Infernis is a volcanic new moon which brings a fiery new challenge.
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This moon was previously used for the mining of crystals and other various materials.
But due to the increase of volcanic activity all sorts of insects infiltrated the facilities to seek refuge.
Every employee within the building at this time was either devoured or cooked by the extreme heat.
High value materials remain inside.
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This moon adds a plethora of new themed scrap items which are spread throughout the facility.
The scrap items are themed around the mining of materials and only spawn on this moon.
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Moons I've made: "Infernis", "Acidir", "Etern"
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Credits to MrCompost for sound design.
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https://thunderstore.io/c/lethal-company/p/Magic_Wesley/Infernis/
#Infernis
443 messages · Page 1 of 1 (latest)
Quick question, are bees meant to spawn in the facility?
I’ve had times where beehives just spawn out of vents, with bees entering with them
Though oddly enough, the bees don’t deal damage at all
Yeah that is intended, I thought i'd make for an interesting twist
hi, Moons Infernis so many Safe Spot ( i mean like Eyeless Dogs and Forest Giant confuse for where going move )
I've noticed that too
I'm working on that right now
and Acidir for me lag idk why (maybe so many mesh? but no error)
for map Acidir enemy Forest Giant walking inside water and stuck
I did notice some lag inside the mansion, particularly with brackens
that problem from game EnemyAI Bracken
idk v49 Lethal Company Broken. and only v45 is Normal
ah y i forget. the Turret in outside idk how that turret in outside
yeah idk how
You beat me to the volcanic moon punch lol
oh y, the custom scrap like crystal why sfx shovel 💀
the sound probably wasn't changed since that is default sound
Suggestion: Add to the description the moon's difficulty relative to vanilla's moons, with the amount of custom moons coming out it's starting to be difficult to know which ones should I add to spice thing up or fill vanilla content gaps
I love the aesthetics tho, I have tried it for a bit and fits perfectly the vanilla vibes but with a new biome!
That's a good idea, I'll do that
I think they just don't like ferns because it seems that they can't path through them
holy this map is so good
That's fixed now
Acidir had a similar issue so I've rolled out a patch for that one as well
Seems Infernis is some gap around Offense/March and Rend/Dine
Only thing I'm kinda 🤔 when it comes to the map is that are the outdoor enemies intended to sometimes spawn absurdly early?
i would suggest making a collective mod for all of your moons, like #1192918760001122387 as it makes it a LOT easier to manage as someone who makes modpacks for friends
(if there is a new moon, i will want to use it, but i can't know it exists unless i constantly go hunting for new moons on discord)
I more personally prefer one or two of the following:
- A pack that I can individually turn off which I don't want
- Each as a seperate entry, but linked on say the mod's page to find easier (this is implemented rn)
spookies moonies is a seperate mod to all the individual moons
Hello. ~~I'd like to report about Beehives spawning inside the facility. They were near a vent, as if they were a normal enemy that came out of them. Also, the bees did no damage at all.~~Nevermind, It's apparently intended. Although having the bees do damage and also have their beehives spawn randomly like mines do would be more challenging and unique to the map.
Some side, less important suggestion: Make the raw gold very pricey and very rare. Just to fit the lore elements of Jeb (or the Company monster) having eaten a moon made of gold, and having a preference for gold.
I haven't read past conversations, so I apologize if this was already reported before
The idea was that bees would actually damage players in the facility but for whatever reason lethal company said no
And I'll change raw gold a bit if that fits the lore better
I suppose it's due to Outside/Inside enemies, as Inside enemies also have trouble with pathfinding and damaging players when outside the facility, or at least what I have noticed from my experience.
Still, I have no knowledge on modding so I might be talking out of my backside here. Thanks for replying!
That's what I was thinking
It would've been hilarious to see a hoarding bug running around with a hive and a swarm of angry bees lol
Latest Version Issue:
- Manticoil to many and Stuck on Air
- Spider outside? huh
- ForestGiant still confuse still same and stuck on ship also can't climb ( in original map i mean from game when you in HG ForestGiant will finding the path for climb )
- EyelessDogs same like Forestgiant
- Maksed also same like EyelessDogs and Forestgiant can't find path for climbing
Suggest:
make enemy outside can climb but make like road for climbing
spiders outside is intended i believe
It's not that they can't find a way to climb that wall
The problem is that every single outside AI seems to walk to that specific spot (which seems to be the centre of the environment) and just stay there until something overrides that behaviour
And I honestly don't know what to do with it
have you checked your nav mesh?
The nav mesh looks fine as far as I can tell
Yeah, this is what it looks like right now
woah
thats fire
how did you add emissive textures
i think it might be the plateaus blocking the monsters
but it should be fine when a player walks by
That's what I thought at first but that seems to not be the case
Every AI perfectly paths towards this point, doesn't matter where they spawned
Forest giants, dogs even those locust swarms
And then they kinda afk there until they notice a player for instance
hi, i just wanted to say i adore this map, i love the inside bees, them not doing damage and just buzzing around all curiously until you pick up the hive and they go attack mode is great, regardless of whether thats how they were intended to be 😅 the aesthetics of this moon are crazy good and the custom loot too, really good stuff!
mmm it might just be AI
sorry for the late response
fell asleep ☠️
real
oh btw how did you make custom loot?
ive tried it never worked
@finite bear is this likely to happen?
Probably not but I will update the list of moons in the descriptions
Run me through what you tried
Maybe I can figure out what went wrong
i don't necessarily see a point to the bees having a chance of spawning in the facility then, since they don't even pose a threat
it's just free money there, with no downsides
I like it ¯_(ツ)_/¯
i just cant get the mesh to show up
You can't get the mesh to show up where?
in my experience bees do deal damage once the hive is moved
also, something to remember is people dont know theyre not dangerous
you could say "why are spore lizards a thing they arent dangerous" but a lot of new players dont know that and will run away screaming just as much as they would from a hoarding bug or a thumper
i dunno. i like the inside bees. i will protect them with my life
spore lizards are silly lil guys that's all they need
Sometimes they don't deal damage and sometimes they do I guess
I just now realised that my moons are still using the Christmas dropships
does this work with lcvr?
I have no idea
hmmm, I'll do some testing then today 
All LE modded moons are still using the Christmas Dropship
Unsure about the LLib/LLL moons
I'm about to do I did a patch that changes that
hmm
They can't kill players inside the facility, same with most outside enemies
Still funny though
huntdown can spawn a very much working eyeless dog inside the bunker on any moon, perhaps look at how that does it?
as can brutal company plus
in the hand
ikts okay
i got it to work
scuffed as hell
Hey you should swap the dependencies for your moons from LE to LECore
Whether or not you plan to move to LLL in the future once documentation is out
as LE is ceasing development while LECore is continuing
For those who are interested
I have released a new moon: https://thunderstore.io/c/lethal-company/p/Magic_Wesley/Etern/
i see that it uses LEC instead of LE
will Infernis be moved to LEC soon?
Infernis will be moved as well yes
awesome
Acidir has already been moved
Thanks for the advice
speaking of which, are the root names of the moons just the names of the moons?
i don't know what name i would put in the config for custom interiors for your moons
Yes
alr thanks
No problemo
love this moon, though it's a bit odd it can be rainy on a hellfire moon
if you enter and leave the building, the rain on stormy weather disappears though
also, its a bit brutal for forest keepers to spawn in the morning, i think earth leviathans or eyeless dogs would be better
brother i had a giant spawn right in front of my ship door as i was landing
wtf am i supposed to do 😭
Lol
Usually it's only the bunker spider that spawns early
I'll look into that sometime today
uh spiders spawn outside?
yeah i think that's intentional design
We got spooked so bad when a spider was lurking on the underside of the ship
oh okay
Yeah it's intended that spiders can spawn outside on this map
Just a general heads up but it seems LethalLevelLoader makes a significant improvement on the load times for new moons, so hopefully more can make the jump from LE/LECore to it.
I saw one go from like 4000ms to like 90ms it feels like
Collection modpack pretty pwease 🥺🥺
Holy bananas on a stick
I don't know what I did, how I did it, or when
But that stupid pathing issue has been fixed
I've released an update which fixes that issue
I have also completely remade the entrance/fire exit designs as well as introduced a new one (you might need some luck and a ladder)
Oh and Manticoils are back
🙏🙏🙏🙏🙏
So what is the scrap amount average for the three moons (Infernis, Acidir, and Etern)?
It seems that no one else but the host can see the dropship whenever it drops on Infernis.
not a problem i've had when trying it with friends 🤔
Could it maybe have some incompatibilities with AdvancedCompany?
It sounds like incompatibility with something. I dont have AC so idk, maybe
Try it without AC
If my group can be bothered to do so, I'll try without AC
Would be weird if AC caused that
Most incompatibilities from AC that I hear are generally regarding either the player model or with the terminal, the dropship not appearing doesn't sound like it's an issue tied with AC
Peach's Castle actually had a similar issue with the dropship only appearing for the host, but that got fixed over later versions
So it sounds like it might be a bug introduced by some configuration when developing a modded moon
If Infernis is suffering from this problem, if you have Acidir and Etern installed, try those two moons as well and see if the issue also occurs
As well as create sound effects, I've been writing ambient music for Infernis. Here's a sneak peak!
I'll also be creating music for Wesley's other moon projects after we've tackled this one
Dropship No falling down Latest Version
and to many Spider
whats the internal name of the moon?
Should just be "Infernis"
I thought spiders wouldnt spawn outside anymore hahah
every spiderout the map
46 Infernis
Im talking about internal name
Infernis gained a decently sized update
I have adjusted the outside enemy spawns to be a bit more fair
The inside enemies don't all spawn at once anymore
I have also lowered the chances of beehives spawning inside
The volcano actually erupts now!
There are new sound effects and ambience tracks made by MrCompost
And the interior has gained.. something special
Maybe building a mining facility near a volcano wasn't such a great idea..
Wesley man this map is amazing. Probably my favorite custom map overall - and the erupting Volcano is fantastic. Its making me stressed in a fun way 🤣
Amazing update! My favourite custom moon as well, I need to try your other moons now!
Some issues I found:
-Item dropship can only be seen an interacted by the host (Clients dont see or hear it at all)
-Spiders are still spawning outside (and getting stuck on that pathing stop)
-If someone gets teleported when he is being eaten by a Forest Giant, their items will be stuck in the air
From what I recall, Spiders are intended to be able to appear outside as well, that's sort of a quirk with all of Wesley's maps
Indoor enemy AI seems to bug out occasionally when it comes to trying to path around outside for some reason
Etern for example spawns Nutcrackers outside as well
The enemy spawning is intentional, thats something I rly like about these
Right, I misread the patch notes, still, they have the pathfinding issues that every monster had
That's just their AI
do you mean have its own custom interior mod or the internal name for other interior mods
its own custom interior
Lethal Expansion doesnt support custom dungeons
Well it kinda does
i put a custom dungeon on it
#1196710290457382953
I dont think infernis has its own custom dungeon though
im saying one should be made for it
Yeah a lava dungeon would be so cool
Something like an industrial lava mine would be interesting
why using lethalconfig, if can manual .cfg
fk lethalconfig
no i mean, why ppl want using lethalconfig
i know this is map no have cfg for price. but just why need lethalconfig
because its good???
sure because lethalconfig is best config
but not for if you made modpack :)) and trolling friend make game no sync
yeah it does sync
💀
reason hate because, not all mod is sync.
need Same Config that the reason.
different config = make game bug and broken.
but for PPL using Thunderstore APP, ya Lethalconfig is best config. for Modpack creator no lethalconfig is fk ( maybe this is personal 💀 )
nvm
ya if you friend no troll
Having friends who are trolls is very difficult
^ fk eng translate so weird
thats not the mods problem
ya friend problem
thats not a reason to hate lethalconfig
but also mod problem cause can't sync auto
not all mod can sync*
ex: Diversity need same Config if different make game bug
it syncs when i send a modpack code
if you update the modpack tell your friends to import the new one
thats just extra work for no reason
y ofc extra work for make game balancing and not broken
y like this my modpack. but need testing 1 by 1
and this is
i using Uncertain Company for make Random Price
that why my Moon "infernis" have price random
200-400
but ya, it's up to the dev moon wanna add the price like "Atlas Abyss" or no. but dont make Override price, if override make conflict to Uncertain Company Mods
@finite bear latest version make bug audio. no Footstep
this isnt my moon
you should @ wesley its their map
and spider still going outside make CalculatePoly error log
sorry idk if i’m stupid or unlucky or smthn but what does this mean lol i’ve been playing on this moon for a few and can’t rlly notice much different
the interior gained smthn special bit
I am aware, I've noticed this on vanilla moons as well while playing modded
Not sure what to do about it
Is there a way to have Infernis & Acidir updated without taking away wateridge?
Because it uses LE Core
Even still if I include LE in the pack, wateridge just doesn't appear
https://thunderstore.io/c/lethal-company/p/singular_jame/KazooMod/ this has waterridge in it apparently
np
Bafflingly, that mod is the only version of wateridge I've been able to get to show up in the moons list, but it is missing all of the assets for it (the mod is a fraction of the filesize of the map elsewhere)
Does it still remove wateridge if you enable LE in the config of LECore?
go into lec config and select "use original LE" (I think)
also what you're insane for wanting to keep wateridge
Dropship Infernis still bug no jk
"The inside enemies don't all spawn at once anymore"
Is this a problem with any of your other maps right now?
Not as far as I know
Got it, just added all three to my pack and wanted to check for any issues.
Lol
I like it because something stands out to me in wateridge than any other of the maps
the missing door texture 🔥
Are there any plans to be able to adjust the price of the moons and the scaling appropriately? I'd kind of like Infernis to be a more expensive map (so it's more likely to be played later in the session) just because it's so nice looking
more visually striking than Etern which is the most expensive moon out of your three
True but I still kinda like it
I have the latest for LLL and lethal expansion core, any idea why im stuck on this?
same applies for your other moons
Might wanna provide the log file to see what's going on
good idea let me try running it real quick to get the results at the very bottom
oh now its deciding to work..?
See if subsequent visits work
The other to maybe consider is some potential incompatibility between your chosen interiors and/or the scrap that generates possily, if you do encounter it again do send a log to narrow down what it might be
Tried a bunch of times earlier it seems to be fine now, but I might turn off some mods to see further if it’s something in specific
the music plays indoors, not sure if thats intentional
Hey! Ummm....
I'm getting this error: [Error : Unity Log] "SetDestination" can only be called on an active agent that has been placed on a NavMesh.
And also a bunch of these: [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh
I think I started getting these after ordering something on Infernis...
...
Also, might a different issue, but I joined when it was foggy and saw some interesting black, blurry blocks on screen?
Can try to recreate the issue, but only in a little bit :P
these are definitely less of a big deal though.
The errors might be coming from the spiders outside
I'll have to check the spawn nodes for the warnings
Not sure what the blurry squares are though
But they have been a thing for a while now
oh, spiders outside!?
i haven't seen one but that sounds sick
They're a bit broken though
Yeah the idea of the moon was changed mid development so I changed the name as well
But I never changed the file names
I found that sometimes when spiders spawn on the outside they get stuck to the left of the ship and don't move. Similar problem on Etern with nutcrackers, they seem to concentrate in a spot to the right of the ship and then not move from it.
maybe that could be 0 0?
yeah... @finite bear , sorry if im pinging over something you already knew, but hoarder bugs are bugged on acidir too...
and i think its causing a bit of lag
I knew they were broken, didn't know they caused lag
Be a shame to lost them entirely
I'm guessing it's their pathing. You know if it'd be OK with just a couple of them?
Yeah, im guessing that would be fine, since there was very little lag when first dropping in - it picked up over a bit
I do have PathfindingLagFix
It would be great if this moon used LLL instead of LE
any critter that tries to run around and avoid the player will lag a lot if outside unfortunately
particularly, if critters specifically care about using rooms to determine their pathfinding since there aren't any for them to consider outside
@sharp hawk do you think you’ll add a config to control IF spiders can spawn on here? Id love to play with them but the map is high quality enough to play without them until they get fixed
Hey man I'm 100% certain you @d the wrong person. Try looking at their name again
Hello fellow Wesley
hello yes its me wesley
LMFAO
Sorry lol
Oh no there's 3 different Wesleys all in this discussion lmao
Lol
anyone know how the effects to make the interior seem hotter were done?
Sounds and particle effects no?
I mean more of the specific implementation, I'm not super familiar with modding
beehives spawn inside 
when fix? sandspider still Category Outside Enemy
It's a feature
beehives spawning inside is also a feature tho?
cuz the circuit bees dont damage in there
Yeah
hmm alright
but sad spider no dmg :[ in outside. if spider is chasing ofc that feature :))
Im really hoping that someone makes a mod fixing indoor to outdoor AI and vice versa
I'm not sure that it'll ever get fixed in the actual game cos it's obviously not an intended feature
it would likely take redoing the enemy AI from a foundational level since a large part of the issue is that outside space is essentially one giant room and many of the enemies seemingly use rooms / map segments to determine their behavior
Mm, it could happen though. Modding is still pretty early days and its something that keeps coming up more frequently
and infernis still no dropship when play multiplayer
Dropship only host can see. clients can't see
and i think you delete BaboonHawkAI right? because HullBreaker Company can't read the BaboonHawkAI when Event BaboonHawk
?
oh man, the burnt notes are super cool! now i kinda want to make a pack of note scraps similar to them, but for all moons
Hm, come to think of it I think Peach's Castle also had a similar problem of only the host could see the dropship in the past, however they managed to get their's fixed
Could maybe ask terra.ulf what they did to fix that said issue
i hope changed to LLL, because LE / LEC so many issue make some mods not compatible
Like this is Moons because Design is good. but sad this LE / LEC
True
is this concerning? @finite bear
its just 1 error, its fine, and I think it happens when you have both Infernis and Acidir installed (although tbh it could just as likely be a just-Infernis thing)
Functionality stays the same though
(if wesley says otherwise listen to him, but im pretty sure on this)
thx for the info sir
hey @finite bear whats the update?
Curious, how does this mod implement custom weather?
it doesn't have any custom weather
huh, what does dustclouds come from then?
its naturally occuring on some of the lower level moons, it just doesn't show up as a weather
Anyone know if this mod works withh modded interiors?
Been having problems loading in with modded ones
it works with the scp interior at least
works for me. Modded interiors use LethalLevelLoader, which breaks with LethalExpansion normally. To fix it, install LethalExpansionCore
Yea I have lethalexpansioncore and lethal level loader, maybe it isnt the modded interior but i highly doubt it
is there any other incompatibilities with any of them or nah
ill try to look into it more
I especially like the castle dungeon (Scoopys) on this moon! (although i know it doesnt fit flavorfully :P)
I actually set it there for me too lmao
custom bunker work all moons, but LE have conflict with LLL. better using LEC, but i recommended for no using LE/LEC because many issue. some mod cant work some mod get conflict like that
and i still waiting this is moon using LLL 
Facts
I use LLL with LECore and the only issue I've seen is the dropship being invisible to non-hosts
Even the custom scrap spawns fine and that's with a big modpack
do these moons use custom music???
i was running acidir and got some music + a bracken + a disappearing cat, all in all was absolutely terrified by the time i got out :P
for me the dropship is fine, all there is, if you open the dropship, it would place items.in mid air which is still able.to be taken, and im not sure if it was wanted.hut multiply bunker spiders spawn outside and then their just going on one spot and do nothing haha, and for the last point, bunker interior with this moon works great
I did do a custom music track that was in it for a while, got taken out tho cos we weren't sure how to implement it properly
Would like for it to be done properly sometime tho!
this is the bunker on infernis with update love the particles and sound effects they did it goes pretty well with it
infernis effects are awesome :P
Wow that combo works really well
"None returned from Asteroid-13"
while playing infernis and acidir it seems only the host can see the dropship and not other players where they cant interact with hit unless the host opens it for them which is in mid air to grab which that is fine but not other players not being able to see the dropship coming down.
read?
i could have sworn acidir had some kind of track (and it was really really good)
are there certain tracks that only play the first time you enter the mansion/facility?
why is infernis free for me
nope, never did one for acidir
is there anything special I need to do to get custom interiors working on Infernis? my game just closes with no errors when I try to assign one.
Use LECore instead of LE
I am on core already
do you want the import code or just a list
Just a list would be fine
is there a way to export just a list out of r2modman or nah
this is the code, at least
018d70c6-d630-6f97-8037-d7587dfc715f
oh wait
didn't realize LECore is on longer dependent on LE
that's why
test time :)
surpirsingly that wasn't the issue
still just closes
weird
LethalLevelLoader: Current Level + (Infernis) Weights List:
Level1Flow | 300
Level2Flow | 1
BunkerFlow | 1500 - Selected DungeonFlow
OfficeDungeonFlow | 300
CastleFlow | 5
SewerFlow | 1
SCPFlow | 5
LethalLevelLoader: DungeonGenerator Is: DunGen.DungeonGenerator
LethalLevelLoader: ExtendedLevel Is: (LethalLevelLoader.ExtendedLevel)
LethalLevelLoader: Scene Is: UnityEngine.SceneManagement.Scene
LethalLevelLoader: RoundManager Is: RoundManager (RoundManager)
LethalLevelLoader: Fire Exit Patch Report, Details Below;
EntranceTeleport's Found, Infernis Contains 4 Entrances! ( 3 Fire Escapes)
Main Entrance: InteractTrigger(Clone) (Entrance ID: 0) (Dungeon ID: 3)
Alternate Entrance: InteractTrigger(Clone) (Entrance ID: 1) (Dungeon ID: 3)
Alternate Entrance: InteractTrigger(Clone) (Entrance ID: 2) (Dungeon ID: 3)
Alternate Entrance: InteractTrigger(Clone) (Entrance ID: 3) (Dungeon ID: 3)
Found Fire Escape GlobalProp: (ID: 1231), Modifying Spawnrate Count From (3,3) To (3,3)
thats the end of the log lol, oh well
Here's me landing on infernis with your profile
should note that i got default interior
Look at the modpacks tab in settings
after further testing, it's specifically just infernis with specifically just the bunker interior that do this. weird but nbd
other interiors are fine. other planets by the same author work with bunker fine
Can you confirm if this happens even with nothing else enabled?
figured it out
i was using a size override on bunker
im guessing infernis hardcodes it's own separate interior size mutl so they were conflicting
only map i've encounted that does that so that's why it was only infernis specifically
to clear what the problem was, it was this being set to anything other than '-1'
@finite bear I was told you managed to get your lava to act uniquely, and I was wondering how you did it? My new moon is on a gas giant so I'd love to have something better than an impact kill when someone falls 🤭
All I did was place a trigger over the lava that kills players on touch
Ah okay, thanks!
Np
The new moons are almost ready for release
I know I've been a bit quiet but you can expect to play on them this week
Instead of adding a new post for each moon, I'm going to combine all my moons into one new post
Goat
nice
For those who haven't switched over yet, the new moons have been released!
I'd love to see a video of FacilityMeltdown and the volcano exploding triggering at the same time
Am I fixing or have I fixed?
Cause you can find a changelog on the mod page
Oh! Shooot mb
Lol, it's fine
Unsure of where else to ask because I don't see a thread for Cosmocos, but what's the difference between https://thunderstore.io/c/lethal-company/p/Magic_Wesley/Cosmocos_Last_Known_Position/ and https://thunderstore.io/c/lethal-company/p/Magic_Wesley/Cosmocos/ @finite bear?
#1204432295025578014 is the thread with all of wesley’s moons
Last Known Location of Cosmocos was part of a puzzle spread out through the entirety of their moons to try to find that moon
Cosmocos is the actual playable moon
If you want to play Cosmocos, download that second one
Infernis
Infernis
Infernis
Infernis
Infernis
Infernis
Infernis
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fernis
infernis
Infernis
is there gonna be a config to disable the custom scrap?
You’re in an outdated thread
Visit this (https://discord.com/channels/1168655651455639582/1204432295025578014) thread if you want to ask questions about wesley’s moons
Also no, there will not be a config for his moons. If you want, you can use LethalQuantities to change what scraps spawn yourself