#LC_Office / LC_Shrimp
1 messages · Page 12 of 1
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.
and will the halt and shrimp be changed in some way too?
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. :)
permission to update their other mods? would that include pushing entity's PR for piggy's variety mod?
oh ok!, and can't you make the halt a separated mod? or is it too buggy at this point to do that?
will still have shrimp disabled in my modpack waiting for it to work 🙏
but omg im pretty hyped lc office is one of my fav interiors
ahead of his time with the elevator
something else id like is for the interior to be a bit bigger, as in my experience its a bit tiny and too easy to find loot, but I could be wrong on that
i think that is more of a problem with the moon weights
halt is a thing?
i use LLL to use my own weights
never seen that but there is a video and config for him
vow with storehouse is hard but vow with office is almost always a near full loot
its in general much easier to find loot in the office in my experience
yeah yeah i mean it says that moons with too tiny or too big weights would not work that great
is vow too tiny then?
i can try using central config to make it bigger then
Piggy did give me permission to update this if i wanted to yes. I'm not familiar with what you're talking about though but i could look into it at a later point.
at least me personally I always turned off the halt anyways in my packs so i don't have interest in updating him but if someone else wants to adopt him they'd be free to do so.
yess you can do that
im too lazy rn to do config so i will patiently wait for the update
its just gonna be annoying but its less work for the modder so its fine by me
Entity378 in piggy's variety thread put a PR (or fork, idr) in to fix some issues, like the axe being weird or the gummy flashlight not working as intended, i believe this is the link https://github.com/Entity378/PiggysVarietyMod
That new Elevator music is peak btw
that's been there, wdym
is a bit different
it's the same song just slowed down and pitched down ever so slightly
actually not even that I don't even think it's any different LOL
its not any different lol its always been there
theres an option in the config to either have the music normal or slowed/pitched down
its this btw, for anyone curious. peak
true i just noticed that
so it is a bit different just from the default one
OG interior revival
CUSTOM APP? I THINK MY MOTHER FOR ME BEING ALIVE 🔥
Holy shit I finally get to play office
You think?
:O for real???
I'm actually so hyped for this, my friends and I have been wanting some things fixed for the Office for ages
I've found it's less that it's too small, and more that it just kinda generates in straight lines
like, there's no mazes or ways to get lost, every branching path is pretty much a long hallway
if new generation lets the long staircases connect to different floors though, that's going to be so peak
The long staircases would have to line up perfectly with those other floors though
And all the rooms on it.
Very true, I'm just being very hopeful
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
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
some could argue skill issue as u can actually kill one but we're not elite gamers sadly :v
Some of my friends are giga sweaty players and they can't even kill a thumper lmao
This is fixed in the new version. I've resized all tiles to have their sockets sligned allowing loops to now generate in the interior. :)
I've replaced the old stair tile with a new one that exactly does this. The stairs will now allow you to travel to different elevator floors
I kneel

i hope we can see more of the special rooms, like in all the time i've played ive only seen the computer desks tile once or twice
halt being updated would be nice
halt bros it's so over
Now we just need Shrimp to function
I mean I stopped understanding the hype around Shrimp when he kept being broken constantly
That's why I said we need him to function
shrimp kinda feels like he belongs in lethal honestly
he was always fun to play with back when he worked xD
yeah it was basically done when i released the teaser. I just wanted to get a couple rounds of bug sweeping in :)
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
Wow

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
yooooo
im so glad this mods being redone
i've always felt lc office and its enemies have been way too broken so im really happy 
WE ARE SO BACK
it's so good
the changelog is impressively long lmao
jacobo cooked
As all of Jacob's changelogs usually are
he worked hard on this
It's so peak, the interior is actually at an optimized size now
I never thought I would see it under 100mb lol
yea thats one of the changes i was hoping for 
just did some wiki reading and might look into dungenplus tomorrow 🤔
Ooh yeah this is one of the interiors that would likely benefit from it
I think the death pits on the top floor could use some dark fog or something
They're not deep enough
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
they are?
it doesnt feel that way
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.
I’m unsure if this was fixed but with this interior before there was clumps of traps just spawning in like 10 on top of each other. Has this been fixed in the new patch?
yes
or it should have been atleast
Same
No more of this 🙏🏻
I havent run into it if it is a thing now but I wonder if id be possible to bring the slope tiles back that were removed in later versions of office
really small bug report, the carpet floor on this room have the metal step sounds
also small clipping bottles (same stair room)
but, I can confirm the traps are no longer conglomerated :]
funi turret xd
alr found this during testin lol
should be a peasy easy fix
ye we saw this yesterdays
just tested it out for the first time, looks great. but never found the elevator..?
wdym, elevator spawns in main
I guess they meant they could never find it going in from the fire exit
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
@strong thunder also seeing the pit return(if a but more fair) would also be cool
important part is at 0:35+
What is that omg
oh hey this clip has the old start tile
ye, + the slope and pit
trying to find a new moon to pair this dungeon with, anyone got any good ones?
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
I wish to apologize for those sound effects, I am a different person now and I would never do anything as vile
am I missing something lol 😅
I made that clip
and added the random tiktok bullshit and I am apologizing as a joke acting like its something really bad
lol
when was this in the mod
there is a reason id hope it gets a rework lol
Different times
But it really is something really bad

Earlier days of Lethal Company probably weren't as figured out, so having random bullshit happen to you probably felt natural yeah
Even now some of my friends keep insisting to remove the Thumper when we play 
funny
I like the idea of some kinda pitfall but needs to be more fair
i mean there IS pits now in the industrial section
Holy shit that pit is so freaking cool
oh didnt see it yet
Btw, is it normal for the item to shake when using the elevator?
Like, drifting away from the hand and teleporting back
that happens sometimes
i dont think the elevator uses conventional parenting
idk if jacob plans to, or already made it use parenting
but that (should??) fix it
would also fix dropping items mid descent or lift causing it to phase
noooo the shaking is lore friendly 😭
just like desync
totally canon
whenever I look at the cameras the framerate drops by a lot, is that normal?
do you have lethal sponge?
I do
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
yeah I'll disable them, but i think it's because it renders like 4 or 5 cameras at the same time
i'll drop a video if I can
I guess I'll deactivate them
its just cus theres so many
i personally think that only one should be shown by default
and then a config to turn all of them on
i could add configs for each individually if you'd like
nahh dw about it
doesnt need to make it complex
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?||
im fine with the config for all on / all off
it should
ok
they also only render when you're within a certain proximity of the displays fyi
clipping wood on the hall room :]
Only when it comes to the ship cams, it doesn't touch the stuff in Office
ah wasnt 100% sure
I'm sure @unborn saffron Might have some tips on fixing the fps issues with the cams
scannable through walls on the corner room of the bottom floor elevator room
indeed, something similar to black mesa's setup would be my recommendation
the main thing is, if you implement an fps limit (I would recommend that), the additional camera data should have persistent history enabled
that is a hidden setting in unity itself, only shown when debug inspector is used
I would never apologize for those sound effects
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"
how do you manage to find such oddly specific issues.
playing
genuinely shockling
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
It's all a part of game testing
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
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
Btw, I can confirm that the Walker is working now with this interior (it was not working before)
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
didn't know walker had an issue here but im glad to hear that :)
before the walker was stuck only on the bottom floor, if you go to the 2nd or 3rd floor it starts log spamming.
Now it is not happening anymore :]
and got tapped on the 3rd floor
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)
also the githubs for LC Office & Variety Mod are now up to date
holy moly
these updates are really impressive
a popular mod getting resurrected is one of my favorite things to see
Now we just need shrimpy boy back 
For the cameras, isn’t it always easier on the game to render them at the same framerate as the client’s?
i believe that’s the same reason why OpenBodyCams has it as their default
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
and the camera shakes every few seconds, is that intentional?
Nvm I havent played with the update yet
Also the first floor, I forgot to take a picture
Did the map ever actually show where it generated tho? I never actually looked at it
Yup, it did (the original and 2.0 the update), it showed which floors generated
any good mod that changes the elevator music to be more mysterious and sad rather than happy and fast?
Thats really neat
At most there's the config to change pitch, I think
pitch or speed?
thats 2 diff things
Just pitch, the original config piggy made (cause he likes it)
I noticed this in the teaser video and thought it was an obvious bug that'd be fixed later, guess not yet 😔
Is the lootable Apparatus finally red?
did you mean "is the red apparatus finally lootable"
Well there's the Lobby Elevator App and there's an actual spawnable room where you can take the App from, but the latter is default and the former is red.
Or should I say was default
Is the experimental app option from old office now a thing?
I always wanted to try it out but i was scared of the (EXPERIMENTAL)
i think its now always active
theres an appy tile you pull apparatus from, which turns off the elevator until you plug it back in
it falls to the bottom
and remember ladders exist

Yeah i love using ladder with two handed app
😁
I guess you could throw it out to the bottom
i know
but
plug into elevator
and
if its a top floor
drop it down then climb down
both work
I really want to try the new office i havent had the time to do so 😭
Yesterday i was only testing some really small and silly thing
That used all day
okay I don't actually believe LCOffice actually uses LethalLevelLoader for it's dungeon scaling
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
as you can see, even with the very small and strict dungeon size, the interior is still HUGE
that is HUGE
i think you need to set the Dungeon Size Scaler to 1 or more to shrink it down (?)
Voxx explained to me how the Scaler value actually works, the LLL description is misleading
#1193461151636398080 message
thats
wow that's weird
okay i'll give it a go
yeah no that wording is not correct if setting it to 1 works like how setting it to 0 is supposed to
yep
nvm it wasn't that
also despite setting the dungeon paths to 3, i usually never see the second floor really get anything on it
it's always the first and third
second gets like 2 tiles and it ends
I remember people mentioning a problem with it but no one made a proper issue on github so i keep forgetting about it
oh thats huge
wth
well it's always just going to be chance based and not guaranteed. There's 4 sockets on the bottom, 2 on the top, and one in the middle. you do need a luxky roll to get one main on all 3
Hyped that LC office got an update! This normal though?
^Or should I not be concerned
Wondering this myself actually 🤔 b/c there's an ocassional camera shake for me too.
This is harmless because it's on reference prefabs that get replaced by LLL's content restoration stuff. they're completely harmless but i'll still try to get rid of it in the next update
i've heard a couple people mention screenshakes now and im curious what that would be... 🤔
there's nothing in the mod that triggers screenshakes at all afaik
i also don't remember that ever coming up in any of our playtest sessions
I may have a lead on that. When it was stormy outside, I was experiencing the screenshake while inside. When the weather was clear, I did not notice any shakes. Could it be that?
um maybe? i'd have to look into it at a later point
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.
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)
the interior fog is a rare vanilla thing. you just happened to get (un)lucky and get both at the same time
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
also yeah dude speaking of tiles like
the new ones are awesome
it's so cool exploring all the new stuff
some of the tiles are like
DAMNN long
but i know my friend group usually plays with increased speed regardless so it's not much of a hassle
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
also going smaller leads more often to no tiles generating on most of the floors which is sad :(
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
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...
for appy tiles i just give it a REALLY high spawn chance, set its spawn curve to be insanely low at everything but a very deep distance into the facility, and set it to spawn only once.
niceee
this results in one almost always generating, and always deep in the facility
but it wont impact other stuff too much
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
am i wrong, or is appy pretty much gauranteed in facility in vanilla?
yeah but i don't want that in office
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
Would create an incentive to keep one on ship should you need it lol
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
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"
if people would actually like me to add that as a config or something lmk and i might do it
But would you really be sacking 240 credits? B/c you can remove it from the elevator when your done right?
yeah you can remove it when you're done
Was kinda doubting the suggestion until I remembered that it can be removed once done
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
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.
I'd definitely prefer it be an option you can disable, I wouldn't enjoy getting office only to find out its central gimmick will never work because I don't have an apparatus
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
On a slightly related note, have you also thought about breaker box power affecting the elevator too?
Does the elevator still have the ladder just in case?
Yeah but two-handed scrap wouldn't be able to travel up it

Laughs in lgu deeper pockets
😈
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.
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.
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?
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?
It's 6 AM rn, and I am shittingly tired, so apologies if my wording is ass
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?
I would assume so, but I can't read code, so I cannot say
vodka told me abt it hold on
i still have the refiltered ones but idk if they're included after doing the bundle optimizations
perhaps not
Are fire exit mimics still compatible with LC_Office?
Very much so, although the interior is gigantic
floating seat
funi
Also was playing with friends, the interior generates so deep now, we can't even full clear experimentation
PFF
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
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.
We still love all the changes, we were basically screaming in joy at every issue we had suddenly being fixed 
the top floor is so much cooler now, we love it
I think making cool tiles slightly harder to find is find, it'll improve replayability in the long run by having stuff the player hasn't seen before
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)
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
mhm
I love top floor, I just dislike it when it generates really big like a grid with all those storage rooms
top floor has some of the neatest tiles imo
Can confirm it doesn't seem to scale for me either. First pic is size multiplier off, and Second pic is with it on with the Third pic's settings (All on Experimentation). I guess the issue is somewhat resolved if moons have their scrap spawns upped, but that would throw off the balance for each moon if you didn't get Office for an interior 
You could tie down Office to a specific moon(s) and guarantee it which would eliminate the balance issue caused by not getting it. (If you upped the scrap on the specific moons)
Also, was content configuration also enabled when you tried scaling?
Could do, but I do like my interior variety. And yep, I made sure it was on when testing
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
Gotcha. I understand liking interior variety, & never knowing what you'll get ahead of time.
Yup, also running Map Improvments because the random variance of the exterior makes that extra fun too!
I'm between giving it to Titan or Artifice. Whichever doesn't get offce gets Area71.
I never heard of Map Improvements, but after looking at it, I'm stoked to try it. I already use ImmersiveScrap and tie it down to vanilla moons only (helps them be a bit more on par with Wesley's) and these exterior edits look like they'd compliment my pack well.
Ty for mentioning it
Yw
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
I recommend the flat odds config for each moon so you have a somewhat equal chance of each improvement
Was the music in the elevator altered by chance? The 'shop' track sounds noticeably different than it originally did before 2.0.0 (it now plays at a higher pitch) and I was hoping it could be reverted
Maybe in the update the config reset your option to pitch down the elevator music?
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)
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
you can also just play with the low pitch config enabled to get all the tracks like that if you want
I never enabled the ElevatorMusicPitchDown config. It's just something I immediately noticed with the default music going from 1.2.7 into the latest version.
huh, odd
Everyone's secretly an Office superfan (me)
I'd appreciate an option for that, thank you. It's such a small thing but I really enjoy this mod and the music helps make it special.
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
LC_Office is inspired by Upturned to an extent and there are quite a few instances of stuff like that in it. (Also why Shrimp existed in the mod.)
ik, but still\
it simply doesnt fit lethal logically
cus... you just die
and in the upturned it leads to a chase sequence with the wermington
it doesnt just... kill you
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.
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
Unrelated bug report; you can see the translucent base the double door fire exits utilizes
oh yeah I did notice the red light working different
the reason i did it that way is so you can see what floor you're actually going to. at least when I play with people i often find multiple people hit the button in quick succession and i don't know where we're going anymore. now the light tells you where you are going
also just getting the more direct feedback that you've selected your target destination feels nice imo
Huh what
It only changing when you actually reach your destination makes this problem worse personally since all you have to rely on now is trying to see whether the tile texture is going up or down if you happen to forget what button you pressed
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
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
Yeah the original behavior, if we're on the same page, is missing in the rework
yeah i agree with you then if it is not doing that and i will change it
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)
dw about it dude take your time
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
Tysm
but by the looks of it, if we take only vanilla moons without any modded interiors, then adamance & dine should have the highest chances
yw! 
is all good bro, i hope you're doing well
Oh yeah did you see this
Once you see it, you can't unsee it
Just posted new update. Main keynotes are smaller dungeon generation and 4 new tiles. Have fun!
Awesome!
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
fuck yeah!
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 👍
Thank you!! Sometimes it was tough to loot if it spawned in the easier moons (and since my friends are fairly new to the game, it was very confusing for them)
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.
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
I'm gonna be real,
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
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
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.
i would love to do this but shy of hardcoding a patch for it there's no easy way to do that in api rn and in some old messages with people asking batby for it he said he wouldn't add it. if i get a way of doing it easily later i definately would because it'd be perfect for this.
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.
oof yeah a room that big with sentries is rough as hell
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?
that seems like a good idea
its what I do with the giant garage tile in hangar and cargo bay in storage complex
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.
or… no hazard spawners at alp
cus u can just choose not to have turrets and such spawn in a room
its that shrimple
That too
this was what i was already thinking of doing. that plus making the middle separator walls spawn a bit more common ig
@strong thunder I kinda hope so see the missing script references get fixed eventually
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
Yeah fair lol I did notice it's less than when I first used the interior XD
[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
is this on the latest version?
yes
alright lemme look
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
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
Ok it seems to affect modded stuff. I can buy a pro flashlight but when trying to buy other modded stuff it errors.
Yep anything modded you can not buy.
but if the interior isn't generated then it doesn't care
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
Its anything modded. For me I tried buying any of the Gals from code rebirth.
Elite Flashlight, Smart Cabnet, Wide Cabnet
ok so affects store items too
Anything modded it would error.
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
Well look at your name. Its your responsibility right now 😛
You own the gals
temporarily
is there a config or something i need to change? i don't see any shop items after installing code rebirth lmao
?
furniture
just type swrd1
or daisy
or seamine, or miss cruiser
those are some of the Gals to buy
do i need to get them in rotation then?
o wait i just realized code rebirth didn't load bc missing dependencies in the log i fix now lol
LMFAO
i love this for me
LMFAO
the homunculus
posted a fix. it'll go live whenever thunderstore feels like it
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
I was playing the map and every few seconds the "lights flickering" sound would play, is that intentional?
that is because lights were flickering
Did the moon you were playing on have a solar flare
because solar flares flicker the lights every few seconds
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
Yes it was! I didn't know it did that, I thought it was something from the interior
Sorry for the inconvenience 🫣
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
hi, is the lethallevelloader custom dungeon thing not loading after an update past 2.0.0 or is that just me?
Did you start a lobby up to add it to the config
yes, multiple times
i reverted back to 2.0.0 and it worked, for some reason
i think the issue was dungeongenerationplus wasnt on
because i had it turned off, and gale never really screamed at me to re-enable it 
It won't load without it
yea i figured i saw it as a new dependency
Why'd you have it off anyways?
just a bit chunked that gale didnt scream in my ears but whatever 
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
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
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
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
grand armory is cool, definitely well designed since its more vertical but im curious to see him touch on it again
Even rubber rooms?
Yeah
I have really bad fps on it
Yeah, no other interior works as bad as that one for me
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
Is not unplayable but it does remove ≈ 20 fps from my game
Same thing happens near Tesla Gates
this depends on your regular fps 
is it 30 or 140
Depends :3
ok fair :3
In orbit you could say a trillion fps
But in the interior...
Mmm around 50-80 maybe
jeez
Yeah, i have a lot of mods and not the best pc
I only ever got fps drops on a handful of moons if I got Slaughterhouse
But it works
Is that a mod?
yeh
It's an interior mod yeah
GoodItemScan by TestAccount666
Why do that name is familiar
it optimizes the vanilla scan system
they probably made a bunch of good mods im not sure lemme look its familiar to me too
Prolly cus he makes a lot of mods
ah they made shipwindows
I think i have one of his mods
The piggy tesla gates?
Yes
What the fuck why is there a mod that just renames all radar boosters to Daryl by them
i fuck with it 
Nah actually that is very important
It improves fps by 2 million%
thatd be really funny if it overhauled the entire code of the game secretly
an inconspicious mod name Daryl
I dont have fps problems with them
Well first time i used them i had a bit of lag but after adding performance mods the lag went away
im not sure if its just me but with vehicle hangar I sometimes get poor fps
I can understand slaughterhouses fps issue considering its high quality models, use of physics based props and light count boost
the fps bits on mine is probably from the volumetric fog or particles but idk.
i wanna make it better somehow
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
You could try eating the tiles
That sometimes work

i love huffing performance mods to make the game go from 50 to 80 fps
first time i tried lethal performance it lowered my fps xD
idk why was that
but i gave it a second chance and it worked
wtf 
that was my idea
i love daryl
he's my bestie
gilbert is the best imo
FUCK gilbert!!!
@strong thunder
could you fix this
when a tile gets cut off the texture does not align
thats been there for ages
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.
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 material
tbh im kinda glad you left them as pro builder meshes. it made it super easy for me to modify the old tiles
the mimic is trying so hard 
i dont understand why the mimic mod creator doesnt just have it make its own very thin wall slightly behind it to prevent stuff like this lmao
sure it would still be very visible that its a mimic
but at least theres no gaping hole

but then its the mimics fault?
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
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
yeah actually its an interior whitelist, and LC_Office comes by default
so i thought it had compatibility
also i had a bug where the first floor camera tile lagged pretty bad, i have it on video but it isnt that noticeable, it just happens when i go inside
this isnt a bug, its just how taxing the cameras tend to be
oh okkk
so everyone has the same experience
The interior before the revamp didnt have double doors, I believe, so that’s why it was whitelisted
but it also had that same bug on the old version
wait
the old version did had double doors
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 
in fact it had double fire exit doors
wirdd
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
So it isnt fixable :c
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
id love to see someone fork and update it a bit if it was within the licence
I bet some of the newer tools could make it way more compatible
with other interiors
Oh you can replace the outer 'shell' with a prefab of your own (with an attack animation), it'd still be emerging from a single door-sized hole, but it'd be convincing enough at least 
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)
very slight nitpick, is the ceiling fan supposed to have an emissive material like the othe rlights?
is LC Office compatible already with wesley's interiors?
Probably, why wouldn't they be
I heard that office was broken with wesley interiors installed, so I just wanted to make sure
idk exactly what, but it's all I remember
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
alright gotcha
I'll be playing with both those mods this evening so I was just curious in this report
nah it's fine. you can even use the custom apparatuses to power the office elevator if you want lol
Hey how is shrimp doing
Oh god
GET AWAY FROM ME
I miss that hound
I miss the beast
I miss that bastard that ate my cat
shirmp 💔
shimp
simp
imp
mp
p
yup
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
this is all of them
the Upturned
how could I forget the fuckass laptop 😭
i love and hate that thing
it's really funny looking
i love how youre clearly holding it with one hand but its a two handed item lmao
THAT TOO
where did you get that list??
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
i got it from the mattys fixes config
okok thanks
and yeah im not the only one having lightning strikes with lc office scrap

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

..
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
LOL wtf
so you do play with biodiversity lmao
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)
oh LOL
that seems to have been fixed on a few doors
pretty sure all of em actually
ah, good
cuz I bugged jacob about it back when we tested
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
im p sure jacob already redid it
oh that
i mean when i played that never was the case
im p sure you can still do that though, isn't it a thing in the config?
unless its been fixed its severely broken
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
I don't think anything was mentioned regarding the apparatus functionality
WHERE
from 2.0.0 changelog
ohh
i was looking at 2.0.1
so its already fixed?
whats going on w the elevator then
that clip is new
no idea, ive never seen that happen lol
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
sonic beetler
not all of them
some still don't have collisions
a limited number of the single doors
no the issue im talking abt is doors slamming your face when you open them
bc the doors in LC dont do that
oh
i dont think they do that
but they dont have collision when they are fully open either
elevator rebirth..
this is with zeekers stuff. i have rework on my list but im waiting for zaggy to finish their api update.
the enemies on it is half baked rn for that reason.
unrelated, what mod skins the butler like that? ive been trying so hard to figure it out '
is it biodiversity?
it's a joke skin for april fools from biodiversity
buzztler
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
You...
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
lol
I'm on a car ride right now HAHAH
Take a sip of a beer
It helps you to see better 
courtesy of Jacob's fucked up mind
mmyes I'm definitely driving right now
🧐
whoops just killed a family of 5
You have to post this to instagram reels
That's biodiversity
I figured that out
yeah but you're good 👍
My bad 
@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
this was already reported
elevators getting rewritten eventually
with some more stuff from mineshaft elevator i think
opposite. going to stop using mineshaft stuff and use pathfinding api when that gets updated.
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.
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?
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
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

Wait that's good to know actually, the current solution I have for my elevator to get enemies to request the elevator and path into it involves some extreme jank™ (which I wasn't even planning to actually include in an initial release) 
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)
I feel this too, I rewrote my elevator after finding out Masked are hard coded to only interact with a MineshaftElevatorController specifically if Mineshaft generates 💀
More teasers yippeeee
Forgive me for the useless ping I believe I forgot to turn it off 💔
bro's doing the master roshi 💔
TRUEE
dragonball epic + respecsts women
I didn't make this video
this video is all i can think of when i see that
pussypussypussypussypussypussypussypussypussypussypussypussypussypussypussypussypussypussypussy fufufufufufufufufufufufufufufufufufufuShitfufufufufufufufufuFuckfufufufufufufuBoobs!fufufufufufufu
Did Monty get hijacked by his younger brother or something?
I think if you sit in the cruiser it's a lot harder for Old Birds to detect you by the way. In my experience they have to be basically pushing the cruiser to see you once you're in it.
still worked in my favor tho!!
The lod distance for the glass doors should be increased imo
schrodingers door
schrodingers beanie
added beanie moons to my pack 
me likey
there are more stinky moons
also wanted to see the logo I made
shore
since i made it not sunny cus it doesnt make sense
now we need veldterior
@strong thunder The zap doors low-key need a scan node or something to make them obvious, they just look like a doorway
zap doors? are you talking about the metal detector that only exists in the apparatus room that makes a humming noise?
Maybe lol, It could have a scanner or something there that makes it more obvious it's a metal detector lol
I don't really think so
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
Something similar to the metal detectors in Cyberpunk 2077 could be cool, scan lines going through it would help a lot lol
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
I think it makes sense bc when playtesting you are more aware of your surroundings, but for casual players it may not be that obvious
Im gonna try it again cuz i dont remember it having a sound
ye it does have i just didn't pay much attention hehe, still would be cool to have a scan node
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:
- Shrimp seemingly becomes unable to move after killing a player, its usual mechanics happen but it will simply run on the spot.
- 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.
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
For me it doesn't even let me land
Crashes the entire game
I really hope it gets fixed one day

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)
Mmmm jacon 😋
In all seriousness though that's awesome man, your contributions have been/are/will be peak
LMAO
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
No interior is incompatible with another
are you playing with shrimp's standalone mod?
No, definitely not
it doesn't load when landing?
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?
how many mods.
I have one of 200 mods
At one point nearly 400, but I've had to cut it down to 370ish because my friends couldn't run it :(
wow
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
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
yeah, I do that with a for some of Harvest moons too. Personally love Cambrian
only reason I have the mod
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 🤑
There's a bunch of shared stuff between Bozo and the circus interior, but also LLL unloads the Bozo scene regardless 
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!
Not sure who this was aimed at but here's my big boy modpack 0196e619-4022-1136-59a4-edf0dc42c443
I'm in the middle of trying to configure spawn rates of a bunch of stuff but it's probably playable?
I think Sierra is awesome
barring some faulty balancing which is fixed in the indev version
Does the one Harvest Moon (the forest one with the Matriarch) still have a Fire Exit that just makes you fall through the map?
Pretty sure it does not, I never witnessed that on Sierra (that is what it's called)
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 :(
I think the one they're referring to is Fray
that's pretty strange, I have not encountered super visible frame drops from playing harvest moons
though it usually takes a lot for me to notice frame loss
minute during clear weather, only the occasional stutter
but it was reaaaally bad during foggy and thunderstorms for some reason
Particularly on Fray
Haven't seen any updates for it so i assume it still hasn't been fixed
Have you reported the bug by any chance?
From what I saw in the thread, no one had reported the bug until relatively recently.
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)
Yeah i got a run ended cuz of that xd
At first i thought it was intentional
But then autumnis said that it wasn't intended
Well it is known then
yeah i think autumnis is fixing it, you should ask in that thread

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?
I've not had this issue. Probably post your logs
Noidea if I screenshot the right stuff but here's this
wait
Shrimp's getting a full refactor/code rewrite, so I'm pretty sure this specific thing is already fixed (since it's pretty trivial) 

so harmony will complain and cry when you do _instance and not __instance
but it wont say jack shit or fuck all
Surprised that runs at all lmao
if you give it the wrong type
Disabling LC_Shrimp in our modpack stopped timeout issues from happening, and the multitude of other problems
noice
Yeah there's a bunch of other networking stuff to fix iirc, not just that 
pain
as other people have said already shrimp was pretty broken and probably shouldn't have been using it pre v70 either lol
also in my current beta version there are 0 harmony patches so this is also right
Nice
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)
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
Doggie 
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
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
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
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
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?

