#LC_Office / LC_Shrimp

1 messages · Page 12 of 1

strong thunder
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I will add that the moon weights were requested from the moon's authors. So it will match their lore / vision for their moons.
There currently are weights set up for wesley's moons, generic's moon, demonmae, rosiepies, altmoons, harvestmoons, nikki's mysterious moons, mythic moons (s1ckboy's), beanie's moons, and my own moons.
And this will all now be configurable through LLL's config.

spare sinew
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and will the halt and shrimp be changed in some way too?

strong thunder
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I have actually removed halt at least for now. I rewrote most of the mod's code (the elevator completely from scratch). so i dropped a couple things. but i also have brought back features that were removed in older versions such as the scrap items which should make up for that.

Piggy did give me permission to update their other mods if I want to and I have the project files. I'll probably address shrimp at some point but I have other projects to work on so he probably won't be for a while. but i would love to fix shrimp at some point. :)

exotic socket
spare sinew
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will still have shrimp disabled in my modpack waiting for it to work 🙏

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but omg im pretty hyped lc office is one of my fav interiors

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ahead of his time with the elevator

barren lake
spare sinew
barren lake
spare sinew
barren lake
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vow with storehouse is hard but vow with office is almost always a near full loot

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its in general much easier to find loot in the office in my experience

spare sinew
spare sinew
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interior weight i mean the map size

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interior size

barren lake
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i can try using central config to make it bigger then

strong thunder
strong thunder
spare sinew
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im too lazy rn to do config so i will patiently wait for the update

barren lake
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its just gonna be annoying but its less work for the modder so its fine by me

exotic socket
kindred plover
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As an Apparatus Hunter, I can't wait to get my hands on that custom Appy

azure comet
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That new Elevator music is peak btw

floral veldt
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that's been there, wdym

spare sinew
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is a bit different

floral veldt
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it's the same song just slowed down and pitched down ever so slightly

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actually not even that I don't even think it's any different LOL

midnight sable
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its not any different lol its always been there

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theres an option in the config to either have the music normal or slowed/pitched down

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its this btw, for anyone curious. peak

spare sinew
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so it is a bit different just from the default one

tiny blaze
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yo????????

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the goat interior lets gooo

spare sinew
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OG interior revival

velvet token
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CUSTOM APP? I THINK MY MOTHER FOR ME BEING ALIVE 🔥

opal raven
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Holy shit I finally get to play office

kindred plover
bright cosmos
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:O for real???

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I'm actually so hyped for this, my friends and I have been wanting some things fixed for the Office for ages

bright cosmos
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like, there's no mazes or ways to get lost, every branching path is pretty much a long hallway

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if new generation lets the long staircases connect to different floors though, that's going to be so peak

kindred plover
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And all the rooms on it.

bright cosmos
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Very true, I'm just being very hopeful

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the distance between floors on the elevator probably don't even match up with the stairs vertically for all I know, but the height of them always made me wonder if I basically moved to a different floor

tiny blaze
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the main issue i had with my group (apart from the desyncs) is that it was sometimes very easy for a bracken to get cornered somewhere that seemed like progress so he'd always aggro on us and we wouldnt we able to pass

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some could argue skill issue as u can actually kill one but we're not elite gamers sadly :v

bright cosmos
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Some of my friends are giga sweaty players and they can't even kill a thumper lmao

strong thunder
strong thunder
bright cosmos
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I kneel

barren lake
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I kneel

floral veldt
spare sinew
unborn bay
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halt being updated would be nice

floral veldt
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halt bros it's so over

strong topaz
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rare Jacob W

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all we need now is Buttlediversity™️

craggy sigil
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Now we just need Shrimp to function

azure comet
craggy sigil
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I just love Shrimp

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He's a great lil guy

azure comet
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He never works

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😦

craggy sigil
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That's why I said we need him to function

midnight sable
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shrimp kinda feels like he belongs in lethal honestly

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he was always fun to play with back when he worked xD

sturdy dawn
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Gg

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That was sooner than I expected

strong thunder
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yeah it was basically done when i released the teaser. I just wanted to get a couple rounds of bug sweeping in :)

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hopefully most things should be in pretty good condition but if anything game breaking is present i'll try to fix it when i get the chance

sturdy dawn
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Wow

midnight sable
strong thunder
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I'd also like to add while enemies are now able to sort of be inside of the elevator in this update at some point in the future when zaggy's finished work on their new api stuff we have plans to implement the ability for masked and modded enemies using PathfindingLib to be able to use the elevator in this interior

covert ridge
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yooooo

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im so glad this mods being redone

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i've always felt lc office and its enemies have been way too broken so im really happy yoiled

wheat spire
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WE ARE SO BACK

exotic socket
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it's so good

covert ridge
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the changelog is impressively long lmao

floral veldt
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jacobo cooked

azure comet
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It's so peak, the interior is actually at an optimized size now pog I never thought I would see it under 100mb lol

covert ridge
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yea thats one of the changes i was hoping for boiled

strong thunder
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just did some wiki reading and might look into dungenplus tomorrow 🤔

azure comet
wheat spire
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I think the death pits on the top floor could use some dark fog or something
They're not deep enough

strong thunder
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I'll double check that but im pretty sure they're already deeper than the facility kill pits by a bit. i don't want to add local volumetrics to those though because i know there's a limit to how many of those you can put in a scene before things get unhappy

wheat spire
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they are?
it doesnt feel that way

mossy ivy
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as you can see, this is proof that the ancient aliens constructed the LC office for their probing activities.
humanity couldn't of built something so complex.

feral meteor
unborn bay
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or it should have been atleast

feral meteor
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Ok thanks

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I love this interior and I can’t wait to try out the new tiles!

spare sinew
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Wait what is already out!?!?

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I just woke up omg

feral meteor
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Same

spare sinew
feral smelt
sturdy dawn
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also small clipping bottles (same stair room)

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but, I can confirm the traps are no longer conglomerated :]

jovial hedge
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should be a peasy easy fix

floral veldt
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ye we saw this yesterdays

sharp cosmos
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just tested it out for the first time, looks great. but never found the elevator..?

exotic socket
floral veldt
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I guess they meant they could never find it going in from the fire exit

sharp cosmos
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idk it mustve been some weird bug, i did go in main but i was somewhere ive never seen before, every time after that it was normal

feral smelt
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@strong thunder also seeing the pit return(if a but more fair) would also be cool

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important part is at 0:35+

feral smelt
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version 1

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it ANCIENT

strong thunder
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oh hey this clip has the old start tile

feral smelt
sharp cosmos
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trying to find a new moon to pair this dungeon with, anyone got any good ones?

spare sinew
# feral smelt ye, + the slope and pit

Would be cool that the pit was some sort of minigame like the cake room or painting room in wesley in the sense of if you beat it it gives you something as a reward

mossy ivy
feral smelt
mossy ivy
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I made that clip

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and added the random tiktok bullshit and I am apologizing as a joke acting like its something really bad

feral smelt
feral smelt
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old asf

jovial hedge
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so its a room that just kills you and makes all your loot impossible to retrieve

feral smelt
jovial hedge
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its cool but

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why...

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why did it exist in the first place lol

spare sinew
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Different times

spare sinew
mossy ivy
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it is

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I lied

spare sinew
bright cosmos
# spare sinew Different times

Earlier days of Lethal Company probably weren't as figured out, so having random bullshit happen to you probably felt natural yeah

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Even now some of my friends keep insisting to remove the Thumper when we play plink

feral smelt
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I like the idea of some kinda pitfall but needs to be more fair

jovial hedge
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i mean there IS pits now in the industrial section

neat oak
feral smelt
jovial hedge
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yah, i saw one

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parkour jump

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reminiscent of facilitir

neat oak
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Btw, is it normal for the item to shake when using the elevator?

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Like, drifting away from the hand and teleporting back

jovial hedge
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i dont think the elevator uses conventional parenting

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idk if jacob plans to, or already made it use parenting

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but that (should??) fix it

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would also fix dropping items mid descent or lift causing it to phase

feral smelt
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just like desync

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totally canon

sonic mango
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whenever I look at the cameras the framerate drops by a lot, is that normal?

feral smelt
sonic mango
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I do

feral smelt
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hmmmm

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not sure then

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was makings ure since it should help with camera lag

strong thunder
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Well your game has to render a lot more images. This update already reduces the resolution of the cameras in the main room a bit but if you're having a problem you can disable or reduce their frame rate in the mod config

sonic mango
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yeah I'll disable them, but i think it's because it renders like 4 or 5 cameras at the same time

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i'll drop a video if I can

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I guess I'll deactivate them

jovial hedge
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i personally think that only one should be shown by default

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and then a config to turn all of them on

strong thunder
jovial hedge
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doesnt need to make it complex

exotic socket
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having multiple cameras just doesn't run that good in general, it caused framedrops in black mesa as well and theirs were crazy optimized. there's also ||the one in the apparatus room, does that get affected by the config too?||

jovial hedge
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im fine with the config for all on / all off

exotic socket
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ok

strong thunder
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they also only render when you're within a certain proximity of the displays fyi

sturdy dawn
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clipping wood on the hall room :]

azure comet
azure comet
sturdy dawn
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scannable through walls on the corner room of the bottom floor elevator room

unborn saffron
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the main thing is, if you implement an fps limit (I would recommend that), the additional camera data should have persistent history enabled

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that is a hidden setting in unity itself, only shown when debug inspector is used

kindred plover
unborn saffron
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for black mesa, we have a fixed number of cameras render per frame (excepting the ones that are not enabled), and that acts as the "fps limit"

jovial hedge
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genuinely shockling

unborn saffron
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currently, it's not the best about frame pacing, so I'm hoping to alternate the cameras between the two terminals since the handheld ones can be disabled while the emplaced ones cannot

kindred plover
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It's all a part of game testing

unborn saffron
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takeaway being that it's good to make sure that the number of cameras rendering per frame is consistent to avoid the frame times jumping around

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if it's rendering less than one per frame (i.e. on an interval based on a framerate limit less than the game's) then all you gotta worry about is making the renders not coincide, I think

sturdy dawn
strong thunder
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i think i may need to add more spiketrap spawns because i'm starting to notice them spawning stacked and weird on some moons lol

strong thunder
sturdy dawn
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and got tapped on the 3rd floor

strong thunder
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Dropped a new update. Fixed almost everything that's been brought up in this thread. I knew about a decent amount of the things reported already so fixing them was pretty quick and easy.
New update adds DunGenPlus as a dependency. I did some tweaking to get everything squished together more and now there's 2 main branches that are smaller which should mean more tiles on each floor.
There's a config to revert it back to basically 2.0.0 generation with 1 branch and a larger size along with a silly option for 3 main branches that causes a pretty large generation if you want to mess with that. (i wouldn't recommend playing normally like that but it is pretty fun having all the floors generate big)

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also the githubs for LC Office & Variety Mod are now up to date

unborn saffron
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holy moly

covert ridge
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these updates are really impressive

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a popular mod getting resurrected is one of my favorite things to see

primal sail
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Now we just need shrimpy boy back greed

wispy stirrup
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i believe that’s the same reason why OpenBodyCams has it as their default

sonic mango
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I think the entrance map might be bugged after the update, the top floor seemed to render even though it says that there's nothing there

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and the camera shakes every few seconds, is that intentional?

ornate star
sonic mango
ornate star
sonic mango
wide urchin
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any good mod that changes the elevator music to be more mysterious and sad rather than happy and fast?

ornate star
wide urchin
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thats 2 diff things

ornate star
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Just pitch, the original config piggy made (cause he likes it)

wide urchin
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ok

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ima use that then

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and i think its enough

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ty

bright cosmos
kindred plover
wide urchin
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did you mean "is the red apparatus finally lootable"

kindred plover
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Or should I say was default

spare sinew
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Is the experimental app option from old office now a thing?

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I always wanted to try it out but i was scared of the (EXPERIMENTAL)

jovial hedge
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theres an appy tile you pull apparatus from, which turns off the elevator until you plug it back in

spare sinew
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🔥 Fuego

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So if i left the elevator in another floor is ggs?

jovial hedge
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and remember ladders exist

spare sinew
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😁

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I guess you could throw it out to the bottom

jovial hedge
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i know

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but

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plug into elevator

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and

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if its a top floor

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drop it down then climb down

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both work

spare sinew
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I really want to try the new office i havent had the time to do so 😭

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Yesterday i was only testing some really small and silly thing

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That used all day

wispy stirrup
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okay I don't actually believe LCOffice actually uses LethalLevelLoader for it's dungeon scaling

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this is the size of the interior when setting the amount of dungeon paths to 3, and the dungeon scale between 0.1 and 0.2, spoilered in case people don't want to see any new tiles that happen to be in the picture

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as you can see, even with the very small and strict dungeon size, the interior is still HUGE

sonic mango
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that is HUGE

obtuse patio
# wispy stirrup

i think you need to set the Dungeon Size Scaler to 1 or more to shrink it down (?)

wispy stirrup
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thats

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wow that's weird

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okay i'll give it a go

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yeah no that wording is not correct if setting it to 1 works like how setting it to 0 is supposed to

obtuse patio
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yep

wispy stirrup
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nvm it wasn't that

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also despite setting the dungeon paths to 3, i usually never see the second floor really get anything on it

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it's always the first and third

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second gets like 2 tiles and it ends

tepid wind
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I remember people mentioning a problem with it but no one made a proper issue on github so i keep forgetting about it

strong thunder
past bluff
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Hyped that LC office got an update! This normal though?

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^Or should I not be concerned

past bluff
strong thunder
strong thunder
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i also don't remember that ever coming up in any of our playtest sessions

past bluff
strong thunder
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um maybe? i'd have to look into it at a later point

past bluff
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Gotcha. I've only ran the interior twice so far and that was the only difference between the days. Just thought I'd mention it since it's a potential correlation.

past bluff
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I do have two question about the update.

  • How rare is the new apparatus tile? Out of 15 loads, it only spawned twice. (Using Adamance as the testing ground)
  • In both instances that the apparatus was present, the interior had red fog inside (similar to the halloween event fog)
strong thunder
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the interior fog is a rare vanilla thing. you just happened to get (un)lucky and get both at the same time

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new apparatus tile wasn't that rare but because it's pretty big i think the 2.1.0 update indirectly made it a lot more rare. you're definitely more likely to get it on larger interior size moons. although the interior is moreso optimized for medium sized interior moons. i want to make it more common again but im in the process of figuring out the best way to do that because i do think the generation in the latest update is a lot better using the dun gen plus stuff

wispy stirrup
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also yeah dude speaking of tiles like

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the new ones are awesome

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it's so cool exploring all the new stuff

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some of the tiles are like

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DAMNN long

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but i know my friend group usually plays with increased speed regardless so it's not much of a hassle

strong thunder
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i based the tile scaling off of the elevator room that way the bottom floor could actually interconnect with it's self but yeah it is pretty big. i know a lot of people are going to complain about big interior generations especially if they get it on like titan or something but at least i'd rather it generate on the too big side than the too small side

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also going smaller leads more often to no tiles generating on most of the floors which is sad :(

wispy stirrup
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yeah i've seen some odd tile shapes, but i do see why they were made like that since it allowed them to actually loop around

strong thunder
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alright i wrote some code for the next update to get the elevator indicator sign to actually work. (there was no code or animations for it before as far as i could tell so if it did work previously like some people say then i couldn't find any trace of that left)
but i made it work now so that's cool. I'm going to take a bit of a break then i may work on a couple new tiles...

jovial hedge
wispy stirrup
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niceee

jovial hedge
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this results in one almost always generating, and always deep in the facility

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but it wont impact other stuff too much

strong thunder
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yeah i didn't do that on purpose because i wanted it to be a not a guaranteed spawn. i played around with it for a long time to get it just how i wanted it for 2.0.0 then immediantly broke it in the next update so i have to play around again lol

jovial hedge
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am i wrong, or is appy pretty much gauranteed in facility in vanilla?

strong thunder
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yeah but i don't want that in office

jovial hedge
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valid

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ig in office it does make more of a difference

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cus ya know, elevator

past bluff
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Funny thought since the apparatus isn't a guaranteed spawn. If no apparatus is present, elevator out of order, have fun on the ladder XD

strong thunder
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lmao

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this is a great idea let's add this

past bluff
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Would create an incentive to keep one on ship should you need it lol

strong thunder
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actually that could be fun if there was like a config or something for there to be a small chance the elevator starts off and you could bring an appy from somewhere else to power it and make the place easier to explore

past bluff
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But if using meltdown (which raises the value) it becomes a critical choice of "Do I sack 240 credits to easily traverse the office, or do I take the risk and slower traversal"

strong thunder
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if people would actually like me to add that as a config or something lmk and i might do it

past bluff
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But would you really be sacking 240 credits? B/c you can remove it from the elevator when your done right?

strong thunder
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yeah you can remove it when you're done

past bluff
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Was kinda doubting the suggestion until I remembered that it can be removed once done

strong thunder
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btw idk if anyone else has tried this yet aside from me but if you get something like wesley's interiors that has apparatuses that aren't very apparatus looking and socket it in the elevator it's really funny

past bluff
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I haven't tried it yet. My main pack uses his moons and interiors but I'm in the process of allocating a unique interior to every moon. It'll happen eventually for me.

bright cosmos
strong thunder
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if i did add that i'd probably have it at 0 by default but you could like config it to whatever chance you'd like

strong topaz
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On a slightly related note, have you also thought about breaker box power affecting the elevator too?

kindred plover
bright cosmos
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Yeah but two-handed scrap wouldn't be able to travel up it

kindred plover
spare sinew
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😈

past bluff
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Did a little bit of oddball testing of things to try and "break" the elevator or cause Meltdown conflicts. None of these caused the elevator to mistakenly fall or the meltdown sequence.

  • Bring an external apparatus inside when the natural one has NOT spawned, slot the external one, and pull it. No Issue.
  • Bring an external apparatus inside when the natural one HAS spawned, slot the external one, and pull it. No Issue.
  • Bring an external apparatus inside when the natural one HAS spawned, slot the external one it, and go pull the Natural one from its room. No Issue

I did manage to find something, but it's a niche setup.

  • Pull the Naturally spawning apparatus and cause the elevator to fail. Slot any apparatus into the elevator, select a floor, and yank it back out before the door closes.
    This causes the elevator to move to the selected floor without power & after arriving at the floor, the wall panel will correctly display "No Power," but the elevator will not correctly fall back down to the bottom floor. You can correct this by reslotting & re-removing an apparatus again.
past bluff
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Also, just reporting a similar issue with the current version of LC_Offce that I had with DemonMae's interiors.
If Wesley's Interiors & LC_Office are enabled at the same time, it throws this error.

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If I disable one or the other, the error vanishes. They both have zero issues/errors when other interiors are enabled; it's just between these two. When I reported this to DemonMae, they said that they added a network component to the object and it fixed the problem. If it worked for their interior, perhaps it'll work with LC_Office?

valid jackal
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Is there any interest in reverting the codenames of LC_Office's elevator's music so BoomboxBSide's LC_Office elevator music remains compatible with theirs, or is that just not how Loaforc's Sound Api works?

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It's 6 AM rn, and I am shittingly tired, so apologies if my wording is ass

strong thunder
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uh im not familiar with whatever mod you're talking about but i did redo most of the elevator code. i have the elevator music player as it's own component that's seperate from the elevator now. did that mod refrence the tracks out of the old versions plugin class?

valid jackal
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I would assume so, but I can't read code, so I cannot say

strong thunder
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i still have the refiltered ones but idk if they're included after doing the bundle optimizations

floral veldt
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perhaps not

valid jackal
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Are fire exit mimics still compatible with LC_Office?

ornate star
bright cosmos
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floating seat

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funi

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Also was playing with friends, the interior generates so deep now, we can't even full clear experimentation

strong thunder
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PFF

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yknow a lot of people have been saying it's too big after the update. i did most my balance on adamance since it's the highest weight vanilla moon and i thought it was alright but ig I'll look into what i can do.
the biggest issue is the tiles themselves are just big so i think i have to make very short paths which will make it harder to find some of the cool tiles

bright cosmos
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I obviously don't know how it's built, but it might just be the fact there's two main paths being generated? I don't know if that affects the size at all, but even on Titan (a moon we love to Office on), we were struggling to find loot where we'd normally see a lot, even on Facility.

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We still love all the changes, we were basically screaming in joy at every issue we had suddenly being fixed yoiled

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the top floor is so much cooler now, we love it

floral veldt
bright cosmos
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As long as they're not too rare. In the old Office I'd basically be told legends of a desk tile (it didn't have loot)

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I like the rarity of the belt room in facility. You're not guaranteed to see it, but it still crops up often enough to be a really solid landmark for exploration

floral veldt
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mhm

floral veldt
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top floor has some of the neatest tiles imo

bright cosmos
past bluff
bright cosmos
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Could do, but I do like my interior variety. And yep, I made sure it was on when testing

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I can always doublecheck, but for now I've set it in LCOffice's config to have 1 main path for now since that seems to reduce the size reasonably enough for multiplayer

past bluff
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Gotcha. I understand liking interior variety, & never knowing what you'll get ahead of time.

bright cosmos
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Yup, also running Map Improvments because the random variance of the exterior makes that extra fun too!

past bluff
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I'm between giving it to Titan or Artifice. Whichever doesn't get offce gets Area71.

past bluff
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Ty for mentioning it

bright cosmos
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Yw perceive it's also apparently compatible with RebalancedMoons if you're wanting to go in the deep end right away, though I haven't tried it myself

floral veldt
solid hearth
bright cosmos
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Maybe in the update the config reset your option to pitch down the elevator music?

solid hearth
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Also another issue with the elevator I noticed is trying to drop items from the belt bag onto the elevator floor now causes them to fall through the map (this didn't happen in previous versions)

strong thunder
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in the folder of the audios there's normal, low pitch and for some refiltered audios. i just plugged the normal into the default and the low pitch into the low pitch config when i remade things. i can switch the normal tracks out for the refiltered ones if you guys want. they are noticeably different but tbh if i didn't side by side compare them i don't think I'd notice the difference which is why im suprised so many people seem to be mentioning i changed the audios lol

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you can also just play with the low pitch config enabled to get all the tracks like that if you want

solid hearth
bright cosmos
#

huh, odd

bright cosmos
solid hearth
strong thunder
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like i was saying, if you want a lower pitch version you can enable that in the config and it plays the low pitch variations of every track

jagged merlin
jovial hedge
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ik, but still\

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it simply doesnt fit lethal logically

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cus... you just die

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and in the upturned it leads to a chase sequence with the wermington

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it doesnt just... kill you

jagged merlin
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Well yeah if it was reimplemented in the mod it'd obviously have something you could do to not fall. There are plenty of traps in other modded interiors that are equally unfair imo.

valid jackal
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Unsolicited critique; I miss the elevator's panel light immediately going up/down depending on which floor you were going to, not changing until you actually get to the floor you're going to, and also the elevator feels weirdly quiet without the ambience of it constantly rumbling as it's going up/down the Office

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Unrelated bug report; you can see the translucent base the double door fire exits utilizes

floral veldt
strong thunder
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also just getting the more direct feedback that you've selected your target destination feels nice imo

valid jackal
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It's more confusing this way to me and also less satisfying since it's no longer in sync with the going up alert sfx

strong thunder
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oh wait i thought you were saying that it didn't do that before not that it's not doing that now. i read your messages wrong my bad

valid jackal
#

Yeah the original behavior, if we're on the same page, is missing in the rework

strong thunder
#

yeah i agree with you then if it is not doing that and i will change it

valid jackal
#

W

#

Thank you

strong thunder
#

btw sorry guys for not finishing the office update as quickly as i wanted. i had a little bit of a personal episode so i didn't work on my other mods or office much the past like week or so.
good news is zaggy's pathfinding api update is coming along nicely so i may be able to implement office elevator compatibility for enemies sooner than i expected... (if all goes well)

wispy stirrup
#

dw about it dude take your time

novel python
#

Sorry im just curious but which moon has the highest spawn chance for the office?

livid python
# novel python Sorry im just curious but which moon has the highest spawn chance for the office...

||Halation:250,Espira:25,Mazon:75,Rockwell:100,Makron:25,Pandoramus:300,Kaleidos:25,Flicker:100,Pareidolia:300,Experimentation:35,Assurance:65,Offense:65,Adamance:280,Embrion:40,Dine:160,Titan:80,Temper:100,Cambrian:150, Desperation:150,Thallasic:300,Icebound:300,Pinnacle:260,Gorgonzola:100,Siechi:2,Arelion:40,Hyve:56,Calist:166,Asteroid-13:126,Motra:16,Utril:86,Filitrios:26,Alcatras:136,Gratar:46,Fission-C:106,Polarus:256,Oldred:56,Trite:256,Demetrica:196,Cubatres:126,Cosmocos:150,Hyx:150,Affliction:75,Summit:250,Haul:75||
||Office:250,City:100,Canyon:20,Valley:10||
those are weights from my untouched LLL config (as I'm depending on LethalQuantites) for LC Office
those weights obviously depends on weights of the other modded interiors if you have any, and as well vanilla interiors

livid python
#

but by the looks of it, if we take only vanilla moons without any modded interiors, then adamance & dine should have the highest chances

livid python
valid jackal
#

Once you see it, you can't unsee it

signal galleon
#

(walked right by this dude sob)

strong thunder
#

Just posted new update. Main keynotes are smaller dungeon generation and 4 new tiles. Have fun!

obtuse patio
#

Awesome!

strong thunder
#

I also want to bring up that i left a config to revert back to big generation like before. The reason i didn't want small before is because it leads more often to dead end floors...
but since the floor indicator logic was also added in the same update maybe that isn't as much of an issue? either way i realize im probably in the minority for liking the large generation so i made it an option for myself and made the default smaller

bright cosmos
# strong thunder I also want to bring up that i left a config to revert back to big generation li...

Big generation is definitely fun! If vanilla interiors became as big to compensate it'd balance out fine I think, but it definitely felt like getting office just meant we just rolled a dice that said "Can't loot everything this run" so I temporarily set things back to the old one path generation and my friends said it became much nicer to loot. Though I personally missed having our work forces split to two different floors, so I'm really looking forward to trying out this new generation size 👍

sonic mango
vast grail
#

amazing rework! I'm so happy to see this interior get the love it deserves. I was wondering about the elevator shaft ladder though: not sure if it's intentional that you'll usually fall to your death if you try to take the ladder from 3F while the elevator is at 1F, but if so, the ladder climbing trigger should probably visually line up with the model better. right now you drop off the ladder a bit before the ladder model ends.

jovial hedge
#

i agree with a bit of the ladder stuff its odd

#

but its not that big of an issue

strong thunder
#

im pretty sure those ladders are using the extension ladder model instead of the normal ladder model too lol. it's something i probably will adjust.

as for the falling when elevator is on bottom floor from the floor 3 ladder, if you hold in a direction when getting off you will land on the edge and be fine. you just have to be concious of it. if you struggle you can also drop off the ladder slightly higher so you have more time to move while falling. but that isn't necessarily

valid jackal
#

the Office does not need these big-ass tiles, and if it really does, then the weights of said tiles should either be lowered, or the Office should spawn +6 scrap, like how the Mineshaft does, which has a similar loot density issue

#

No matter how much I fiddle with CentralConfig's and LC Office's settings for the interior, the loot density is still generally bad if I'm trying to keep at least two-three floors not devoid of paths to scrap in

#

If I don't try to keep that, then the problem is technically solved, but only one floor generates a set of tiles, essentially turning the Office into another Mineshaft, which I don't want, and I imagine isn't apart of your vision of the Office

#

Don't get me wrong, I love this interior (Which is why I use it), but this is a serious issue that heavily impedes on gameplay, thus Imo should be looked into more, not that you haven't already

valid jackal
# valid jackal I'm gonna be real,

Not to mention, said big-ass tiles can be sometimes impossible to go through without dying to a turret if you don't have a ship guy, as seen here in the fourth screenshot

#

I imagine Titan would not treat this interior very kindly

#

Oh yeah, this too, even though this might not be Office's fault

strong thunder
# valid jackal I'm gonna be real,

only one of these tiles is actually one of my new tiles, plus a lot of other people agreed i should make those rooms more common then they were before because they very rarely spawned making most people not realize they existed.

as for that turret hall there's usually separator walls in the middle but you got really unlucky generation and im sorry about that. 3 turrets and no middle walls rip. i might make a modification to that tile to compensate for that.

strong thunder
#

when i was doing rebalance testing for the latest update i figured the new size was alright since i was even seeing 2-3 items spawning in some of the rooms. i noticed your imperium ui showing some modded moons maybe their balance isn't mixing well with the interior? either that or i think you might've gotten pretty unlucky in general.
don't get me wrong i would probably be upset if those spawns happened to me while playing too, you're completely valid. I'll look into it further at a later point in time.

jovial hedge
#

when i do gigantic rooms for my interiors i make it so they can generate only once, and typically deeper in the facility

#

perhaps you could try something similar jacob?

floral veldt
#

that seems like a good idea

jovial hedge
#

its what I do with the giant garage tile in hangar and cargo bay in storage complex

kindred plover
#

I still like the idea of big rooms, but they require lots of objects and separator walls to break line of sight with turrets and other entities.

#

But yeah, I don't know what to do in configs to solve the loot density issue. It seems like that would require a moon to just be high in loot overall.

jovial hedge
#

cus u can just choose not to have turrets and such spawn in a room

#

its that shrimple

kindred plover
#

That too

jovial hedge
strong thunder
azure comet
#

@strong thunder I kinda hope so see the missing script references get fixed eventually

strong thunder
#

i fixed a lot of them in the latest update but nto all of them. also reminder it just says that when the bundle loads initially. it does nothing in game

azure comet
#

Yeah fair lol I did notice it's less than when I first used the interior XD

honest furnace
#

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LCOffice.Patches.TerminalPatch.RunTerminalEvents_Prefix (TerminalNode node) (at <6406f2aeb2f74172ad50c53b9babe36b>:IL_0017)
(wrapper dynamic-method) Terminal.DMDTerminal::RunTerminalEvents(Terminal,TerminalNode)
(wrapper dynamic-method) Terminal.DMDTerminal::LoadNewNode(Terminal,TerminalNode)
(wrapper dynamic-method) Terminal.DMDTerminal::LoadNewNodeIfAffordable(Terminal,TerminalNode)
(wrapper dynamic-method) Terminal.DMDTerminal::OnSubmit(Terminal)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049) TMPro.TMP_InputField.SendOnEndEdit () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_000E) TMPro.TMP_InputField.ReleaseSelection () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001B) TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_00B0) TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_007C) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <17de86d66286445fa95af59fa8fa644d>:IL_0000) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at <17de86d66286445fa95af59fa8fa644d>:IL_0067)
UnityEngine.EventSystems.EventSystem:Update()

#

I'm getting this when trying to use the terminal on ship. Not sure why LCoffice is doing this.

#

And I do have the interior on the moon while trying to use the terminal

#

can confirm going back into orbit allows me to buy again

strong thunder
#

is this on the latest version?

honest furnace
#

yes

strong thunder
#

alright lemme look

honest furnace
#

It happened while trying to get Gals. didnt test with other shop items.

#

but it works everywhere else.

#

which is very ironic seeing your name lol

exotic socket
#

this seems similar to the error i was getting earlier when it wouldn't let me buy piggys variety mod items when office was active

#

same terminal patch throwing a fit

honest furnace
#

Ok it seems to affect modded stuff. I can buy a pro flashlight but when trying to buy other modded stuff it errors.

exotic socket
#

that would line up

#

it didn't like it when i tried to buy gummy flashlight

honest furnace
#

Yep anything modded you can not buy.

exotic socket
#

but if the interior isn't generated then it doesn't care

strong thunder
#

sorry what where you trying to buy from the shop when getting the error? & what mod is it from so i can do quick tests

honest furnace
#

Its anything modded. For me I tried buying any of the Gals from code rebirth.

#

Elite Flashlight, Smart Cabnet, Wide Cabnet

exotic socket
#

ok so affects store items too

honest furnace
#

Anything modded it would error.

strong thunder
#

oh no i have to install code rebirth

#

/j

honest furnace
#

I tested and tried to buy a pro flashlight and it worked and elite flashlight thats modded and the elite broke too.

#

but the pro worked

honest furnace
#

You own the gals

#

temporarily

strong thunder
#

is there a config or something i need to change? i don't see any shop items after installing code rebirth lmao

honest furnace
#

they aren't in the store section

#

they are in furnit

strong thunder
#

?

honest furnace
#

furniture

#

just type swrd1

#

or daisy

#

or seamine, or miss cruiser

#

those are some of the Gals to buy

strong thunder
#

do i need to get them in rotation then?

honest furnace
#

not sure. They are always there for me on my terminal

#

and not on a rotation

strong thunder
#

o wait i just realized code rebirth didn't load bc missing dependencies in the log i fix now lol

honest furnace
#

LMFAO

strong thunder
#

i love this for me

honest furnace
#

LMFAO

jovial hedge
strong thunder
#

posted a fix. it'll go live whenever thunderstore feels like it

honest furnace
#

Sweet!

#

Everytime I do testing I break stuff lol

strong thunder
#

i already did a fix to that patch in an earlier update so i thought it was fixed but i didn't expect modded terminal events to possibly leave another field null lol

#

it's all good tho it's super easy to add some null checking

sonic mango
#

I was playing the map and every few seconds the "lights flickering" sound would play, is that intentional?

floral veldt
#

that is because lights were flickering

valid jackal
#

because solar flares flicker the lights every few seconds

floral veldt
#

also yeah

#

it's either ghost girl stuff or solar flaer

valid jackal
#

It's definitely not a ghost girl since the lights were apparently flickering every few seconds for the entire round

#

She only flickers the lights when she disappears

#

Either that or a Light Eater, however the fuck that entity works

sonic mango
#

Sorry for the inconvenience 🫣

strong thunder
#

nah you're good lol

#

i know in play tests before the rework initially dropped i kept finding audio sources that were set to be global sounds so it's not an unreasonable guess.
i think hopefully all of those were gotten before the release.. at least i haven't seen any reports of that so i think we're good

barren lake
#

hi, is the lethallevelloader custom dungeon thing not loading after an update past 2.0.0 or is that just me?

royal void
barren lake
#

yes, multiple times

#

i reverted back to 2.0.0 and it worked, for some reason

#

i think the issue was dungeongenerationplus wasnt on

azure comet
#

Yeah that would do it

#

DungeonGenerationPlus is a dependency

barren lake
#

because i had it turned off, and gale never really screamed at me to re-enable it CompleteFailure

azure comet
#

It won't load without it

barren lake
#

yea i figured i saw it as a new dependency

azure comet
#

Why'd you have it off anyways?

barren lake
#

just a bit chunked that gale didnt scream in my ears but whatever XD

#

i had it for scarletdevilmansion and i turned that and it off because i didnt think id need it again

#

the less mods the better

#

for performance

azure comet
#

Well it depends tbh

#

Smaller interior mods won't hurt performance much but larger ones like Wesleys I could see having more impact cus they're always loaded in ram and Wesley's add over 1gb to ram usage

barren lake
#

wesley makes good stuff but jesus christ its large and thers like 5 interiors

#

id also say it has its own style but im not entirely sure

azure comet
#

It's cus some of them are really high quality, the only one that is large that shouldn't be is probably Grand Armory but that's cus he hasn't updated it yet

#

The rest have all been as optimized as they can be

barren lake
#

grand armory is cool, definitely well designed since its more vertical but im curious to see him touch on it again

spare sinew
azure comet
spare sinew
#

I have really bad fps on it

azure comet
#

Really?

#

I don't

spare sinew
azure comet
#

If you get bad fps in the elevator tiles try adding GoodItemScan tbh

#

I got lag without it that I don't get with it

spare sinew
#

Is not unplayable but it does remove ≈ 20 fps from my game

azure comet
#

Same thing happens near Tesla Gates

barren lake
#

is it 30 or 140

spare sinew
barren lake
#

ok fair :3

spare sinew
#

In orbit you could say a trillion fps

#

But in the interior...

#

Mmm around 50-80 maybe

barren lake
#

jeez

spare sinew
#

Yeah, i have a lot of mods and not the best pc

azure comet
#

I only ever got fps drops on a handful of moons if I got Slaughterhouse

spare sinew
#

But it works

barren lake
#

yeh

azure comet
#

It's an interior mod yeah

barren lake
#

GoodItemScan by TestAccount666

azure comet
#

Oh yeah

#

I recommend GoodItemScan

spare sinew
#

Why do that name is familiar

azure comet
#

it optimizes the vanilla scan system

barren lake
#

they probably made a bunch of good mods im not sure lemme look its familiar to me too

azure comet
barren lake
#

ah they made shipwindows

spare sinew
azure comet
#

lmao

spare sinew
azure comet
barren lake
#

What the fuck why is there a mod that just renames all radar boosters to Daryl by them

azure comet
#

Probably was a meme mod someone asked him to make

#

idk

#

XD

barren lake
#

i fuck with it XD

spare sinew
#

It improves fps by 2 million%

barren lake
#

thatd be really funny if it overhauled the entire code of the game secretly

#

an inconspicious mod name Daryl

spare sinew
#

Well first time i used them i had a bit of lag but after adding performance mods the lag went away

jovial hedge
#

the fps bits on mine is probably from the volumetric fog or particles but idk.

#

greed i wanna make it better somehow

azure comet
#

Are you using LethalPerformance and LethalSponge? If it's cus of Volumetrics of Particles those will fix it

#

That's just vanilla being vanilla if you're not

spare sinew
#

That sometimes work

barren lake
#

i love huffing performance mods to make the game go from 50 to 80 fps

spare sinew
#

idk why was that

#

but i gave it a second chance and it worked

barren lake
#

wtf xdx

floral veldt
#

i love daryl

#

he's my bestie

jovial hedge
#

gilbert is the best imo

floral veldt
#

FUCK gilbert!!!

feral meteor
#

@strong thunder

#

could you fix this

#

when a tile gets cut off the texture does not align

jovial hedge
#

thats been there for ages

strong thunder
#

those door blockers are painful and tbh I'd rather just not. They're really weird, they use a different material from the normal walls. not to mention all the rooms in the interior have their trims at different slightly heights. so I'd either have to change the walls of every tile or make custom blockers for every doorway. all seem like more trouble than it's worth.

#

so uh, they can just look a little ugly im fine with that.

queen jasper
#

I use blender now, but at the time I didn't know how to use it, so I used probuilder instead. I tried to match the height, uv and smth like that, but there was a problem that they were misaligned even when I used snap so I just gave up and made separate materialBabyManater

strong thunder
#

tbh im kinda glad you left them as pro builder meshes. it made it super easy for me to modify the old tiles

spare sinew
jovial hedge
#

sure it would still be very visible that its a mimic

#

but at least theres no gaping hole

spare sinew
#

but then its the mimics fault?

jovial hedge
#

hmm

#

true

spare sinew
#

i thought this was bc of Office

#

i remember it happening on the old version too

#

but idk if its the mimics fault or Office

jovial hedge
#

its sorta both

#

mimic has absolutely zero support for doors any wider than vanilla

#

and office has doors wider than vanilla

#

shrimple as that

#

but its mostly mimic's fault

#

there might be an interior blacklist you can use? idk

spare sinew
#

yeah actually its an interior whitelist, and LC_Office comes by default

#

so i thought it had compatibility

jovial hedge
spare sinew
#

so everyone has the same experience

royal void
spare sinew
#

wait

#

the old version did had double doors

royal void
#

Did a quick discord search & apparently it did have double doors, I must have had bad luck on not finding them in 2024. But that message also said it had compatibility before double doors were added back then as well, so shrug

spare sinew
#

in fact it had double fire exit doors

strong thunder
#

iirc the double door was only used on 2 tiles in the original version. when i made the warehouse sub tile set for the rework i decided to reuse them to make them a more prominent feature

spare sinew
#

So it isnt fixable :c

strong thunder
#

it'd probably have to be on the mimic creator tbh. sorry.
if say it grabbed the door socket it was replacing and made sure it's scale was within a certain range for compatibility that'd probably be the best solution.

#

or ig it doesn't necessarily have to be a blocker in a socket. nvm that suggestion

kindred plover
#

At least the Mimic was courteous enough to let you past it.

#

What a nice Mimic

feral smelt
#

I bet some of the newer tools could make it way more compatible

#

with other interiors

wary flare
#

Could cover up the holes on the sides too

#

I could send the stuff I have for circus Mimics, only downside is it'll show the missing Mimics.dll warning if playing without it installed (can't really do much about that though)

exotic socket
#

very slight nitpick, is the ceiling fan supposed to have an emissive material like the othe rlights?

livid python
#

is LC Office compatible already with wesley's interiors?

exotic socket
livid python
#

I heard that office was broken with wesley interiors installed, so I just wanted to make sure

exotic socket
#

Hmm

#

I haven't tried both at the same time

livid python
#

idk exactly what, but it's all I remember

vast grail
#

I've been using both for a long time and haven't had any issues that I recall. If there are any weird incompatibilities with Office it'd probably be a moon, not an interior

livid python
#

alright gotcha

#

I'll be playing with both those mods this evening so I was just curious in this report

strong thunder
#

nah it's fine. you can even use the custom apparatuses to power the office elevator if you want lol

calm verge
#

Hey how is shrimp doing

floral veldt
#

sadly

calm verge
#

I miss that hound

floral veldt
#

I miss the beast

livid python
#

I miss that bastard that ate my cat

midnight sable
#

shirmp 💔

kindred plover
#

shimp

sturdy dawn
#

simp

floral veldt
#

imp

opal raven
#

mp

spare sinew
#

p

exotic socket
spare sinew
#

p

#

what are the scraps lc office adds?

#

i heard the screwdriver comes from here

sturdy dawn
#

yup

spare sinew
#

what else

#

does it also add the toolbox?

exotic socket
#

do u have a pic of the toolbox

#

there are multiple mods that add them

floral veldt
#

it's an upturned asset, but I don't got a picture

#

there's the toolbox, the screwdriver and the coin

#

I forgot if there's any other ones in there

midnight sable
#

this is all of them

sturdy dawn
#

the Upturned

midnight sable
floral veldt
#

i love and hate that thing

#

it's really funny looking

midnight sable
#

i love how youre clearly holding it with one hand but its a two handed item lmao

floral veldt
#

THAT TOO

spare sinew
#

im mostly asking about the scrap bc ive seen the toolbox be struck by lightning inside

#

and also bc they are almost the only scrap spawning on non wesleys moons so if i could change the weight it would be cool

midnight sable
#

i got it from the mattys fixes config

spare sinew
#

okok thanks

#

and yeah im not the only one having lightning strikes with lc office scrap

signal galleon
midnight sable
signal galleon
strong thunder
#

Don't worry shrimp has been given his daily walks and plenty of treats

signal galleon
jovial hedge
#

turn him unto fruit smoot thie

midnight sable
signal galleon
#

TulipSad..

kindred plover
hot cloud
#

Kinda wanna look into improving the elevator for this mod

#

making stuff interact less buggy with it and having it crush ppl it lands on

#

this is just kind of stupid

#

i think its time to retrofit the poor thing with the new system zeek made in v55

midnight sable
#

LOL wtf

floral veldt
hot cloud
#

this isnt my clip

#

but ive had this happen to me before

#

or enemies just getting stuck trying to enter the elevator

#

but yeah, im gonna look into it, i also want to look into doors having collision when opening when they shouldnt (if that hasnt been patched already)

floral veldt
floral veldt
#

pretty sure all of em actually

hot cloud
#

ah, good

floral veldt
#

cuz I bugged jacob about it back when we tested

hot cloud
#

always bugged me

#

still. that poor damn elevator needs some love

#

I'm confident I can repair the original behavior of it too

#

being powered by the apparatus

#

I loved that so much. Still pains me it doesn't work that way anymore

floral veldt
#

im p sure jacob already redid it

floral veldt
#

i mean when i played that never was the case

hot cloud
#

when i played it was

#

it was awesome

floral veldt
#

im p sure you can still do that though, isn't it a thing in the config?

hot cloud
#

unless its been fixed its severely broken

floral veldt
#

i don't think jacob would leave a severely broken feature in the config and not have fixed it back when he pushed the big update

#

did you check changelogs?

#

i could be wrong honestly, i never tinker w the office config

hot cloud
#

I don't think anything was mentioned regarding the apparatus functionality

midnight sable
hot cloud
#

WHERE

midnight sable
#

from 2.0.0 changelog

hot cloud
#

ohh

#

i was looking at 2.0.1

#

so its already fixed?

#

whats going on w the elevator then

#

that clip is new

midnight sable
#

no idea, ive never seen that happen lol

hot cloud
#

last time i tried playing on it which was sometime last month a coilhead was refusing to enter the elevator

#

idk if i was too early though

#

like as in before it was fixed

exotic socket
#

some still don't have collisions

#

a limited number of the single doors

hot cloud
#

bc the doors in LC dont do that

exotic socket
#

oh

#

i dont think they do that

#

but they dont have collision when they are fully open either

signal galleon
#

elevator rebirth..

strong thunder
#

the enemies on it is half baked rn for that reason.

quiet spade
#

is it biodiversity?

floral veldt
jovial hedge
#

buzztler

livid python
#

Not just skin
This fucker spawns little buttlet that one-shotted me with 100 hp last time I saw it

#

And it's sounds are annoying af
I tried to figure out which mod this was from

livid python
floral veldt
#

you gotta manually activate it through a config, ||it also changes masked hornets to a weird baby butler thing||

#

was looking for a picture and got bored so I started playing pokemon pinball mb

livid python
#

lol

floral veldt
#

I'm on a car ride right now HAHAH

livid python
#

Take a sip of a beer
It helps you to see better greed

floral veldt
floral veldt
#

🧐

#

whoops just killed a family of 5

livid python
livid python
#

I figured that out

novel python
#

Wait nvm I think you know that

#

Okay yeah

livid python
#

yeah but you're good 👍

novel python
#

My bad concern

valid jackal
#

@strong thunder Every entity does this in the elevator. Please fix it when you get the opportunity to.

#

There's also an expoit /w the checkpoint where you can freely take items in and out of it while it's still powered:

#

Was too lazy to record it

exotic socket
#

elevators getting rewritten eventually

#

with some more stuff from mineshaft elevator i think

strong thunder
#

the weird behavior comes from a combination of enemies not knowing how to be inside of an elevator + lc office elevator moving a bit too fast for enemies to keep up with.
I'd prefer to not increase waiting mechanics by making the elevator slower if i can help it.

exotic socket
#

i guess that makes sense

#

since enemies have to have a navmesh to move right? elevators work for players because they can just be parented to it, i'm guessing enemies can't do the same? or does the elevator have its own navmesh that it applies offmesh links to when near other navmesh?

strong thunder
#

it has it's own navmesh with a link. the main issue is enemies don't really choose to go on an elevator they just can enter it and their ai probably doesn't like that when it moves rn lmao.
i know things i want to change but the juicy good bits i need to wait for some stuff and i'd rather do all of it together

exotic socket
#

gotcha

#

is pathfindinglib adding pathfinding functions specifically for elevators?

strong thunder
#

it's been in the works for a while but fingers crossed i can get my hands on it soon to start working on stuff again. 🤞
I'll probably add something to jll too for people to implement their elevators easier (just plug in empty objects to mark floor positions or something). masked and any modded enemies that write support for it will be able to use the elevators

wide minnow
midnight sable
wary flare
#

It'd be nice to not rely on that to have enemies interacting with it lol

#

(Phasing through the elevator floor was fixed by removing some sneaky NavMesh generating above the elevator + having it go at 80% speed)

wary flare
strange gorge
#

TRUEE

exotic socket
#

this video is all i can think of when i see that

floral veldt
#

pussypussypussypussypussypussypussypussypussypussypussypussypussypussypussypussypussypussypussy fufufufufufufufufufufufufufufufufufufuShitfufufufufufufufufuFuckfufufufufufufuBoobs!fufufufufufufu

kindred plover
#

Did Monty get hijacked by his younger brother or something?

jagged merlin
hot cloud
#

ye

#

not my clip

#

idk why nova did that

signal galleon
#

still worked in my favor tho!!

midnight sable
feral smelt
jovial hedge
feral smelt
jovial hedge
feral smelt
jovial hedge
#

no why would you ever do that they suck

#

uninstall

#

NOW

feral smelt
feral smelt
#

also wanted to see the logo I made

jovial hedge
#

shore

feral smelt
jovial hedge
#

since i made it not sunny cus it doesnt make sense

feral smelt
azure comet
#

@strong thunder The zap doors low-key need a scan node or something to make them obvious, they just look like a doorway

strong thunder
#

zap doors? are you talking about the metal detector that only exists in the apparatus room that makes a humming noise?

azure comet
floral veldt
#

I don't really think so

spare sinew
#

i do think so

#

hehe

#

nah but i didn't even know that killed you cuz the first time i went through nothing happen so i thought it was a cool tile

#

but then i went again and instant died :c

azure comet
strong thunder
#

originally it was nothing but a decoration i put in place that did nothing. but when i did early access play testing off office all my playerw without fail who saw the metal detector assumed it did do something and dropped metalic items on the floor before entering it . that's what made me decide i should implement something. when i added the detector logic i also added the humming sound when it's active to make it more obvious. im not opposed to also adding a scan node, i probably should for consistency with hazards anyway, but i aldo think its reasonable as long as you're paying attention to your surroundings

spare sinew
#

Im gonna try it again cuz i dont remember it having a sound

spare sinew
#

ye it does have i just didn't pay much attention hehe, still would be cool to have a scan node

daring vessel
#

So, I know Shrimp has been bugged for a while reading bits of this tread. Are we expecting this to get fixed as it is one of my favourite entities but it cant be used in multiplayer at all. The two bugs I have found are:

  1. Shrimp seemingly becomes unable to move after killing a player, its usual mechanics happen but it will simply run on the spot.
  2. When you leave a moon with LC_Shrimp, installed the game will "soft lock" if other players are connected. when you leave to orbit the other players never seem to progress to the next day so you are unable to progress to another moons or land. Other players leaving the lobby will correct this issue but this is obviously less than ideal.

Again I really hope we will see an update for this which adresses these as its a really fun and unique entity to play around.

strange gorge
#

He can also freeze if you leave the building during the chase phase in my experience, it is a shame cause he would be a great addition. No idea what may be done about this though, tbh

spare sinew
#

For me it doesn't even let me land

#

Crashes the entire game

#

I really hope it gets fixed one day

strong thunder
#

shrimp will receive a large rewrite like office did. i haven't done work on it recently admittedly, which there's several reasons for.
I'm not going to spoil it but expect different behavior and mechanics from the same little doggo you love. (and no breaking other mods)

floral veldt
#

yummers

#

we love you jacon

strange gorge
#

Mmmm jacon 😋

#

In all seriousness though that's awesome man, your contributions have been/are/will be peak

floral veldt
strange gorge
#

LMAO

rough dome
#

Tried to get LC Office working a while ago but couldn't get it to load, assumed it was just outdated but it works fine by itself
Anyone know if there are any known incompatibilities with other mods? Saw someone mention Wesley's Interiors earlier

floral veldt
#

No interior is incompatible with another

#

are you playing with shrimp's standalone mod?

rough dome
#

No, definitely not

sturdy dawn
#

can you try sharing the modpack code?

rough dome
# sturdy dawn can you try sharing the modpack code?

I can send you the current version of my modpack but it's absolutely gigantic so it's probably no use to you, srry
But I should have an old backup somewhere from when I tried adding LC Office before, and that's much more reasonably sized
It's on my computer back at uni though so I don't have access to it rn, but I should be able to send you it tomorrow if that's ok?

sturdy dawn
rough dome
#

At one point nearly 400, but I've had to cut it down to 370ish because my friends couldn't run it :(

sturdy dawn
#

wow

strong topaz
#

how

#

how can one have that many mods

#

we peak at like 120

valid jackal
#

I have 170 rn lol

#

171 if I end up adding Ooblterra

strong topaz
#

could I get a code for your modpack

#

curios about this insanity

valid jackal
#

0196e4d1-dabc-48d2-e240-48e9c2920539

#

Fyi I don't use Sierra, Fray, Cambrian, Temper, nor Bozoros

#

I use Harvest Moons for Prominence and the mod's custom entities, and I use Bozoros for the Circus Facility

strong topaz
#

Bozoros has an interior?!??

#

Had no clue

valid jackal
#

I mean I don't use Bozoros

#

I only have it for the custom interior it comes with

#

The moon itself is hidden and deregistered from the terminal, as with the rest of the Harvest moons

strong topaz
#

yeah, I do that with a for some of Harvest moons too. Personally love Cambrian

#

only reason I have the mod

valid jackal
#

I wish they were separate releases ngl, same with Bozoros' stuff

#

It hogs up so much memory

#

I get it'd be painful to manually update each one, but I'd personally think the performance cost is worth it

#

47% memory every sesh 🤑

wary flare
solemn isle
#

Hey, I just wanted to drop my appreciation for this interior (plus an issue I found). This interior has really grown on me as of late, and I really enjoy the newer additions like the scrap, new tiles, and stability improvements. I like the inspiration from The Upturned and how a how vanilla all the rooms feel (besides the elevator, though I have gotten used to it). I have unfortunately run into the issue of scrap sometimes (from my testing it is not common) spawning in unobtainable places, such as behind the walls on the entrance tile and inside crates (pictured). I see a lot is planned for this mod and I look forward to it all, keep up the good work!

rough dome
floral veldt
#

barring some faulty balancing which is fixed in the indev version

solemn isle
#

Does the one Harvest Moon (the forest one with the Matriarch) still have a Fire Exit that just makes you fall through the map?

strong topaz
#

Pretty sure it does not, I never witnessed that on Sierra (that is what it's called)

strong topaz
# floral veldt I think Sierra is awesome

really enjoy the layout but yeah, balance in the latest release and also huge framedrops for some reason. Frame issues with all except cambrian - even in a sterile environment :(

floral veldt
strong topaz
#

am I restarted

#

I may have mixed up the names of the creatures

floral veldt
#

though it usually takes a lot for me to notice frame loss

strong topaz
#

minute during clear weather, only the occasional stutter

#

but it was reaaaally bad during foggy and thunderstorms for some reason

#

Particularly on Fray

spare sinew
sturdy dawn
solemn isle
#

I do not use those moons so I did not really bother. This was around 2 months ago when there had not been a update for a while so I assumed they were unmaintained

#

I was just scouting them with Imperium and noticed a Fire Exit floating in the void that still connected to the interior (meaning people could seemingly come across it in the interior)

spare sinew
#

At first i thought it was intentional

#

But then autumnis said that it wasn't intended

solemn isle
#

Well it is known then

spare sinew
steel quarry
#

Idk if this happens to anyone else or if its just an issue for me, the newer versions would never load the interior, no matter how high I made it to spawn, it just never loads.
but when I downgrade it to v1.2.7 it loads
anyone else has this issue?

trim grove
steel quarry
midnight sable
gentle fox
tiny wave
#

wait

wary flare
# gentle fox

Shrimp's getting a full refactor/code rewrite, so I'm pretty sure this specific thing is already fixed (since it's pretty trivial) plink

tiny wave
#

StartOfRound patch

#

where instance is GrabbableObject

wary flare
#

Actually yeah what

tiny wave
#

so harmony will complain and cry when you do _instance and not __instance

#

but it wont say jack shit or fuck all

wary flare
#

Surprised that runs at all lmao

tiny wave
#

if you give it the wrong type

gentle fox
#

Disabling LC_Shrimp in our modpack stopped timeout issues from happening, and the multitude of other problems

tiny wave
#

noice

wary flare
gentle fox
#

pain

strong thunder
strong thunder
wary flare
#

Nice

wary flare
# gentle fox

I just completely ignored __instance being misinformation, I trusted the method parameters to be correct

#

I am gullible 😔

#

(Actually no idea how Harmony lets that slide though lmao)

strong thunder
#

i've said this in some other places but i'll also throw it here too. I'm probably not going to work on stuff for a bit because i got a baby 2 month old puppy i need to take care of + deltarune just released so i'm on that grind in the free time i have while puppo is napping

wary flare
#

Doggie perceive

midnight sable
#

dogi yoiled

#

just dont forget about the other dog!!

autumn karma
#

we played this interior quite a few times yesterday on v72 and we run into a problem where we had problems of turrets shooting through walls, i sadly dont have a recording of this but it wasnt just around the corner, the turret was literally in a completly different tile actualy. i never seen this happen on v69 so im not sure if this is just a very rare thing with a specific spawn or if something broke with v72 or so

strong thunder
#

that sounds like a wall of some tile is layered incorrectly but without knowing what tile you're talking about i can't do much

autumn karma
#

yea thought so, i can try and see if i find one again but it would be quite difficult

#

i could draw a ugly top down view of how it was generated xd

autumn karma
#

either this 3 way tile or the fully + shaped version of it, turret was in the corner pointing into the wall basically and on the other side there was also 3 way tile wich was not connected to that one

#

tho is there a version of this tile without doors and just free paths? i feel like the tile where turret was in may not have had doors and was just free

mental shale
#

Me and my friends are playing on V72 and we encountered this issue

The elevator can only be accessed my the host, for the rest their elevator's are just stuck, and intangible
How can I fix this?