#LethalMatt Moons & Interiors - Outpost 31, Bozoros, Circus, PlayZone
1 messages ยท Page 9 of 1
youre punished for not trying to think about what rooms matter the most for loot
especially in grand armory
don't expect any releases, but we'll see ๐
where 90% of tiles dont spawn loot
simply being active on the discord is nice, your advice is always helpful
internal static Bounds GetMaxBounds(GameObject g)
{
var renderers = g.GetComponentsInChildren<MeshRenderer>();
if (renderers.Length == 0) return new Bounds(g.transform.position, Vector3.zero);
Bounds b = renderers[0].bounds;
foreach (Renderer r in renderers)
b.Encapsulate(r.bounds);
return b;
}
This little helper function can get max bounds of stuff ezpz
I do also steal scrap from other places to put in certain areas 
Might be affecting scrap distribution a bit
little cursed but you guys aren't given many tools to play around with this so fair
oh can tiles only be cuboids? i know these type of bounds arent super accurate to non cuboid shapes sometimes
tiles have to be 90o angles overall yeah, because dungen uses AABB bounds testing for generation
diagnal tiles have to design themselves to be a cube overall, via buffer space and whatnot
i played around a script a while back to get rid of navmesh in unplayable areas where it placed navmeshmodifiervolumes automatically inside stuff like rocks etc so navmesh doesnt generate inside them, but cuboid boundaries made it not be viable sadly
icic
Yeahh I could have it spawn scrap but I didn't want it to influence the moon's scrap amounts
not to one up you but some of my radar stuff does that very nicely
And I know DungeonGenerationPlus has a proper guaranteed scrap spawn node thingy, but I'm not using it as a dependency at the moment
I do make sure to check for Maneater though ๐
It'd be nice to solve the issue of being able to have rocks on a moon without worrying about navmesh sample issues where im constantly worried that i'll sample navmesh that isnt accessible lol
maneater spawns
gets teleported into bowling alley ditch and gets shoved into machine
new bowling ball unlocked
oh also if you cant kick soccerballs into the bowling pins to knock them over 0/10 interior /j

Also this ๐
eg. here you can see the massive facility room and the bottom nav verts are invalid because they are in the bounds of a navmeshmodifier and a gravity killtrigger
same with this 4x4 here which iirc actually can spawn items up there for some reason
yeah weirdly items can spawn up there
i have so much visualisation power ๐
Eat this funny mod men
Peak interior otherwise
Oh and forgot this for trampolines
Only bounce if spacebar is held, always bounce in direction of trampoline (Add/subtract velocity instead of overriding, so player control is maintained)
Though you'd have to slide off the trampolines in that one tile for it to be a challenge
The "lower half is player direction, upper half bounces to other side" is weird and unintuitive, no like
there are two apparatuses, the lights fully turn off once you take both
I took one out and it didn't turn off any lights, only taking both turned most lights off
I'm just excited to see progress
oh sweet jesus ๐
that is indeed intentional, pulling one only dims the lights
I might be dumb then idk, didnt even notice any lighting changes
But like, the basketball field was fully lit even with both removed
could probably change values to make dimmer
birthday area too I think
nah we have video proof they dim
just probably need to increase the value or make it a tinge warmer or something
Both removed?
yeah
probably just missed that tile
the final nitpicks are kinda invalid cus
I mean it's got the same prefab for the lights
ya know
it was a playplace
it isnt anymore
also theres juice pouches and other liquids around
water doing magically appear
it comes from spills
and those signs are standard for playplaces
irl playgrounds sometimes have signs that say watch for when wet in case the janitors just cleaned em and they be wet
Yeah like I said, just me being nitpicky
uhhh @quasi nest sports court lights for some reason don't have the event listener so I'm on it
There's... Two apparatuses?

apparati
"no bare feet" is also diabolical
but yeah it has some problems
like the whole things appearing in the distance on some moons
I feel some areas need to have pillars or like
adamance did that for me
also for the out of bounds, putting lights on the ceiling(?) above should be possible (make it a repeating material with an emissive texture) but pillars and catwalks and stuff would probably not be as i feel like they'd likely collide with the interior
we have our sky priority set to 100 so idk why sometimes something else is overriding it
i've noticed this i don't know a fix rn
Is that star walker...
Woah ...
possible solution would have a giant black sphere constantly following the player around but it would depend on how big the interior generates

They're in the prefab though 
actually i'm wrong they have it i have no idea whats happening
Spawn pillars based on main entract chunk. Dozens of "connection" nodes way up in the air, that spawn a super tall "room" if nothing collides below it
Very jerry rig way of doing it I know, but maybe
I'm so excited to see the changes
this feels like an incredibly questionable way to do it
oh 100% lmao
The mod made my jaw drop when I was checking it out today
the pillars generating would eat the size of the actual interior
And the turret freaked me out
Perhaps a fog?
Near the bottom?
Show how bottomless it is
Or something
Does dungen have a way to separate certain tiles from that counter?
i don't think so
Lobotomize it then 
I don't really follow what this means 
500 doorways that spawn a pillar (technically a room)
Yeah that wouldn't work
I mean for pillars I could have it raycast below tiles to determine if another tile's in its way
Or do you mean pillars like outside the dungeon and not in between tiles
he means like support tiles
Yeah raycast could work 
which makes sense ig but also its still in a void which is how the game works so i don't think having them vs not having them makes much of a difference if you're trying to think about the architecture realistically
That's the main reason
The playground areas are meant to feel a lot more liminal/fantasy-like, with the big rooms being more what there would actually be in such a facility
If interior playzone, then 1000 raycasts underground to summon pillars once level is fully loaded, and 5000 more raycasts for catwalks and pipes. It's GENIUS

lord give my computer strength
Definitely exaggerating the numbers lol
raycasts are kinda made to used in sort of bulk/large numbers so it should be fine but please dont do that many 
i... don't care enough about this to make it a thing 
I cri
sorry Jacu
It's so joever
appreciate the feedback, some of it i am considering
i also appreciate the effort to compile it all into a recorded video with memes and captions and all that
adding more fun where we're satisfied with it, working on updates and such
but it's also been 6 months working on this prior and I don't wanna burn out again
Oh and if you need help making it less quiet, hmu
Ye that's why I mentioned
Gonna clock out for now though. Eyes burn, ears are probably next
I know no concept of burnout 
i'm just fragile
Do sounds first
How are you doingng sky
It is questionable, actually
Comically large collider for a local volume
Forgor to switch to a global thing lmao
I can just have it turn on when I kill the sun ๐
Static electricity shock, small chance to deal 2 damage when moving through pipe tiles
uhh I think if its global it will affect the outside too?
Apollo doth tremble
i think that's why we did the same thing we did for the ceiling
Oh ye ceiling is uber jittery btw
jittery how
Not if it's off until entering facility
Also re: that pillar idea, are all your tiles a consistent height multiple?
Ye
the bigger tile rooms are dumb heights because i'm dumb they ain't on the grid
i'm sorry i still don't really know what ur getting at
what is burnout
Some kind of cooking method, done outside
it's the mind's way of preventing further bad decisions
It just rapidly moved around for me, like two overlapping textures or something
The comically large ceiling?
Ye
sounds like z fighting
Coulda been the texture too actually
i got conflicting answers, gonna go back to working on my code for the next 10 hours and consider the answer later
If they are mostly you can do the opposite of this for an easier time
Have each tile have endless pillar sections that instantiate unconditionally then bounds check per tile to remove them conditionally after the fact
If itโs something your interested in i can give tips in a day or two, its similar to the vertical holes i was doing for castle
It wasn't quite z fighting though. I think you just made it so obscenely large that it started getting precision errors
Itโs far easier to figure out what space is interior than figuring out what isnt
just out of random curiousity, is there a thing that tells you all the transforms/objects inside a bounds? sort of like a FindAllObjectsInBounds?
not really
OverlapBox/Sphere/Capsule would be closest
oh true
Check for collision
It is what I do to hide meshes of items in the pizza boxes 
ideally you donโt wanna do that thi
AABB testing is way faster and not reliant on up to date physics
Still scannable btw
Yeah I exclude scan node
I've seen people grab items from the playhouse though
Those should not be grabbable until opening the door 
Rip
i hope people like humming and buzzing
Catwalks could just be high up above the dungeon itself, but below the ceiling texture.
Pipes and small pillars could be extensions to large pillars
Since the catwalks will be far away you could get away with a 3 quad mesh per catwalk segment and some low res textures
i'm still struggling to figure out why the art direction should have Valve style catwalks in the distance
Idk lol. More interesting than literally nothing
Are those white lines on the skybox supposed to be there?
Ohhhh! Ok nice
oh
i dont like that
i thought it was a bug
it just looks odd imo
doesnt look like a warehouse at all to me but i could be just wrong
id prefer total darkness idk what other peeps think
No I agree! I couldn't tell what it was at first either obviously ๐ฎโ๐จ
hmm
yeah that explains the โbugโ i saw on adamance
its just
really compressed and odd looking
even when i zoom in on the image I cant tell its supposed to be a warehouse
i can change it to something more appropriate, i actually found something
PlayZone v1.0.3 uploaded!
This update includes many new audio clips, expanded lore, some compatibility stuff, and a few general tweaks.
- Added a suite of new immersive audios
- Air conditioner vents
- Fluorescent light humming
- Vending machines humming
- Spinning hazards have ambient wooshing
- Bowling alley pins more audible
- Added a light to the soda vending machine
- Added some spheres into the foam cube trampoline tile to make it a bit easier to get across.
- Adjusted triplanar values for dark ceiling tiles to line up with lights and a/c vents.
- Changed HDRI skybox image.
- Added compatibility with Blackout weather. (itolib 1.0.4+)
- Also added some compatibility with Gorgonzola and Legend Weathers!
- For real added cosmetics this time. (Forgor to put them in the last update.)
- Added a new lore map object that spawns with the
Cold Pizzalog. Cold Pizzanow spawns in one dedicated spot and weight was changed from3to9.
peaknits
not to rush this
but i would love to see that aquarium interior concept you gave
i think youll knock it out of the park
the upturned has a silly aquarium
maybe perhaps with some changes it could fit
what about the downshifted
Hello, hope itโs ok to send a bug here!
My friends and I just played with PlayZone for awhile and found that anyone who isn't the host would be unable to move once interacting with something (trampolines, slides, the spinny thing) The only mods we had were TooManyEmotes, MoreCompany, and PlayZone
Also just wondering if there's a way to increase the chance to get this interior. Thanks lots, loving the interior despite the issue
you can increase interior chance using the lethallevelloader config! Forgot to mention that
just go into your configs, click lethallevelloader, scroll until you find play zone
and then theres a couple boxes
you will see some auto listed weights for moons in there
higher number = higher chance
setting it to 300 makes it a pretty high chance
if you want it basically guaranteed put it to like 600+
i did that for adamance
Oh weird, do you happen to have a log file of one of the clients?
Could you tell me where to look for it? I might be able to find it tomorrow if itโs still there!
Thank you for the detailed explanation!
Can either grab it from here and paste it, or on your profile folder, inside the BepInEx folder there's the LogOutput.log file
But yeah I do disable movement when interacting with those things, it should be turned back on immediately after though
Guessing something errored out in the middle of that process, before reaching that point
Alright Iโll get back to you when I can, thank you very much!
Open gale import local mod
With this update does it fix the foam cube pit
So true
it's a gif now enjoy
Charred babu
yknow i just thought of a good idea for the cube pits
instead of just an instant death, what could happen instead is that the cube pits will deal 20 damage and you emerge back in the main ballpit at the entrance
This sounds like a positive if trying to get out 
That's the second suggestion I've seen someone wanting those ball pits to teleport you
I havent played this interior much but does that even make sense lol
I'm uploading trampoline rework + some Bozo stuff, but internet is being comically slow for some reason 
It'll take a bit
PlayZone v1.0.4 uploaded!
- Made trampoline trajectories in the trampoline hallway (hopefully) a bit more intuitive, should be a bit easier to get across.
- Still working on making the cubes less punishing, but this'll do for now...
- Did some ambient audio-related adjustments.
- A config setting for each of the ambient sounds is planned, but not yet made.
- Added some lights to the trampoline hallway, though they're not guaranteed to show up.
- Added LCMaxSoundsFix as a dependency.
- Increased PlayZone spawn weights for a bunch of moons.
Bozoros v2.5.1 uploaded!
- Updated itolib version.
cooking!!!
i commend your quick response to the criticism
even if some of it was a little too harsh
๐
Oh also it might just be me but the force applied to the player going up is so quick to reach the peak it doesn't really feel like I'm jumping on trampolines or a bouncy house
Cubes = death, no tp
Play at your own risk. ๐
If these updates don't show up soon, leave my library on v0.1.3 or it'll break stuff
My internet's still comically slow
I was refreshing the page to see if the patch notes were up yet
Oh btw if you're not carrying any weight, you can just make it across the non-trampoline cube gap tile with a run jump
I'll just leave this running, can't guarantee it'll finish uploading
Don't update my library if it doesn't show up
It's all scripts beanie, super possible and fairly trivial, especially if it's paco-eat-cheetos
Well itolib library update did go through onto Thunderstore so whenever his update to PZ is uploaded it should be fine to update
just get gud
itolib 1.0.4 breaks the trampolines because of playerlauncher changes, so use 1.0.3 for now until Paco says so
Looks like PlayZone was a success reception-wise with my group in yesterday's session
I snuck it into my pack last second and took them by complete surprise
awesome
alright so... I'm stuck on the slide 
fused
with the slide
suffer!!
zz
At least it seems to be uploading now
Wait I'm
Ultra dumb
Uploaded it on the wrong team ๐
Wanted to report that play zone seems to have broke and players get stuck on the slide and ball pit D:
Yeah it's fixed in 1.0.4
I just couldn't upload it for some reason
PlayZone exceeded already high expectations. Haven't played with the whole crew yet but my fiance (whose favorite moon is Bozoros) loves it too. The level of craftsmanship is insane, and I've barely scratched the surface so far
I KNOW
i get this error when using the main entrance on bozoros with playzone as the interior
[06:20:51.8533275] [Error : Unity Log] NullReferenceException
Stack trace:
itolib.Behaviours.Effects.SunScreen.HideSun (System.ValueTuple2[T1,T2] pair) (at ./Behaviours/Effects/SunScreen.cs:95) LethalLevelLoader.ExtendedEvent1[T].Invoke (T param) (at ./General/EventPatches.cs:292)
LethalLevelLoader.EventPatches.EntranceTeleportTeleportPlayerServerRpc_Prefix (EntranceTeleport __instance, System.Int32 playerObj) (at ./General/EventPatches.cs:220)
(wrapper dynamic-method) EntranceTeleport.DMDEntranceTeleport::TeleportPlayerServerRpc(EntranceTeleport,int)
(wrapper dynamic-method) EntranceTeleport.DMDEntranceTeleport::TeleportPlayer(EntranceTeleport)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
(wrapper dynamic-method) InteractTrigger.DMDInteractTrigger::Interact(InteractTrigger,UnityEngine.Transform)
GameNetcodeStuff.PlayerControllerB.ClickHoldInteraction () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0125)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<GameNetcodeStuff.PlayerControllerB::Update>?103099186(GameNetcodeStuff.PlayerControllerB)
CodeRebirth.src.Patches.PlayerControllerBPatch.PlayerControllerB_Update (On.GameNetcodeStuff.PlayerControllerB+orig_Update orig, GameNetcodeStuff.PlayerControllerB self) (at ./src/Patches/PlayerControllerBPatch.cs:72)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::Update>?1351527596(GameNetcodeStuff.PlayerControllerB)
oh this might be important lol, i had this guy on my head when i entered and now he's just being weird and sitting on the floor
@quasi nest

I have a null check there though wha
i was getting this on other interiors
so i don't think it's a playzone thing?
Oh it's just in the stack trace for some reason?
That specific script is a PlayZone thing, so it shouldn't be showing up at all unless it generates 
To kill the sun ๐
i was talking about the tulip snake probably being unrelated lol
but yeah the error only shows up when playzone is chosen
If you have a modpack code I can take a look
sure, gimme a sec
All's I'm doing is turning off the sun's renderer, but I do have null checks in place 
I cannot get this error to happen 
I do see this one but it's probably unrelated
[Error : Unity Log] NullReferenceException: routine is null
Stack trace:
UnityEngine.MonoBehaviour.StopCoroutine (UnityEngine.Coroutine routine) (at <e27997765c1848b09d8073e5d642717a>:IL_0009)
TurretAIPatch.BerserkFunction (Turret turret) (at <b861d947b4214fb8b8348e3691b22b6d>:IL_0272)
TurretAIPatch.PatchUpdate (Turret& __instance) (at <b861d947b4214fb8b8348e3691b22b6d>:IL_01E1)
(wrapper dynamic-method) Turret.DMD<Turret::Update>(Turret)
My friends and I are on right now, still having the stuck in place issue alongside when someone jumps in the ballpit theres a chance their stamina never returns, even after leaving the moon.
Here's the log file from the one who never got his stamina back, not sure if you need to close the game for it to generate a new log file? He hadn't updated the mod from yesterday but the same problem was happening then and now. Please let me know if there's anything else I can provide!
Yeah it's fixed on the latest PlayZone version
I meant to upload v1.0.4 right after uploading my library's update, but it just didn't 
Internet trolled me
The rest of us are on v1.0.4 and they still got stuck in place, do you think it will fix now that we're all on the same version? I'm hosting with the latest version.
Yeah everyone should be on the same version
I did test on LAN that everything's good, if there's something still broken it's probably some incompatibility with a mod somewhere
I can take a look if that's the case 
after restarting my game im not able to reproduce it. something mightve just broken during gameplay somehow and caused it lol
Yeah not sure
There's this error on every landing in the logs posted earlier actually Nevermind, it shows up when leaving moons, I don't think it's actually related
[06:19:23.9299391] [Error : Unity Log] NullReferenceException
Stack trace:
WiderShipMod.Compatibility.CelestialTint.CelestialTintPatch.ShipPartsLoaderPatch (System.Collections.Generic.List`1[UnityEngine.GameObject]& ___spacePropsCopies, System.Collections.Generic.List`1[System.String]& ___propNames) (at <e68ee32149844426bc019adf29d661d7>:IL_0096)
(wrapper dynamic-method) ShipPartsLoader.DMD<ShipPartsLoader::ActivateSpaceProps>()
ShipPartsLoader.OnSceneUnloaded (UnityEngine.SceneManagement.Scene scene) (at <47dd945eda1048b39bb04be002766209>:IL_0089)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0002)
UnityEngine.UnitySynchronizationContext.Exec () (at <e27997765c1848b09d8073e5d642717a>:IL_005D)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <e27997765c1848b09d8073e5d642717a>:IL_0014)
Honestly
I'm still not sure how it could be throwing there though, I do have null checks specifically for when it can't find the sun 
Celestial Tint is so outdated I would just do away with it, that being said we really need a mod that readds the parts in orbit
we got Doorbelle but no mod outside of CT that does that
and having the parts enabled in orbit is nice, cus it fixes a lot of the weird places that allow you to void yourself
yeah ive been thinking about it, i just really like how planets look with CT, i like it alot more than empty space or those low poly planet models
i have no idea lol. my pack haunts me with issues that dont make sense
probably gonna have to remake it and do away with some stuff ig
Also you should disable Ogopogo on Bozo ๐
Warning spam haunts your pack
Murder Ogopogo
oh lmao, didnt know it was enabled there by default
It's the only moon I'm aware of that it does that in
I have exhausted all ideas; it is mystery
I could give it the Tulip Snake treatment, but it feels very unethical 
ogopogo just hates clowns 
pre-emptive firework goes off, or a huge lake explosion instead


So @late roost what are the chances for a chill zone at the company with some of the stuff from the interior?
PlayZone has a rainbow staircase that kills you when stepped on
Oh wha
How?
I should really start recording clips
There was a staircase downwards and my homie just said"Yo bro I just died from air" so I went to check and nothing was there, cause of death:Unknown and when I stepped on that staircase I aslo instantly died
Huh
Maybe the moon's out of bounds kill thingy is a bit too high up lol
Like the kill floor if you fall out of the map
Or was it a vanilla moon
Maybe, it was on a custom moon aswell
PlayZone does generate pretty vertically, so I think it was probably that
Hmm
I could lower moons' kill floor myself 
You can do it through LLL's config
oh
It's a bit wacky since there's a lot
But uhhh there's like a dungeon size multiplier
Also need to toggle the "Enable content configuration" thing for PlayZone
Ok, ty for helping
Dungeon size will continue to be tweaked though, it does feel a bit too large 
Also I wanted to say that I really like the interior and I can't wait to get chased by a monster here
Trampolines + active Jester is pretty thrilling 
Nothing quite beats the rush of getting away from a nutcracker in the playground
Id say the mystery stairs kill spot should be further investigated by Digging. See if it can be reproduced. Always possible something else got the kill so it seemed like it was the magic stairs. Not saying this report isnt true just that its a very vague report that has no logs or video recording for it.
Did it happen to only you? Do you remember the moon? Where there others in your lobby? Very out there question, do you have chillax scrap, cause a player could have death noted you (this has happened to me on to many instances lol). Emergency Dice updated? Dice event could have been rolled. Ghost Girl?
Again not saying @cedar spindle didn't find a bug, just trying to fish for more details in case it was just bad timing from something legit killing.
randomly dying in an interior is almost always a poorly placed moon death plane

someone probably put it too high
Nah you want to know what's true hell! Being stuck in a dead end tube with a Locker enemy blocking my path and the spot next to the locker that I COULD GO has the spinning head bonker that kept putting me back into the dead end tube ๐
Thats why part of my question was which moon too so hopefully that dev can just tweak it on their end to avoid future issues.
yah.
I remember the earlier versions of Bozoros had the support beams of the rollercoaster going way underground and into the facility because I didn't realise how high up it went
It happened on 303-Acheron, a moon found in SkelaahsWildMoons. My friend died about 30 seconds before I tried going to the staircase and dying as well and I can confidently tell you that it was not an enemy or map hazard
Then to continue my story of the hellish locker enemy I managed to finally get out and a few minutes later I scanned like a dumb dumb in another dead end tube turned around and guess who's flying at me full speed into the tube perfectly! I now have ptsd inside those tubes ๐
Alright perfect. Thanks for the info that is helpful. Sorry if it seemed like i was down playing your report. Just that bit of info is good.
@high moat maybe you can help shed light on this with the Moons kill zone. Maybe it can be tweaked on your end?
Skelaah has been very active lately with their moons and have been trying to do some cool things with them so maybe its just a oversight on their end.
Iirc Acheron doesn't have any kill triggers
Yeah I just checked, the only kill trigger on the entire map is the one that's under the item delivery rocket ๐
@quasi nest what do you think? Now what if the stairs just happened to be under that dropship ๐
the death trigger is a part of the dropship
its what crushes you when it lands
its probably very small and attached to the anim component
the oblivious beanie:
I know i wasnt being to serious about that. Just trying to see what pacoitos thoughts are after Skelaah checked their kill boundaries.
sorry its kinda hard to tell sarcasm thru text
ive seen people make dumber claims before
dont blame me

although glitched certaintly isnt dumb
bouncy castle might get a little bit too bouncy with high ping (~160 in his case)
I was once kicked out of a flat earther discord for making dumber claims
holy peak
i love it when gameplay mechanics are fps or ping tied

genuine question, this ISNT intentional..? i swear it was lmao

i love the death contraption
least bouncy bouncy castle on the goofy funland
Nah I'll forgive ya this time, you get bullied by Xu and Rodrigo enough dont ya. Im starting a support group for people who have been tormented by them. You should join, Rodrigo PTSD is a real thing.
the latest itolib update is the cause of this
playerlauncher was reworked, also happened to bug the values in the bouncy castle
the omega bounce....
lmao i just assumed it was intentional
For some odd reason Bozoros is so laggy
add 5 billion flashing lights to bozoros to simulate an irl amusement park
MY PCCCCCCCCCCCCC
Yeah this was not intentional ๐
I goofed and replaced the wrong value, therefore applying 1750 vertically instead of just 50 ๐
thats awesome
res goes to eeby deeby to find a bug
"like, funhouse isn't that-" Ambient Music5 moment
pepsimaaaaaan went live on Twitch. Catch up on their Lethal Company VOD now.
I lost it at the comedic timing here ๐
lmao
I blame either Ogopogo or the new enemy 
Ogopogo spams warnings on host, new enemy spams errors on clients 
The latter is fixed in https://thunderstore.io/c/lethal-company/p/ButteryStancakes/ButteryFixes 
ogopogo be normal challenge (impossible)
oKAY SO
ITS ACTUALLY THE INTERIOR...
One person contantly keeps hearing static and heavily lagging
Its very weird.
Im not hearing or lagging that bad
he also says our voices are cutting in and out
Oh wait! This also happened on Wither with playzone once!
I thought it was an issue with Wither since it wasnโt updated for v70 but maybe not ๐
I tested
it's just with playzone
Pacoito canโt catch a break ๐ญ
I know what it might be actually
Goated
Cause like
Idk it was pretty bad as of recently
Noticed frames felt a bit weird after the ambience sound stuff
Tweaked a couple settings and it feels smoother now
I'll have config settings to adjust volume/mute all the ambience stuff, just in case it's still affecting frames a bit
Someone said they kept hearing static
I know
I think it's like so much ambience
Caused static???
It's strange
I was lagging too
Yeah I'm guessing it's just something due to it lagging a bit
I have like an rtx something
And I was lagging
๐ญ
46 FRAMES which
I mean it's not bad but like
Most interiors are a full 60
Yeah it'd be CPU being affected by the sounds
It should be better next update, I'm just doin a couple more things 
Sounds great. Hopefully your wifi doesn't lag out
Yeahh I'll double check it's stable before pushing update to library lol
True
preload your sounds too
Oh I thought that'd be more relevant for moons because of scene stuff
Should I just preload all/most sounds still?
i preload all coderebirth sounds
mostly because theres this thing called FMOD
that has decided to target my mod
afaik FMOD doesnt exist in lethal
afaik FMOD isnt in my unity proejct
afaik I DONT package FMOD
into my stuff
and yet if i dont preload my sounds, FMOD stops them from playing
yeah
but also you're supposed to preload long sounds i think
otherwise they stutter
Oh huh
thats what i was told way back anyway
Yeah I had a lotta stuff set to streaming ๐
<- (clueless)
I have read more into it
lol i dont even mess with that stuff so i have no idea what it would do to have em set to streaming
but i really need to figure out how to get rid of FMOD
i dont wanna preload that many sounds
lol
Processing audio is surprised non trivial in cpu demand so when the audio files in question are usually pretty tiny itโs better to preload them for the small cost in active ram consumption rather than risk that you ask for the audio processing at a time where the cpu is also busy with other stuff
icic
espicially when you consider the scale of the impact here
cuz like
loading the moon and interior can take up to multiple seconds to finish
processing audio can take up a decent amount of a frametime which during gameplay can be pretty noticable
but if you lump it onto that big load at the start of the level, whats the harm in adding at best another frame to that lumpsum of loading
well i assumed it preloads the audio when the assetbundle is opened
which my worry is about buildup of that being more negative over time
but yeah unsure
I remember I changed the drop ship music on my moons and didn't check off the preload audio box, so the game would freeze for a whole second when you bought something. Took me forever to figure out why lol
Dam
what is the turret SUPPOSED to look like on this interior? I'm sure this is a me problem bc I use a random mod that turns the turret into a bird but this interior just makes it huge and sideways
is it reskinned at all?
Uhh yeah
oh I see, wasn't sure if it was just the audio that was changed or not
It's a separate prefab but it does use the Turret script, so I guess it's being targeted
It's supposed to be this 
oh that's so cute
it makes my turret so big that it clips through an entire floor which is really funny
Yeah there's some scale differences from vanilla turrets
Internally though, the turret itself is the same size
But it's not playing well with the replacing model lol
Also I can see a particularly vertical generation being able to get down there 
Not exactly the moon's fault, Acheron does use the vanilla height for its out of bounds trigger
I must lower it myself 
@high moat I was referring to the out of bounds kill trigger btw, Acheron's is at the expected vanilla height though so you don't need to change anything on your end 

Still, this problem might occur on moons with higher interior multipliers
Acheron has 1,85x interior size multiplier so its on the larger side
Well bozo has 1.8x iirc
I actually lowered Bozo's kill floor by 61 for some reason
Might've been from Ogopogo debugging lmao
That's how out of ideas I've been ๐
Reminds me of that one time when infernis and office didn't worked right back then ๐๐
So ogo has been fixed there or...
No Ogo is very much broken on Bozoros
Disavow yourself of that notion 
Is the elevator in the new interior programmed to bring maneaters to main?
The Greatest Mod for Lethal Company Version 70
โ ๏ธ๐ฌ๐๐ฃ๐ฃ๐๐ ๐ ๐๐ฅ๐๐ ๐ก๐ข๐ช ๐๐ฉ๐๐๐๐๐๐๐โ ๏ธ
https://mithzan.store/
๐ข๐ ๐ผ๐ฑ๐ฝ๐ฎ๐ฐ๐ธ ๐จ๐๐ฒ๐ฑ ๐ถ๐ป ๐ฉ๐ถ๐ฑ๐ฒ๐ผ:
01975afe-ea15-c260-4b43-5a4270...
Can't wait to see a clip when they find the broken version of the bouncy house...
oh i want to be clear that wasn't a passive aggressive or depressive thing
I genuinely am gonna laugh when they revisit the bouncy castle and get launched into the stars
myths and legends of our time
happiness and prosperity
they shut down Muppet Vision 3D, whimsy is dead
They can roam up there (call and enter elevator), if the player they're targeting is on the top floor 
I haven't installed Bozoros since I reset my modlist for v70 but judging by Mithzans vid on the new interior I'd say peak 2.0 is here.
Bozoros was peak 1.0
Thank you,
Bozoros and PlayZone are two different mods so if you're interested in checking the new one out make sure you get it from Thunderstore
Will drop for you soon. Jesus christ i didnt know it was that bad lol
It claimed like 6 people xD
๐
It's about 35 times higher than it's supposed to be

Casually applying 1750 force on the Y axis ๐
btw @quasi nest skimmed around pacolib and overall compliments to the chef, cool to see some good programming practices and setup
not that others aren't doing the same but modding can get a little wishy washy yknow ๐
Passed the Batby Inspectionโข, yippee 
I really gotta get around to documenting/commenting stuff lol
put that on the TODO
It is precisely when I'm going through my code writing what it's supposed to do that I realize I'm doing a cursed thing lmao
Often I just wake up with little to no recollection of a thing I added the night prior, and I just go
real
i had couple tiny nitpicks/2 cents if you dont mind, purely just cause feel like you'd be interested in knowing
Yee no worries
Lmao the elevator must think they're a small child looking for the tykezone.
just random yaps
-You directly use strings in animation related functions abit, ideally you wanna convert them to hashes and use those instead
-In your effects you cast to IPooledOjbect once or twice. From what I know casting is dirt cheap but in theory theres a gain to caching the cast on init
-I love to see implementations of INetworkSerializable used, more people should learn how that works
-In some places (eg. NetworkedHittable) you getcomponent the networkobject off the player for the rpc. you can use a NetworkBehaviourReference instead to pass the player in directly
-Not an improvement in anyway but i personally made a generic extension that trygets a networkbehaviour/object reference and whatever type i want in order to just do the tryget in 1 check instead of two. just nice to use
-In some places (eg. NetworkedSource & PrefabSpawner) you use ? on a Component ref. Don't ? check UnityObjects because it's not consistent. Unity has it's own destruction procedure where when an object is marked for destruction and/or is destructed but not yet cleared in memory, != works correctly because Unity overrides the operator but c# doesn't let you override ? so sometimes it will return true when it's "null" on Unity's end.
-Some of the event stuff looks abit odd but idk why.
-I love seeing usage of IDungeonCompleteReciever, Dungen has some really cool exposed things like that.
-DungeonReciever has an unsafe reference (transform.find("TVScript).TryGet)
-Not always preferable but in a couple places you conditionally early exit out of Update(). Worth considering if you can just conditionally enable/disable the component in order to avoid those calls altogether
-In ScrapSpawner & ScrapTeleporter you have a getcomponent in a while loop and that scares the shit out of me
-Just a heads up that iirc you don't need to ? UnityEvents before invoking, it's got that built in (so do LLL's ExtendedEvents :D)
thats most of it
also playercontroller is lowkey begging for an extension to return if it's local player
also i think you can just initalise the unity event in the field like with lists so you shouldnt set them to null but just doing UnityEvent<thing> event = new(); is what i do
@quasi nest Please Keep! 10/10 would bounce again
sorry its not fully trimmed down.
unityevents don't even need to be initialized iirc
for this, i think PlayerControllerB.isOwner actually does this exactly but i dont like using it cuz it looks confusing to me
How did I not know about NetworkBehaviourReference? ๐ lol
lol
using System;
using GameNetcodeStuff;
using Unity.Netcode;
namespace CodeRebirth.src.Util;
public class PlayerControllerReference : INetworkSerializable
{
private int _playerID;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref _playerID);
}
public static implicit operator PlayerControllerB(PlayerControllerReference reference) => StartOfRound.Instance.allPlayerScripts[reference._playerID];
public static implicit operator PlayerControllerReference(PlayerControllerB player) => new()
{
_playerID = Array.IndexOf(StartOfRound.Instance.allPlayerScripts, player), // (int)player.playerClientId,
};
public override bool Equals(object? obj)
{
return obj is PlayerControllerReference other && other._playerID == _playerID;
}
public override int GetHashCode()
{
return _playerID;
}
}
``` INetworkSerializable stuff is also pretty cool
I wonder if anyone has used LLL's networkserializable stuff yet
not me, i forgot you even had stuff like that tbh but i half blame lack of it not being documented somewhere (afaik anyway), what do you even have in there?
icci interesting
I'm still reading through this a bit btw, but thanks for the list 
But uh by event stuff looking odd, do you mean the ScriptableEvent stuff, or the other components?
Honestly dunno! Donโt read into that one too much tbh
Ah alright
Most of these donโt really matter except for the ? Usage and the getcomponent in a while loop
I've been meaning to at least disable DelayedEvent and ToggleEvent on Start(), since they're supposed to start disabled, but I keep forgetting
Yeah I'll look into the more critical ones actually lol
Also I forget how but re: the constant local player checking, NGO does have a slightly saucier way to send rpcs to a specific client, think it might be via the better [Rpc()] attributes? Itโs another thing that doesnโt really matter but figured Iโd mention
Ohh actually the ScrapSpawner/Teleporter thing is just to wait until objects are spawned for clients
I uhh
I think I copied that specific pattern from vanilla code lol
Yeah the gift box
Thereโs absolutely a better way to do that ๐
Yeahh figured lol
I did just reuse the thing I had to spawn presents during snowy Bozo fireworks and modify them, but I didn't see if there was a better way to do it
https://docs-multiplayer.unity3d.com/netcode/current/advanced-topics/message-system/rpc-params/ yeah you can send client specific rpc's and stuff afaik, the only person who i've seen use em is matty
Some point soon I should start making Jungle Jake's
Probably gonna take some time to make a lot of new foliage
Oh one other random thought
It would be cool to see a couple bigger playground rooms
doesn't need new content necessarily but rn the dungeon goes between the 1x1/1x3/etc. connecting rooms and the big setpiece rooms
just a 2x2 or 2x3 or similar using those connecting room assets might help break up the pacing of the interior abit
like the boiler rooms or cement rooms in facility
we have some tiles generating called "composite" tiles, we only have two at the moment but we're gonna compose some more
basically just an assembled group of them to make a large chunk
and there are some 4x4 and 2x2 tiles in there
3x3x3 room with ball cannon :)
There was a larger trampoline room with rotating hazard in the middle planned too iirc lol
you put the balls in, push the button, and they shoot out the top it was the coolest thing
I thought it was on the Trello but I cannot locate it 
Well, ball fountain, cannons are separate but operate on the same principle
I suck at blender still, but a ball fountain might be something I can make, if you want to add one
I have it in my pureref
I also want some more cube tiles
Oh I did figure out sinking without the player going all the way down (and through the floor) 
@quasi nest We still doing the other hazards that I made?
Are you doing the "stamina drain but can still jump" thing?
Oh yeah probably
Also that
like ig i feel like this space infront, around and under parts of the playground are pretty big parts of the "feeling" of being in a playground but are kinda underrepresented in playzone rn. the starting room ballpit gives that feeling abit tho, and the slide tile but thats still abit corridor-ie
Yeah I thought that was a neat idea for a few reasons, one is that if you've ever fallen in one of these cube pits irl, they are very hard to get out of. Jump spam feels appropriate for that
We do a little StartOfRound.playerSinkingCurve switcheroo when attached 
(I just halved it)
I think having some "door" connectors without the actual door could be nice. Circular cutouts separating some tiles, making it feel more enclosed and sectional
Yeah this was my exact thinking when I suggested it, ontop of being a convenient solution to the gameplay jank
If you guys perfect your tile bounds there's a lot of good opperunity for loopback rooms like that
Honestly for the longest time that's how I thought vanilla quicksand worked in the first place
I have a thing to disable blockers that happen to be close enough to each other, but didn't form a Doorway 
It's quite rare for them to show up though lol
Nope, Just Deathโข๏ธ
Speaking of tile bounds I know DungeonGenerationPlus complained about some of the tile bounds today when we had PlayZone
Which was odd cus it's not a dependency for it
Oh wacky
Doorways have to allign perfectly so if any of your tile bounds in x y or z is inconsistent it will โoffsetโ the interiors grid based alignment for the rest of the generation
Yeah I noticed PlayZone was laggy on Bozo and DungeonGenerationPlus had done some griping
lol
Lag's due to a different thing, it'll be better next update 
oh didn't know that was a thing we don't use dgplus
I broke the bouncy castle as a result of it ๐
I haven't played to see the new jump pad tile update
LMAO you need to keep that evil bouncy castle as a config option
it's so funny
I dont know how you would do it, but if there is a way to make the generation prioritize looping back in on itsef or prefer generating in close proximity to other tiles, this interior would benefit from it bigtime
we were gonna change it to use the weatherconditional script
It just kinda does occasionally by itself
Another thing is I feel like loot density is a bit odd
Looping paths are neat
I had a hard time finding scrap
looping paths is incredibly hard to get consistently
honestly just need to build more composite tiles and make branches less long I think
100% I think I've seen a few devs attempt it and struggle with it ngl
I agree with this ๐
how big is jungle jakes gonna be compared to the other zones? loving the interior so far
Doorways do just be aligned to vertices, I don't actually know where a small difference could be to cause a tiny seam when the wall breaker thing activates
its in the context of doorways but i mainly mean tile allignment, not doorway
Ah
I was stupid and built all the pieces on an arbitrary grid size and not the actual grid itself and I'll forever pay for that
For the tile bounds themselves I usually just add a BoxCollider on the tile and copy its properties lol
Helps that it's all square
I think the only ones I don't do that with are composite tiles (which I let generate automatically) and main entrance
I will say there is something about zones requiring you to walk through the play area obstacles that just... Does NOT feel right at all.
I wonder what it'd be like if the interior was more like mineshaft, with large hallways that either connect directly to zone rooms, or have an entryway into a play area web
Yeahh I'll probably end up removing cube pit tiles from the main path generation
two examples of tiles being alligned vs. not alligned
(arrow is generation pathway, diamond is potential loopback connection)
do that and I will cut off your fingers be very sad
Or if they're there they'll be part of a composite one, so there'll likely be another path around it
this is something so baked into the very core idea of playzone that I can't just change it without having to redo most everything
when making interior tiles, is the only thing that matters keeping a consistent tile scaling?
helps big time, especially with ours since I wanted the pieces to be very modular and able to wrap around each other
when i was messing with castle remake i referenced to them by the term "SubTiles".
you wanna keep your subtile size consistent between all tiles.
eg. in a 2x2 room you have 4 1x1 subtiles
I think you should give it a shot eventually. Nothing major, just flat texture rooms and re-organizing the connection nodes to see what it would feel like
I'm not going to do that, sorry.
We did play around with a different archetype (all tube tiles), but it was pretty suboptimal for gameplay (and kept generating a bit weird)
I do like the current one's mix of maze tiles and tubes
ic, so i should definitely define the size of the smallest possible room/tile before i really work on any tiles, and any bigger tiles need to be able to also be made up of a combination of the smallest tiles?
It's not at all what I wanted to go for with this interior. If anything I'd rather have it be more like what Grand Armory does where the whole thing is one horizontal plane and has a big height within, but the limitation there is that wesley constructed GA as like really big tiles and I have too many playground pieces that need to connect to each other that it can't work that way with dungen
otherwise the tile archetypes would be in larger more warehousey tiles with the smaller playground tiles inside, which was the original vision. but dungen was limited so I settled on having the playground tiles generate between and opting for a warehouse skybox and hiding the moon above
and I'm pretty happy with the way it turned out so
I do now know it's pretty easy to get how large a dungeon generates, Dungeon does just contain that information 
Could do an enclosed thing instead of skybox
Dunno if this image helps at all but here's an example of Castle's large room which is problematic. My remade one is the one in the middle
the original one has an inconsistent subtile size where it has a little extra space on both axis. This is problematic because as per my previous diagram the tile connecting to these will snap onto the edge of this leftover partial subtitle, offsetting the generation from that point
i'm still leaning away from it though
oh wait doing this reminded me of another massive rule
One of my favorite moment when testing this interior was when one of my friends watched me die from across 20 tiles of empty space between us, so far away he couldn't tell what killed me or who died, but he def witnessed a murder and was scared lol
it was very funny, you had to be there
yeah i think i do get it, it's just a bit hard but im trying to sort of turn it into a mathematical formula of sorts in my head so i can apply it when i need to (which will happen sometimes soon-ish)
The iconic spiral staircase room in Castle is subtile consistent, can anyone spot the problem here though?
Pranked by doorway 
doorway is off center, if you connected another stairway going the other way it immediately throws off the entire grid
ohhh yeah okay, where would you put that doorway? in the bottom middle?
I had to model our spiral slide on the stupid arbitrary grid I made
Then paco plugged it in and it still threw off the whole grid because I got the height wrong lmao, had to revisit it
Also you wouldn't have to redo everything. Unless i'm critically misunderstanding how dungen works...
Can you define what rooms can and cannot connect to other types of rooms?
you can
You can set tags to either prevent two tagged tiles from connecting with one another, or to only allow tagged tiles to connect

Then my idea should work, I think
You have to ensure your doorways are subtile alligned, so iirc you could re-design the tile to fit one of these 3 solutions
This espicially matters when you consider tiles can be rotated too which can increase the amount these inconsistencies offset the generation
Not saying it wouldn't work, just saying it's not really the flow I wanted
right that makes a lot of sense, thanks
dude this drove me nuts trying to find it because I was viewing a bad angle in the viewport
sooo what am i looking at here to see the problem
the floor height was misaligned
Ye one's marginally lower
oohh
Doorway's placed on the center vertices, so they did just end up shifting everything lol
also remember the point here is to keep subtile size consistent, whatever you actually do in these subtiles doesnt matter. eg. these two subtiles are completely unused for this tile and this staircase inside the tile goes through two subtiles
fuck man i really hate that none of the stuff i cooked for castle remake is out rn
i have some really handy tooling in here
Im thinking some shit like this?
purple - elevator
blue - ballpit
red - play areas
green - playzones
cyan - chairs and tables n shit idk
Three main paths 
oh that image reminds me that archetypes also exist, which seem to be the interior generating a long branch like its a main branch?
sub dungeons
I can only do two main paths without adding DungeonGenerationPlus as dependency 
eg. mineshaft normal and mineshaft caves
And that's by pretending that placing main in the center means there's two main paths

like this little debug tool to visualise the ideal wall, floor and ceiling placement based on tile bounds and intended wall thickness is really neat
No... This would be two paths. Main hallway and playzones, and the small play area web
@nocturne charm circling back to your initial critique of the playground tiles, I agree that some bigger centralized tiles are in order. Tiles that are surrounded by the complex maze.
yeahh
that does look really good, i might have to bother you to release all that stuff on github at some point lol
i think i made it public somewhere
Sports court and ball pit areas have a bit of this idea
i think maybe even faking some generation by having a 3x2x3 room but some 1x1x1's inside of that space to feel like organic connections?
oh alright
I have 1x1/2x1 tiles as connectors for the composite tiles lol
Stair only exists if the doorway generates a path
oo
It's a bit more interesting with these
we've also got a slide that is currently unused we can add
Tube path changes a bit depending on doorway
I've been meaning to expand on that concept more but it's a bit convoluted lol
I totally get what you're saying. When I first started working on this Nikki was concepting out a similar interior that had more of that backrooms feel where the rooms were more grounded.
I feel it would have been the more coherent option, but what we have isn't terrible by any means
since I have it open, here are some references I had for the laserzone, you can see where the influences came from
I love the one with the old-bird looking mech and the shark
Yeah, the tiles themselves are peak design wise. The generation being so incoherent from a logical standpoint just ruins it a bit for me
some for the JumpZone
huh
When i was in there I was like "theres no way a curved trampoline works" but there it is lmao
TykeZone
The bean bags are personal.
(Football was mine)
I showed my brother and he was just like "Dude, how the fuck does your brain even work."
a tile like this-ish would be cool
Oh that reminds me I gotta deal with the two players entering bean bag at the same time softlock ๐
ooo I love that
yeah I wanna incorporate rock walls into more places, ClimbZone is planned..
like just stuff some of those 1x1 tiles inside a bigger tile so we can walk around them and stuff
Oh yeah absolutely, this kind of breaks in the tile generation would work great
doesnt break
those 1x1's aren't generated
they'd be placed in the bigger tile
fake ๐
PartyZone
thats... thats just a chair
yeah but that specific chair had to be in it
nobody has reported finding the new object in PartyZone yet
One thing I realized researching all this was just how dangerous this all was
And why these places are becoming fewer and fewer
These trampolines are 100% safe, historically there's never been any kind of injury in such a place 
Clearly
i broke my leg in a trampoline park in the UK years ago lol
i dont think we call em trampoline park, but close enough
Me neither actually
i've broken a bone on every important part of my body lol, probably 10+ bones
im very prone to clumsy accidents
Damn
Only time I got close I tore my knee ligament day before college graduation by jumping off a Lime scooter
Was crossing a street, car made illegal left, I bailed so I wouldn't become a pancake and heard the cracking sound as soon as my legs hit the pavement, I was going pretty fast
This was right around I got hired for my job too so I had to take the first month or so working from home until I could walk again
Didn't get to walk for graduation, was wheeled in a wheelchair
dam yeah that sucks, most of my more fatal ones were when i was a kid so nothing important going on for me back then, for my leg i just rolled down a street on a hill with my knee, kinda chipped through my bone a bit but eh i was young so its like it never even happened
Ouch
iirc i was living on adrenaline so i didnt even know it was bleeding until it was pointed out to me
"your leg is backwards"
"Nah ur lying. Oh.. wait. Yeah it is"

now imagine if they put my thumb back on backwards, i wouldnt be able to give a good thumbs up ๐
Would have been a cool thing to show off harhar
I've got the best graduation pic of all time
My COVID era
Getting back on topic, a lot of these play places I also realize now really were super gross
COVID really was the nail in the coffin for a lot of them
Oh @nocturne charm my footsteps material suggestion really was a dum dum idea idk why you went ahead with it
You asked everyone what features we'd like to see and I couldn't think of anything and suggested the weirdest thing
For one, sound effects of any kind are difficult to find for free
Yeah I'm just saying that I could have suggested something people actually were going to use more
nahhh its good suggest ๐
We need reskins of the Masked that look like creepy clowns or kids on Bozoros. Itโd be funny/creepy for the playzone, ideally along with a different โhahaโ sound lol
Is uh very long
peaknits
Playzone seemed really fun from the one round i just had on it but uh...
If you end up without jumping stamina in the ball pit corridor you're permanently stuck.
The one corridor type with the two angled trampoline sides and the strip of ballpit down the middle is what Im referring to. I found this out the hard way in a solo game lol
It might apply to other pits idk
I'll double check it's enabled for the trampoline hallways, but try and see if it happens at the entrance ball pit
That one should be working, and if it isn't it could be some mod incompatibility
Hm. Could be a mod conflict actually, if betterstamina is being weird somehow.
If you a send profile code I can take a look 
i thought that was intentional dude
lol
i woulda reported it sooner
Yeah it's supposed to be accounted for
i have zero stamina impacting mods as far as im concerened when it happened to me
soo..
Sorry, I put lc away for the day but I might be able to send a code later. I realize now I should have included the code in the first place...
Oh no worries
Doing something at the moment anyway, but I'll see if I can reproduce it with just BetterStamina 
Or uh, just in general
NVM I got the code now actually: 019761e1-b474-2807-01ef-16268aa5d5db
I will say the elevator is really cool looking and the laserzone is very aesthetic. I was testing something I'd seen in Mithzans video when I got permastuck.
That reminds me: ||what apparatus locks the elevator?|| There wasn't a noticable countdown happening when I took ||one of the laserzone apparatuses||, is there a different trigger?
||Gotta take both, there's two teams
||
Oh lol
my friends and i have also encountered not being able to jump out with no stamina. kinda figured it was just intentional though lmao
We dont have betterstamina though
yeah. poor guy died to a jester because we didn't have a teleporter lol
heres what interior looks like with whatever last version of doscompany i made ๐
Oh I was expecting LaserZone to be pretty colored, but I assume it's got something to do with material emissiveness
yeah clearly its not finding the right thing
Does look neat though 
curious why tho, ill have to take a look
i thought i did support emission
ah think i already found it lol
i think it prefers sampling the main texture if it exists then if it doesnt looking for emission
Oh there's no texture on it though
All neon color materials inherit from this one
Ohh wait
The only thing that changes is the base color, not emissive color
ah
yeah it thinks it needs to care about the emission
not base
prob isnt a fan of this either
Oh true
Yeah not sure how you'd account for all the ways material properties can vary
Itโs not fun!
actually did not take long to get into a remi reasonable state
On lowest/shadeless
I like those vibes
the ball pit has been torn to shreds
i dont wanna percieve particles ๐
Particles are only there if you believe you're seeing them 
The only particles there are the atoms and electrons
You forgot the Higgs bozon particle 
The Higgs Bozoros particle?
the higgs bozon particle
where the fuck does ultrakill look like this ๐ญ
bro played the game blindfolded
dawg literally where is it a blank bright colored mess with no textures or lighting

what version of ultrakill are you playing
i play the one where you're not trying to argue for the sake of arguing and seeing that im not saying its 1 to 1 ultrakill but has the same feel with the pixelation
but you do you
sorry, slightly irritable rn since i've been working on a visual effect for the last like 10 hours when i should've slept 10 hours ago
but if you dont get what i mean then idk what to tell you
what

what is this supposed to
forget i said anything
It has been wiped from my memory 
Nevermind I'm dummy, this should be !requireStamina

Internet died while uploading Bozo update so it'll be a bit longer until that one shows up, but:
PlayZone v1.0.5 uploaded!
- Fixed ambient prop sound effects having a pretty noticeable performance impact.
- Adjusted load type settings and enabled preloading for all sound effects.
- Removed most
OccludeAudioinstances, though I'm not sure how much they were actually affecting things.
- Added config settings to tweak the volume of ambient prop sounds.
- Made players no longer sink through the floor after having fallen prey to the cubes.
- Still working on making cubes feel a bit more fair, but for now I've made the spheres to jump on slightly larger (though only in the short hallway tile).
- Added some more scrap spawn nodes to the LaserZone.
- Adjusted TykeZone door and window sound effects.
- Fixed a pretty visible seam in the
Apparatusmodel, it's nice and smooth now! - Fixed multiple players entering a seat at the same time causing them to softlock.
- Reworked interactable seats to use
PlayerSeater, like slides.
- Reworked interactable seats to use
- Fixed not being able to jump out of the ball pit without stamina.
- Made the
OutOfBoundsTriggerof any moon PlayZone generates in lower itself accordingly, in case it generates too vertically. - Did a bit of refactoring to the project plugin.
- Trying out some pretty drastic (experimental) generation changes, to see if it feels a bit better to loot.
- NOTE: If you adjusted PlayZone's dungeon size through LLL or another mod, make sure to change it accordingly (or set it back to defaults), since the overall dungeon size was lowered a fair bit.
Bozoros v2.5.2 uploaded!
- Fixed accidental bouncy castle space program; it was not meant to be used for space expeditions.
- Comically bouncy castle may return soon, however...
- Did a bit of refactoring to the project plugin.
- Updated itolib version.
- Includes a couple small performance tweaks for Bozo features!
hiii, currently me and my friends are loving playzone but sometimes people report hearing this super loud noice (VOLUME WARNING) https://cdn.discordapp.com/attachments/1196694422339981363/1383272075032006746/Untitled_ffvideo_-_Made_with_Clipchamp.mp4?ex=684e3002&is=684cde82&hm=21c64aaa4839977907c824ebc776e84af884a3c492473448689792efc9e74b89&
Wha
Uhhh
I'll double check all sound effects
Does it happen only on Bozo, or is it specific to PlayZone?
I didn't hear this at all during testing though, sorry about that
we've only played on bozo so far! no worries haha, just wanted to mention in bc it was more than one person who reported it
Okay uhhhhhh
I have absolutely no idea how this happened
Seems to be the only one at least
Last time I touched this file was 7 months ago, huh
I guess my local copy of that file got corrupted for some reason?
ngl i expected this to be that one ambient noise that sounds like someone blowing into their microphone
Yeah same
Uploaded hotfix for this, let me know if you find anything else corrupted
I'll probably reclone the entire project though, this is really odd
jesus christ dude
Wii trauma
and heres a normal fun time (panicked and forgot how elevators work)
Wait until you find and throw the mote...
I should play my wii again. It really was peak.
WTF? LMAOOO
god i love that i made the circus interior so rare on other moons
it makes me happy when it just shows up where it shouldnt
@quasi nest holy seam
0,07% is wild
It's seamless on the PlayZone Apparati at least 
LOL
theres rarer things in my mod pack
for example, due to how i set up espira, the chance you get the puppeteer from coderebirth to spawn first is 8.129420372327453e-5%
basically impossible
the fuck LMAO
So, 0% 
yes!
it's not 0%
you can see the numbers mason
keep in mind enemy spawn weights are integers, not floats, so below 0 on teh spawn weight is just 0 
it was

icic
lmao
I've noticed that some mods that mess with hazard spawning or behavior don't work right when playzone is the interior, presumably because of the reskinned turrets & spike traps. Maybe a config option that reverts them to normal could solve it?
I mean generally mods shouldn't be overriding the way that works anyways
I just discovered a Majora image projection in play zone ? tf is that sorcery ?? it's so coooool ๐ 