the scene file itself is now 93mb instead of 652mb
omfg that's awesome 
330mb bundle down to 279mb, so still an increase, but way better
did you test to see what performance was like with a low number of tree prefabs supporting GPU instancing?
alternatively, if that isn't as performant, you could place all your trees under one object and then use a plugin to static batch them at runtime (after navmesh baking)
oh not trees, I guess you mentioned, but question still stands
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
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
uhh I think that should be fine, at least depending on what the cruiser does
but I think audio knight was talking about foliage so I didn't think it blocks the cruiser
I just assumed at first that it was the trees lol
I was unaware those were mutually exclusive, so I'll take a look next time I boot up Unity.
But yea I'm just talking about grass at this point
showcased the moons https://www.youtube.com/playlist?list=PLBuGXqLymvSeoO1bUVettqZeJFUH7bpsK
Thank you! ✨
I would have waited for his update that's coming soon lol
oh no
how different is it gonna be 😭
tbh unless he ads more moons it wont take too long to redo if I have too
Solace is getting a big overhaul
Otherwise I don't think it's changing too much
@limpid portal how close are we btw? :3
redoing solace wont be hard, not a huge moon(unless hes made it way bigger lol)
id pump out way more of these vids if my software didnt take so long to render
I'll probably work on it some more this evening!
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
When you say "GPU instancing", are you referring to the materials? Or is there some other instancing I'm unaware of?
it definitely involves the material setting, but I am not entirely sure that there's not another flag that's required
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
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
(in theory it should be the best of both worlds anyway)
it's very easy to test if you have a build with them individually rendered
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
probably good to use UnityExplorer to do it after loading the moon to get the most accurate before/after you can
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 😭
Even with gpu instancing ticked, static batching takes priority
you can actually test this by assetripping your own bundle pretty sure
depends on your unity project settings but if your nomnom pilled it should be right
wait you mean your perf fix was to manually merge the meshes into one object rather than static batching?
Correct
The size increase is unfortunate, but I can't argue with the results lol
i just cant imagine how unity would prefer that
Original Terrain/Detail Meshes: 140fps + 130mb
Meshed Terrain/Individual Meshes: 145fps + 315mb
Meshed Terrain/Combined Mesh: 220fps + 279mb
i wonder if it's culling them individually still with batching
nitpicking your phrasing a little but the issue with this though is its individual vs combined MeshRenderer's
the mesh shouldn't be individual because it's reference based, no?
Correct lol, I'm referring to multiple GOs vs a singular GO
is the act of culling them all the problem?
whats even the vert count on this bad boy
yes
awful
This feels like a "bee's wings defy all known laws of aviation"-type deal
i dont know how much it matters but you wouldn't need read/write on this right
whats the vert count on the individual?
tbh I don't think tri count matters so much as object count here
im asking about tri count because im curious if the act of trying to cull these is even worth doing
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
im probably way off but im curious what aspect of this would be increasing performance by so much
varies from 24-49
Have you been to Solace? xD
out of curiousity does lc do any iterating on foliage meshrenderers
idk if it would properly perceive them as foliage
not that I know of, but I haven't looked for that specifically
i remember there was a memory leak
not that the leak is the problem but im wondering if it could at all be trying to look at all of them
oh yeah solace is the one I was thinking of
what are they tagged as @limpid portal
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
if they are tagged what they "should be" you'd probably be fucked by this
Grass on the Room layer
ok your safe from that then
That code mentions "foliagedetail", wouldn't that be standard Unity terrain stuff?
it's all there
its zeekerss own homebrew code
oh
if it was tagged as bush it would be doing distance checks and stuff on all of your renderers per frame
😭
tbf it's one per frame
I never even saw the "bush" tag lmao
not a big deal except for the single-user crap
this probably takes all of 5 microseconds
I could send them to you if you want
that sounds fine to me yea
maybe I can glean something
Not that I know of, I don't know much about Unity lighting stuff
can your editor run your scenes correctly
Yeah. I believe all of my renderers are set to use lightmaps, I seem to recall having probes set caused performance issues
this might also be a prereq of doing GPU instancing for your materials since I'm guessing they use Lit
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
I would be interested to also try a build that is forced to use instancing via the material property block technique there
urp?
i def dont think it was batching correctly
this would also be interesting yeah
something aint right
it might be trying to batch them in a "smart" way and making smaller batches for culling
who knows
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
oh yea I bet
What's DOSCOMPANY?
#1321242208061620318
Removes HDRP pipeline and converts everything into an Unlit shader
I spent like 6 hours using your moons as a stress test to make my systems that analyse what the “right” colour should be
That's awesome!
lmao I wonder if switching to a mesh terrain will make it easier on you?
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
I made a whole editor tool to debug ur shit 😭
Was interesting tho
I'm honored 🤭
gonna make meshification async in the next release 
(at least i'll try, it's hell with unity's restrictions)
I wish you the best lol
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)
you mean like pre-meshify every single moon in the background even before landing?
ye
i would want to do it for getting references early as possible but gives opportunity for a bunch of pre-processing stuff
ooof, idk about that, but i thought about caching already meshified stuff
ah got it
how big are these terrain meshes
~1 MB for one vanilla sized terrain and adaptive mesh
i wonder if you can cache to like file
can unity load raw assets from files? idk about any of that stuff lol
aren't meshes accessible pretty much as plain old byte arrays?
could just write that to a file if so
truue, i guess i could just save mesh data itself... might be a problem with validating if the terrain on the moon changed since the last time 🤔
hmm
should be possible to hash the heightmap or something no?
just make your own file format for this :^)
or if you wanna be less epic cool and make a manifest

@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?
you'd have to give it a custom render
and then figure out how to issue the commands to draw what you want into depth only
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?
custom passes are in addition
custom render is the only way I know to remove functionality
in case it's useful, I have this https://github.com/Zaggy1024/LC_OpenBodyCams/commit/90d19ae4c39efa3e9f7b0b7ef6c84127a277b0fb#diff-e4681b03c388f25dc42502c69119c633831d5c8d1019b389cee1b37f48530366
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
has a similar vibe
Despite my love for horror, I've never seen Hellraiser 🤭
Finally figured out tree-breaking. Had to put the root GameObject on the Terrain layer instead of Room
Just wondering, are you mostly doing upkeep updates or are there ever plans for any more moons(I love your stuff and would love to see it but if not thats cool too)
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
im a little late on that 😭
Thank you for the kind words ✨ I won't rule out new content, but at the moment it's just upkeep/implementing new vanilla content as it comes.
So now I can avoid doing the code solution to give StarlancerZero a separate route word?
Nice
in theory ye
would a cfg to turn that off be possible if that gets added
Maybe. But for the moment, secret moon is secret :3c
noooooo, (I unhide them all)
lol
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?
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
This should make the hidden moon aspect more approachable to new peeps
Who even needs route words 
2nd is such a vibe
Woah that’s cool
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
Thanks. I knew that mod but didn't know that was a feature.
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!
LES GOOOO
centuries i've waited for this moment
@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 🙂
I need to properly set up a repo, just gotta exclude the LC assets and asset store stuff. I'll try to set it up this week
Yee, there's a small loading delay from the size, but I definitely think the performance improvement is worth it
well
Here's hoping the issues with your interior are simple fixes that won't take you anywhere near as long 🙏
Should be, after I re-link all the scripts in Unity 🤭
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
good news, triskelion is absolutely LOVELY
bad news
Watch SAVE MEEE and millions of other Lethal Company videos captured using Medal.
i'm sentenced to 1000 years on solace
Watch FPSkelion and millions of other Lethal Company videos captured using Medal.
this is triskelion for comparison
logs aren't getting spammed, so it's (probably) something that has to do with the moon?

saying probably because i have a pretty hefty modpack currently (127 mods), so it very well could be something else
Could you give it a clean test for me?
but if it was then i'd feel like it'd affect triskelion too
yeah lemme do that real quick
127 is not really hefty tbh
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
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
yeah it's working fine on a clean pack
Do you have lethal constellations
nope
Anything route related
That's good at least, but I'm not sure what's tanking the fps there then
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
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
yeah i'll start with testing right away
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 
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
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
Works okay for me, check your log for any errors or stack traces
I will say this needs fixed though
@jovial ledge Maybe you can provide some insight on why Solace might cause JLL to error?
0 errors
caused it again
seems to only happen sometimes
I'm aware of and have already fixed this bug a while ago but it doesn't cause any problems or break anything in game so I didn't bother posting a hotfix.
you can just ignore it
thought it was weather related but no, it crashes on clear too
Ah I've noticed it's only on specific moons so I always figured it was a moon issue
lol
Can you post your crash dump and the log file from the crash dump in here?
Maybe someone like @thin loom or @sterile summit can help find the issue if you post those
I’m dumb, where the dump file
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
my bad, brain skipped over the temp part
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
@wispy nimbus Is that update for LethalElements still coming that's gonna fix those issues with Snowfall and Blizzard?
They said it happens on clear weather too, so this is not from me. But ye it's coming
okay i have to narrow it down more, since i don't know if it's a conjunction of mods, but
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
i also get the unity crashes, weather tweaks is one of the 24ish mods i downgraded, which resolved the issue, i dont use lethal elements.
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?
Hmm, true, ill try that
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
Still crashed
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.
Still crashed
Ill try 2.4.0 just for a sanity check
I wonder if the tool generating the terrain mesh created some invalid geometry or something 
thanks for checking PathfindingLagFix though
Expectedly a crash
oh is 2.4.0 pre meshifying?
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.
3.0.0 was the mesh-ening
Not at my PC atm, but thank you to everyone who's putting their heads together to help
Weirdly its not any other custom moon (that I use)
Wait
2.3.3 worked
(Starlancer moons)
what version of LLL you using?
Latest
try 1.3.13
With updated moons?
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
Alright, gonna try this again first though
Ok yeah was a fluke
Crash
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
Bizarre, but always happy when it's not just a me issue 🤭
Double checked, loaded just fine on its own
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
oh wait is that it?
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
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)
I don’t use openbodycams
I do however use the cams given in https://discord.com/channels/1168655651455639582/1327068908129095700
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
I could remove it from the room layer, then the map radar wouldn't render it
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
you need to do what Batby sent here
one sec
hm, I'll try some things
So I guess we don't visit Solace today? 🤔
it's weird that it happens on and off
Watch Foliage Lag and millions of other Lethal Company videos captured using Medal.
but yeah voxx hit it on the head there
it is the foliage

i assume this is really only visible on gpu bound devices, that's why for some people it seems fine
would be interested to know which GPUs in particular are having these issues
it may be vendor-specific
mine is one of intel gpus, specifically:
https://www.intel.com/content/www/us/en/products/sku/232141/intel-core-i71365u-processor-12m-cache-up-to-5-20-ghz/specifications.html
testing myself it seems fine for me
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
it feels slightly worse on performance but that might be placebo
downpatching to test
no fps is higher post patch actually
placebo is a wild thing honestly
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 
I wonder
I know a lot of earlier igpu’s cant run the game period
my second laptop doesn't have volumetric fog 
you sure these were causing issues
^
i can say that im sure
that im not sure those are causing issues
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
full log just in case
also didn't know whether to put it here or in elements thread
Ok so weird issue, when first landing there is extreme lag bug tabing ou then rentering the tab it stopped
That's likely due to the puffer being an inside enemy normally, but there's nothing I can about that without just removing my doggos from Solace
Laggy Solace is fixed via alt-tabbing?
at least it SEEMED too
but it could have smoothed out when I was alt tabbed
but after that it never lagged again
Lemme know if you find any consistency there
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
its servicable
plan to upgrade but hasnt steered me too wrong
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
yeye def a mid tier
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
rx 7900?
im not super familiar with them haha
I dont keep up much in general my friend built this for me lol, I just get yt tech channels poping up in shorts
any particular reason?
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
I gotta check what level is mine ranked in comparison haha
50 series really is just the card to get dlss 4 going
cause for all I know its like 30-50 for me lol
just confirmed removing puffer from outside spawn chance stops the crash
So the Solace crash is puffer + blizzard?
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
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
i do not get a crash for some reason 🤷♂️
Gtx1080 for me
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
It's the unfortunate case of "works on my machine" 😓
@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?
Ideally you probably want both right? Lol
GPU instancing on a material prevents static batching, so it's mutually-exclusive
Ah
It should go down in both cases cause you won't have that huge combined mesh
does it still has the same size or your fps is not as high?
My last attempt was bigger in size and worse in performance
So there's definitely no batching happening
did you inspect the bundle? it may still pack your mesh i guess
Do you mean the combined mesh?
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
it doesn't matter much if they all use the same mesh and material
if they have different scales, does that matter?
Maybe you and s1ckboy should hop into vc since you're working on this, s1ckboy wanted to help you munch on those sizes lol
I'd normally be up for this, but atm Unity is being incredibly slow since it's trying to process so many things and there'd be a lot of just waiting around
Lol
So I'd rather have some youtube bg noise ; w ;
I'm sure s1ckboy is used to it tbh, but yeah maybe call him after it finishes
@slim blade just be prepared
:3
Here comes that boy

also just in case, performance might not be as good as with a combined mesh on your specific device, but might get way better for all others who have problems now. so i wouldn't take it as a "gold standard". Also you need to add lods to them if you don't have any D:
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" 🤭
still better than nothing 
LODs are nice 
eugh. Glad at least I am not the only one
My gpu is a Gtx 1050 😭
looks so naked without the trees / foliage
yeah this looks kinda barren dont it
I wanna improve performance on hdrp ripped projects so badly
Like it’s so bad and my specs are great there’s no way there’s not something weird
HDRP is so shit tbh, like for example today I switched from playing on default res for months back to playing on 720p which was DiFFoZ's recommendation a while back and the game runs better cus 720p for this game happens to prevent the game from being cpu or gpu bound so I get what you're saying here
There's something really weird with this game
I'm talking exclusively about editor usage here
Ye I get you, but I was agreeing with you that in general HDRP is certainly odd 
just want to show off how pretty starlancer 0 is when its snowy
Have you seen it with blackout yet?
Oooh, lovely!
I just hope you manage to get Solace fixed
I feel so bad I can't play on it right now
Lol
Did you decide if you're going with GPU instancing or not?
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
get on gittttt
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
The Solace scene is too big for Github xD
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
the fuck
many foliage
atm I also do
Do you want me to zip just the necessary stuff for you to open a project?
ye can just kill library logs and obj
ive done this w/ handful of other devs so not my first rodeo 😄
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?
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
I've got gigabit 🤭
my internet and storage is fine so it's whatever floats your boat
The creation of the zip file might take a hot minute tho
frl
It would be worse if you compressed it as 7z
?
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
it becomes more noticeable with larger things and with how big Solace is atm it would be a slide show haha
True
Should be neat to find out ig
am i gonna have to download this in parts lol
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
would it be better to put it on version control -solace scene and just send me that?
Well solace is the problem, so wouldn't that be fruitless?
@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
So batching and instancing are working, there's just too much stuff?
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?
yeah, I wasn't even thinking about that, having each foliage type combined with only the same type would probably improve it a bit
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
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?
Not great, you can just check one of the previous versions
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.
Your combined mesh has three submeshes, each one of them corresponds to a single material, so it's already like that. At least that's how submeshes are supposed to work
A grass shader probably really is gonna be the best way to achieve what you want
Wouldn't that mess with LC's graphical effects?
it won't have posterization yeah
it only works on actual meshes in zeek's implementation
that's one scene????
nooo that's the whole project lmao
scared the hell out of me 😭
Miiiiight be on to something
¿que?
Don't wanna say anything for certain, but I'm on the hunt

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?
Maybe, but don't worry, I should have an update tomorrow that'll help a bit
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
the actual assets, but I've mitigated the issue
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
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.
- The foliage is no longer a combined mesh, as this was causing issues with culling and decreasing performance for some users.
- [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
- Managed to decrease the bundle size a bit (279mb -> 222mb), but I'll keep a lookout for any ways to decrease it further.
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
Correction:2 of the 3 foliage types on Solace are batched. 1 performed better instanced for some reason
are you forcing instancing via a material property group?
or property block I should say
I have static batching unchecked and GPU instancing checked in the material
I feel like Stellar fits Starlancer Moons better, but Cobalt fits better if you only look at the interior on its own
Yeah it's a tough choice, hence why I'm putting the burden on the community 🤭
Could make it so the apparatus changes depending on the moon it’s on
iirc you can do it with JLL
Could always reserve the Stellar Apparatus name for a future project involving space/stars or researching such, etc 😩
What's JLL?
John's Little LoanShark-Company
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
afaik JLL is a library for custom script for custom moons
A lot of moons uses it
bsjebdjfb gdi xu
he DID ask
https://github.com/JacobG55/JLL
You can check those scripts here, maybe there's an use here :]
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
Neat! Is JLL what people use to have apparatuses not despawn?
no, that's just a you issue i think
I was literally just talking about Futurama while getting my hair cut lmao
My #1 fav show
Bumping this
Apparatus fixed. Still adjusting some things, but it looks like Cobalt is on track to win. Update will hopefully be tonight
I was just about to ping Wesley to see if he could help you before I saw you posted this ^^
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 
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
I'll have to check, took a break for a bit lol
I'm still wondering why so many people voted for Cobalt when Stellar seems to make more thematic sense for the mod itself.
bc while they’re connected, warehouse isn’t in the same mod as the moons and it doesn’t fit the interior itself as well as the moons
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.
¯_(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
Working on this btw, currently it still does not
This will primarily be a bugfix update for Warehouse, but I do have some actual improvements I'd like to make once everything is situated. Stellar may still come later :3c
You fix that stair tile where you can clip through the ceiling?
I love popping my head through it every time i go down the stairs lmao
Yes, I did 🤭
I remember when playing this having some issues with the Bracken not moving correctly.
Has it been fixed?
Are you referring to Moons? That sounds more like AIFix or SEE, but I've also not heard of Bracken being weird
anymore so than normal
It was on the Warehouse interior :']
ohh
Inside
Honestly I don't remember hearing/dealing with that issue
Don't worry
I'll test the update when it's ready
And if it happens again, I'll let you know
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
How are you spawning it
Spawn Synced Object, same as vanilla
Just in a normal tile?
Yep
How is the custom one implemented
I have an idea I'll try after this test
ExtendedItem
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
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
@quartz mason you got any tips? I know your Custom ones wake them up properly
Help me choose the name for the Warehouse Apparatus
13
23
1
Cobalt Apparatus
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
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?
The only thing I can really think of is to go into configs and configure all your interiors around Starlancer Zero yourself.
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
any clue?
Any clue on what?
Figuring out the simulate thing on terminal
I do that on accident by simply typing in "starlancerzero" while the moon is hidden and locked for the first time
masa's not deceased?
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
Masa! \[T]/
will you add a preview video of the moons on the monitor? just asking
Any luck with the interior bud?
Not planned at the moment
I've got it most of the way there, still struggling with the apparatus not waking birds tho
I'll try a bit more tomorrow, but if I can't get them to wake I'll just push the update
bird
Old birds, but make them borbs
Old borbs
Borboon hawks
Hiiiiii 💜
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
Definitely recommend checking out Wesley's new Update and playing his Journeys ^^ He basically dropped a whole expansion for the game as a mod
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 
Great to see you back btw, hope you've been well
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!


I don't think I use any vanilla assets, or at least very few
I managed to find some really good packs on the unity store for free that had industrial stuffs which was super helpful
Yeah, they don't want to wake up unless I'm using the vanilla apparatus, so I'm just gonna do some final checks @_@
i say it aint important enough as long as the appy no longer disappears
I might just write some code for the next update
Is it possible Wesley is using a script in JLL for it?
We need new moons. This is one of the best moon packs out there.
Maybe, but I don't have time to bother with it any more atm, so I'll check it out later
I was gonna say if it's just that that will save you having to write some code probably
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.
A bastard of a tile
@rich glade your collection grows
Not a mod update, but I'm now a married Star~ ✨
Oh shit Congrats!!! 
Congrats!!! 🎉
Congrats!
Thanks everyone! 💙 💙 💙
hell yeah dude congratulations to both of yall
Congratulations!
my condolences i mean congratulations to the audio princess or however that stuff works
but yeah congrats
Massive dub 🔥
OMG CONGRATS 💜 HOPE YOU HAVE THE BEST OF TIMES WITH YOUR MARRIED PARTNER!!!111
Congrats !
lethal company added marriage!? congratulations <3
Congrats!!
Congrats🎉
Congrats!
EYO! I missed out on this! Congrats!

Thank you for the well-wishes everyone! Our hearts are full ^^
✨ 💙 ✨
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
Adamance and Solace higher than Artifice???
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
yeah, the mod im writing increases difficulty rating because of weather. so solace is only up there cause of eclipsed, but yeah, still balancing all that.. because i do agree.. solace even when eclipsed probably shouldent be that high. but a lot to balance imho.
dine being like that is reasonable lmao
when i did a vanilla ironman Dine was the only moon that made us restart because it's such an unexpectedly hard design
thats fair.. but my idea at the time was all the ratings should be 0-999.. so if dine is that hard.. then eclipsed dine would be 999... and everything else would be lower.
but, i was also trying to get everything to sit between 100 and 900.. so there is flex for extreme configs.
oh yeah if it was supposed to be capped at 999 i get where youre coming from
i wonder what etern's rating is
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?
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 🤭
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.
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.
341 is absolutely wrong, etern is probably one of if not the most dangerous moon out of every single moon mod
im aware, i have etern in my profile, as i said, all about balancing xD ive done most of my balancing using vanilla moons so far.
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)
Even if having a lot of scraps makes a moon "easier" to go in and out, it should cost more if there is more scraps in it.
My small opinion 😅
Also you should probably take into account the dungeon size.
i agree. but i dont config moons (yet) with the mod
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
i agree, trying to factor all that in 😛 dw
You could also take into account distance between door and ship, but idk how it would pan out
bit hard without loading the moon first
Yeah that'd be a bit much. It could also be variable depending on if there's obstacles in the way to the entrance
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
Oh right!
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
You could store variables from the moon after first load, but that is a bit much
rend and dine are far more difficult due to the lack of visability which cannot be gleemed without the scene
Maybe the host loads all the scenes when first opening the game 😂. (Stores it in config) I wonder how long that would take 🤔
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)
thats something i looked into in general very early into LLL's development for a couple reasons actually
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
And I assume there's no way of getting info from a prefab without loading it in?
I meant scene
oh
Harmony patch with a skip all Awake in the class loader and then unpatch them lol
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
i search for "cruiser" in the descrption and add difficulty for requiring a cruiser if found tbh.
2 turrets in 1 place.
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
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.
Okie dokie. I'll try and fix it at some point regardless
Silly landing location on Solace, courtesy of the amazing ProblematicPilotry mod
Anyone wanna spoil me the route word for StarlancerZero?
nope 🙂
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
you should add a mod that lets you unhide moons :]
Wouldn't that still say StarlancerZero tho?
I don't know (I recommend hiding that moon's name)
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
What's weird is that even after unlocking it, I still have to use the keyword to route to it. Anyways, it's ||anomaly||.