#sfDesat's Moons and Mods
1 messages · Page 3 of 1
also, just out of curiosity, is there a reason you don't use the SCP facility
its probably because I tried to get Celestria data but got Celest's data
actually this may have happened to me let me double check lmao
Just didnt want anything directly ripped from other media
its a good dungeon and it has a good moon
but for my modpack it wouldnt fit
understandable
...scarlet devil mansion from touhou
nooooooooo
tbh this is just what I needed, most of the time I sorta just vibe checked moons and interiors and gave them random weight values to see if they matched, so it was kinda sloppy whereas you put a shit ton of effort into doing all this and even made a spreadsheet to go along with it all 😭
this lethal company shit serious
@cerulean jewel I commend you frfr 🫡
couldnt do it without the base and inspiration from @hearty solstice, and their https://thunderstore.io/c/lethal-company/p/Easyidle123/Easyidles_Quality_Moons/ https://thunderstore.io/c/lethal-company/p/Easyidle123/Easyidles_Expansive_Moons/
I'll send likes their way 👍
Hero
Ill be releasing my configs on Thunderstore with the launch of my modpack most likely
okay @cerulean jewel yeah i just looked at it again, trying to simulate celestria just pulls up the values for celest
yea I disabled celest and im about to do a simulate
@cerulean jewel any specific settings for each interior like the max interior size?
I just have Celestria copy Celest's weights until the issue is fixed😂
Yes
I have scaled all my interiors the best I can
But idk how I would impliment that into the sheet
I could
because I see that the pool rooms has a max of 2.5 by default and that's crazy 💀
let all the porting begin 🫡
this is stupid. I make a completely new project and set it all up. and then my old project starts working again. without me touching it
Celest was always working
if you could that'd be awesome, but bro I wouldn't blame you if you don't because you literally said earlier you've been at this for 3 days straight, and you got sick because of it 😭
unity moment
oh no ive been at this for a week straight, it was my last 3 day no sleep session that killed me
but uh ill put them somewhere on the doc

I don’t think the office is formatted right on there
nuh uh
it works for me
It says it has to be AssuranceLevel instead of Assurance@300
office works with both IIRC
thank you 🙏
sexy
dev moment
How many moons do you have like creator approved configs for rn lmfao
ALL OF THEM
RAHHHHHHHHHHHHHHH
RAAAAHHHHHHHHHH
I’d love to yoink take a look at the “approved” ones for referencing my personal numbers
im all for yoinking
a storm is coming
I got Wesley's approval, Knight's Approval, Desat's approval, Tolian's approval
I’ve been working to find out what interiors fit best canonically myself but it seems like you were ahead of the game on that one lol
atlas abyss / egypt + dungeon
lol
My only changes would be that my mine I plan to try and even things out a bit more
And try to have every interior (except maybe like one?) has a moon that it’s the main interior for
for what
Moon interiors
on my balance
huh
I want to try to make it like if the modded interiors were vanilla
I asked all of them their opinions on what modded interiors i put for thier moons
So factory won’t be on nearly every moon for example
And they all said they liked and agreed
oh
you'd have to horrifically overweigh the facility weight
Eh won’t be too hard
Just plug it into a calculator
That’s what I’ve been doing anyway
Let me tell you trying to figure out dragon ball power levels/multipliers/scaling doing math is annoying af
lmao nothing more inconsistent
when it came to weighing my interiors i had ocd
and wanted to make them on a scale of 5
💀
See I might do is just work back instead of forward
I’ve been finding the %s I want
Then figuring out the numbers
300 is X% of Y
Okay so Y is the final number and I work from that
It’s a weird way to do it, but makes it easier
If I explained it weirdly lmk lol
Spreadsheet is truly the easiest way to do it
Yeah but OCDbrain likes both
thats what i did
@cerulean jewel are you changing the weight for the interiors? took a glance over at the doc and saw you were making edits
🤫
🧏♂️
yea Easyidle made a suggestion to me
understandable carry on 🫡
@cerulean jewel would you take a moon recommendation? a good one imo just got released recently
which one? catalyst?
sure
yep
i played on it last night, it's pretty nice
here are the values if you decide to add it
slight improvement lol. Note: The "newer" version is an old build of the rework
slight
lol
It's on its way (made by Tolian)
details looking better 😄
You guys figure out what you're doing with the ship?
I'm planning it slowly but surely
hell yeah
I don't know if you're planning on letting the player go outside at all, but ladders around the modules might look cool
depends if i'm gonna be able to figure out how to adjust gravity
Even if you can't figure it out. the outside being parkour heavy could be a lot of fun. Tho I don't know how much people would like that
it may be possible. I still have to figure out the overall design idea and plan.
death parkour
ahah
The parkour would mainly be for traversing to and from fire exits. Not necessarily mandatory
A map where the exterior is (technically) all parkour would be unique for sure
Also if you wanted the gravity to be "correct" you'd want 0g not low gravity. Which I assume will be harder and also break most things in the game
problem is that most movement things are "hard coded" values. So i would need to figure out how to change them on a technical level
Not that I necessarily dislike either idea
I don't even know if 0g would be fun to play. Plus how would you even move?
Just basically fly?
If this did get figured out, wouldn't it be a better addition as / to a library mod that SpaceStation could depend on?
jetpack?
yeah its not gonna be 0g. and i would release it as a mod on TS
Requiring one to go to the moon(station) is a steep ask imo
I think low grav would be more fun than 0g imo
Well, if that's the case, then create a special kind of costume
the game design of lethal company just doesn't allow 0g. it also removes the "horror" aspect completely i think
Make everyone get in a astronaut suit. Has crappy thrusters
the monsters will be terrified
although in fairness my moons have never been that scary
lol
I agree that it would make the game less scary
I also agree with this lol, can be creepy alone but with one buddy it's not scary at all😂
Thought I'd say it here as well. I have been working on LC mod's for a good amount of time. I have put in a significant amount of hours and I have enjoyed creating and designing every step of the way. I've noticed that my passion has slowed. So to prevent burning all the creativity and interest for this game out of me. I'm going to take a break for a bit, couple days. This includes discord. So this means I wont respond unless you specifically tag or dm me.
I feel that I have left all my mods and modpacks in a stable place. They are to my knowledge reliable and up-to-date (except Aquatis). After the break I'll be refreshed and I'll finally start with ||Project Freedom||.
I'll be back!
Noooo my favorite beach episode level!! How dare you not slave away to remake every single map!!!
cheers tho c u later
i really like the formula of flat and simple textures and simple meshes
especially if you set scrap spawns right you can get the game to do half of your set dressing for you
like factory for example the apparatus is the busiest room in the whole tileset and its literally like 3 shelf racks and a pallet
what would be really, really dope is to see more immersive trap rooms
and more immersive large rooms in general that make you feel like you're going from one large area to another large area
makes you feel lost and raises the sense of risk
i just saw footage of level zero and they separate their facility tileset with a ice ravine area
but on the other side you're back on the same kind of 'tiles' which can be done in dun gen without any added features
idk how it actually works but im assuming hallway tiles can spawn as many times as needed to fulfill the size multiplier / bounding area (i think the size multiplier just increases the bounding box?)
and then room tiles like appratus can only spawn once so there's like a min/max there
it'd probably be cool if the game could differentiate one handed and two handed scrap spawn locations so modders can make areas that can only be accessed via ladder and you can still extract whatever is up there (realistically there wouldn't be two handed items in an inaccessible area in any reality.. right?)
I miss being able to interact with the ship from the older versions of the mod, do you ever plan to implement that?
:(
I cant load into Celest
It seems to be an issue where you open lethal company, go into a save, everything works, lets say you go to assurance then celest, you die on celest because you're a great asset, you quit the game mid match cuz ur based, you go back to the save, and then you get stuck in infinite loading when you try to land in Celest
But then you can go to another planet, like assurance, and then go back to celest and it stops tweakin?
celest also doesn't spawn any monsters for some reason too
hypothetically
thats an issue unrelated to celest, ive had it multiple times myself, i get monsters on celest
according to my struggles
any idea as to why it happens?
i think thats whats happening
Do you have AC?
Or any other mod that handles spawns
using morecompany instead since it's more optimised
can't think of anything that handles spawns for me but there might be one idk
yep
tbf I did an overhaul and removed about a dozen mods to optimise my list
so one of them might have been the no spawning monsters one
well you can use my good old fashioned bug testing method
A. disable all the mods u got rn
B. enable celest
C. start renabling mods in groups by types and test
Next place I would check is configs

WAZZAAAAAAAAAAH
WAZZSSSUUUUUUUP
I'm epxeriencing the same thing. Sometimes monsters just don't spawn. If you do find out the cause it would be very nice, if you could let me know :)
So is aquatis getting ported to LLL soon?
ummm why does my config always change?
i mean ship window config
is celestial tint doing it?
i always enable window 3 and it gets disabled after an update or something idk
The idea is interesting I will try to implement a lot but who will take time
He said it's already ported, he's just waiting on a LLL update for something else on the stage
LLL update
@halcyon ermine I'm getting pretty intense stutters every 5 seconds in orbit and on moons with celestial tint installed. Uninstalling celestial tint fixes it. I only have ShipWindows installed along it. No SpaceSunShine or other stuff.
Also tried disabling all custom moons because that's what I had recently added as well. But I'm pretty sure it's celestial tint..
From what I'm seeing I think it spikes GPU usage during the stutter.
personally for me i’ve had no stutters
in fact no noticeable effect on performance
i don’t think the mod is really doing anything crazy to the gpu
at least i don’t think so..
i don’t doubt ur stutter, i just don’t think it’s celestial tint causing it
Restart your PC.
Never

and this is without celestial tint. Nothing else changed.
1% lows 96 fps vs 8 fps with celestial tint
what is eating so much of ur ram
LC and my browser
that’s a lot of tabs
u should consider 64 gigs
It's not a bad thing to use all of your ram as long as it's not by a memory leak. Having ram usage below 50% means you could have saved money by buying half
wait do u tab out a lot from LC?
I can purge standby lists tho. Results in about 40% used in game and doesn't change a thing.
windowed fullscreen?
not during these tests. yes windowed fullscreen
idk try fullscreen. otherwise maybe the mod is conflicting with another mod. OR u actually need to restart ur pc. 🗿
No, don't.
Exclusive Fullscreen is a relic. Especially post W10 and has no benefit anymore.
It's also most likely not a real exclusive fullscreen anyway, just like in most modern Unity games.
im on windows 10
'fullscreen' also bugs gamma in my experience
W10 including.
Because the game takes control of gamma instead of OS.
changing gamma in borderless works tho..?
🤷♂️ i’ve noticed fps differences in games such as overwatch, fullscreen vs windowed fullscreen.
Or maybe not. My bad.
post processing and your visor
the game is rendered in HDRP and just taking the PP and the visor off should help
also if you're running at a higher resolution i really recommend frame limiting
looking at your photo im 99% sure thats not the vanilla res
huh i didn’t notice his res .. yeah my stars look more pixelated compared to his.
hey, does celestial tint work with custom moons as well?
like atlas abyss or ether, wesleys moons, etc
it works based on tags like snowy
or if the devs of the moons add support
are you talking about Diversity's GraphicsAPI or the base game's post processing?
tried disabling PP with HDLC and disabling ImmersiveVisor to no avail.
I'm running 1440p and limit at 120fps with rtss
base game
120 is too high for the game imo
with mods its just too resource intensive
even if you have pathfinding fix and all the others
performance company will kinda smooth it out but it will also brick my computer
frame limiting has been the only way for me to avoid shutoffs and if you have a more powerful gpu than i do, maybe you don't get shutoffs, but i'd expect that you get stutters at the least.
yea tried that. looks awful btw xD
this game is on the same rendering engine as cities skylines, in other words.. it has issues baked into it.
its almost certainly not celestial tint
and i dont get the same stutter you do
limiting at 90 fps
im also limiting using radeon chill
and idk how well most limiters work on the game
well i turned my post processing back on but i have the visor removed
and that helps, because the visor has HDRP DOF on it and that dof is intensive asf
also higher resolutions mean exponentially less performance
I do not have performance problems!
I'm getting a very consistent intense stutter/freeze every 5s even in orbit just after loading into the game when I'm using Celestial Tint.
Disabling Celestial Tint it's all fine. Of course I still get occasional stutters and bad performance when AI goes crazy and all the shit that's happening in this game's code. But I'm not getting that intense reoccuring stutter standing in lobby.
well im not using the new celestial tint im on the old one before his rework and i get no stutters
or performance problems at all
cant even use his new version because it just doesnt load
yup
that fixed it! thank you
cheers
fyi @halcyon ermine
i think he knows
couldnt figure out my load issue yet either but its probably a decently complex problem for this game's code
performance issues that is
Yeah, I brought it to their attention and they'll get to work on it when they're back from taking a break
Can I turn off the sun without removing the planets? :D
Referring to CelestialTint
i think the point of the sun is so that in the future he can show it being eclipsed when the moon is going through that weather condition
Fair enough and a nice idea. In that case my wish would be a for a config option "night mode" with us orbiting on the shaded side of the planet, maybe with a moon that doesn't light up the sky (could have different phases depending on the day even).
Eclipsed would work for both settings since it's sun+moon anyways
Freedom is coming...?
which moon is this
everything I have made and will make
This looks awesome
you have 4 moons plus a space station right? i dont download the packs i do indivually just saved on updates and helps for maps we dont use we can remove
i test new mods i download on your space station map its a fun test area
All my things currently on the thunderstore can be seen here #1198736199297286196 message
thats what i was double checking i see it on R2 when i search your name i just didnt know if you had more moons in your exploration pack then you did individual moons
Wait, it just reoccurred to me that you made Explorations
I wanted to say huge thanks, that pack is what inspired me to make my Quality Moons modpack
ohhh gotcha
sure, ty
that's dope! It looks like a good modpack!
is this lll moons?
Thanks :D
LLL and LethalExpansion (gross I know)
Wesley's Moons are amazing, and Aquatis is also amazing
Once those two port I'll drop LethalExpansion
or LECore rather
@vestal fjord sorry for the ping, but can you pin this?
i removed wesleys i like his maps but my favorite is cosmocos but the game crashes when we bring our loot tot he shipp and its the coolest moon ive seen wish it didnt crash on us
thank you
you only havd mod packs for your moons 28 moons being the smallest pack thatll take forever to start, got a smaller packwith the new custom interiors on them?
Just delete Wesley's Moons, Aquatis, and LethalExpansion / LECore
wesley's alone has 13
so its only 15 moons without it
I've been considering removing it anyway or at least some of the others, because i agree that 28 for what was meant to be a small pack is too many
It's hard to know which of Wesley's to take out though, they're just all so good
i have personally decided to probably keep wesley out my pack (or keep 1). And just link his full colection as an option. Not because i think they are bad, but because they are designed to work with each other and i would have to many moons in my pack
i live with the issues cause they're just all so good and i cant bare to part with them im a shill for those moons
im hype for the aquatis update whenever it happens.....
Yeah me too
That's actually the main reason I'm excited about LLL continuing tbh
Aside from the continued existence of the modding community as we know it of course
shame installed easyidles and lost my safe that was really well played on
@halcyon ermine I've updated Ship Windows to detect Celestial Tint, so you don't need to deal with the config file for space anymore.
???
how so?
that shouldn't be possible unless you added it on a fresh profile, in which case the only issue would be with not having the Better Saves mod if you used that
unless you mean like a natural death
I didn't think custom logs worked, this is hype
all my prior settings got reverted to default so all the stuffed turned off in ship windows is back on and my items on ship were all gone but still said i was on day 7 but none of my ship items
Sorry to hear that :(
To be honest I have no idea what could've caused the issue, my pack is pretty barebones
my only guess would be LECore if you didn't have it but that should be stable too
i had that, it added sfsdesats files n tons of other things a terminal manager
hyped for whenever aquatis gets ported now that batsy has confirmed progress will continue
its my group's favorite i'd say so they'll be def hyped
ok, question, I feel like roots config mod might have messed up my config files back when it was a dependency for Celestial Tint. Anyone else know if this is a thing?
And perchance how I could fix it?
im in the middle of reinstalling every single mod from scratch
sooo
Any other options would be greatly appreciated :P
Is it safe though? It has LLL and expansion mixed together.
Expansion is disabled by Core. Also, I haven't had any issues with it in all the time I've played with it
I've heard of people having weird interior desyncs but as far as I know that's a problem across all of LLL right now. I've added LLLFixed for now to mitigate it
I think im gonna release a modpack too!
Nice, Ill give you help if you want any
In terms of setting the file structure up
dang, that would be amazing :P I've got not clue what I'm getting myself into at all
but no pressure honestly because it'll probably take me a while
Have you tried going to your profile folder, finding the BepInEx/plugins folder, and deleting the root.config folder or whatever it's called?
I have yeah!
It's just that I seem to now have a LOT of folders
like
(And i've been trying to clean up the folders that are empty 👀 )
I'm looking into LLLFixed and it doesn't give me much confidence.
Dang that sucks. The mod seems to have problems with anything that isn't a fresh profile more or less, so while it's great for large modpacks it seems it doesn't play well with existing configs - at least in this game.
Guess I'll just toss it into the mod-salad.
I recommend LethalQuantities for configuring interiors instead of LLL config!
It's far easier in my opinion
Pasting it here too incase you have mentions off. I found a mod with working low grav, maybe the creator can help you with yours https://discord.com/channels/1168655651455639582/1217280417015795802
awesome, i'll update it
oh sick, i'll ask how he did it
Working might be a tiny stretch, he did say it's a little buggy. But the video looked very promising
may I ask which mod you used for these smooth the camera flights? 👀
i filmed most of it in the editor.
I just came across this https://www.patreon.com/posts/2024-is-year-99207687. its about v50
Patreon is empowering a new generation of creators.
Support and engage with artists and creators as they live out their passions!
i actually came here from ship windows. i never knew the celestial tint mod existed until now. thank you for showing this mod! both ship windows and celestial tint are absolutely fantastic
also i wanna say i absolutely love this celestial tint mod
the planets look great and i'm really hyped for any new updates
welcome bacc
i hope soon perhaps there could be some sort of transition animation between planets, like maybe some stars flying by really fast during the switch between planets? i think thatd be really cool
yeah i was thinking about that today
i think this is still a really cool mod either way :D
im super hyped for any updates to ship windows or celestial tint
you too lol.
thank you!
that is something i want to make.
thats absolutely awesome to hear! thank you for updating these mods, i greatly appreciate any updates done :D
mods aren’t officially supported through the game’s code. that’s why bepin is being used. it clearly wasn’t in zeeker’s initial vision when he created the game and i don’t think we can reasonably expect him to go out of his way to do so when he just wants to make his game.
depending on what he does, some mods will be fine and some will be broken.
yeah. thats why wish none breaks
well if the mod is active. then they will just update and adapt like last time for v47 to v49
No. Development of LC was cancelled.
No update is ever going to come out ever again.
/s btw
pretty sure he’s working on it rn
like he posted something on twitter
he was just taking a break in january
because i remember he was going to add new stuff like monsters
I want to change up the moons that are included in the Explorations modpack. I am looking for high-quality or creative moons that are not that well known. I am making a list of some moons that could (maybe) work (I haven't tested them). I just want to know if I have missed any or if anyone wants to leave suggestions.
I will maybe rotate some moons out,
- Kast, waiting for LLL port and an update?
- SecretLabs, depends on what the people want. (its not styled towards vanilla)
Note: Budapest is not on the list. I dont know if it is still getting support from the developer
Ganimedes maybe?
oh yeah
Check out mine if you want, it's just released and not bad https://thunderstore.io/c/lethal-company/p/Guodan/Crest/
Crest looks v interesting, thanks for the share out here though
And thank god, that's one "easy" or mid game moon, we can't with end game / late game moons frankly (talking abt me an my friends, not the whole community)
looks great
can I get more screenshots?
i recommend you make a thread for crest/the rest of your moons if you plan on making more, it's a great way for users to give feedback
Thank, I will create my own thread soon, don't wanna hi-jack this thread just wanted to quickly reply
lol
lol
yeah i saw it. I already put it on the list of possibilities. it looked good
its fine
Cool, if you try it, even if you don't like it, I would appreciate your feedback! ❤️
Instantly downloaded it when Masa saw it. The thumbnail looks VERY interesting.
Will make sure to follow your thread when it appears!
are you fr?
they said "/s" right after
Ye they ain't being serious about the news at all
yeah uh
quick question
Watch Crest and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
where's the main entrance again?
it's over there
?????
Oh that scared me lol
Didnt see that
oh, its right at || oops will be fixed ||
#1217558052891525210
@halcyon ermine I've had a few people report that space has been black outside for them regardless of settings and even if Celestial Tint was disabled. Apparently the copy of NightSky.dll in Celest gets loaded as plugin by bepin and triggers my detection since the GUID matches Celestial Tint. Is there any way you can change that or even remove the plugin from Celest since you have it as a standalone mod now? If not, probably not a big deal. I can probably check the location of the plugin as well as the GUID, but it is a bit of a hack.
oh yeah. i forgot about that one. Is it possible that you check for versions? Only detect NightSky when 1.0.1 or above.
Because I cant update Celest right now or in the very close future.
i was wondering something about the celestian tint mod: the plan for moons to appear to the side of the ship and above it, will this be a config setting or will a random position be chosen every time you fly to a moon, or will both options be available?
I dont know yet, i'll try to set it up in a way for config options
Alright, I'll try that when I get home
I really dislike the Budapest gameplay loop
And it adds a full 20 seconds to the game's load time alone, even before the main menu
It has some great decoration but in practice it's just a gruelling walk to and from the entrance
Haven't had the time to test them all, but there might be 1 or 2 LLL Moons you haven't seen in the list here.
https://docs.google.com/spreadsheets/d/1DIMxtYa64d8WkFnRGXLcx6Pi16bwTwHp69r8PUUo39o/edit?usp=drivesdk
Only one I feel strongly about in the current list with the (?)s is Bozoros (hi matt) because I think it's a solid map
Entities
Entity Name or Nickname,Mod or Discord Thread Name,Release/WIP/Github,Personally Tested or Seen Adequate Evidence,Ranked by visual complexity, animations, VFX, visual gimmicks, uniqueness, & whether they are PNGs,Ranked by integrated systems, behaviors, dynamics, spawning, uniqueness, &...
thank you for the list
yeah the loading time, file size and some design aspect were indeed the reason i didn't want to include it
+1 to bozoros
Also, I feel like Outpost 31 fits the vibe of Explorations pretty well if its not in there already
This is the current list (can change). I want to keep the amount of moons to a minimal.
Red is no or removed. Green is yes or keep included. Yellow is maybe.
please let me know your thoughts
the upcoming changes to the Explorations modpack
crest?
I gotta remind myself
oo looks sexy
Why no to Danielus_Catalyst
Now you didnt hear this from me
but Catalyst solos Outpost 31 anyday of the week
Its not that Catalyst is bad, its more that i want to limit the amount of moons. Outpost slotted in pretty much perfectly with the other moons. Maybe I'll add it in a future moon rotation
I feel like the mod community really needs a mod that swaps out routable moons every day / quota / run
That way you could play with pretty big moon modpacks without being overwhelmed / constantly able to avoid weather
YEA WHAT HAPPENED TO INFERNIS
oh no Infernis #1 fan is typing
JHAHAHA
oh i wasnt gonna state anything about infernis lmao
i fully agree
i was gonna agree with
cause that would be cool
honestly a lot of things need some kinda mod that randomizes them
moons, meltdown songs, some third thing
https://discord.com/channels/1168655651455639582/1200060289320755210 this pretty much
that would solve it very well in my opinion
all of wesley's moons in one system
its sort of a collection of ideas based around the star map system, but in a way that'd be less likely to trap you into a specific part of the map
then i can just clump the other moons to its own system
yeah that is the main problem with that routing design
#1199474436303245373 message
that would be very neat
I proposed 4 variations here
There's also grouping ideas somewhere in there
anyways uhhhhhhhh where'd infernis go ? 
you could group based on price / difficulty / temperature / moon author
and then have either similar moons for one of those tags go in similar systems
or have every solar system be arranged where closer / further from the sun determines it
which would balance well with ensuring most systems had a free moon, etc
yeah rip
A good precursor would be batby's idea where you basically get a "route" you can pick from the company building every quota, you'd get a few lists of moons and would have to pick one of the routes where you'd then be locked into that set for a quotaz
so you still get a choice and its not completely random, while also being able to limit the player more for moon count
I think mechanically that'd be a lot easier to code than a moon map system too
i completely understand tho
i assume cause of LECore being packaged, general term, with wesley's moons and that fucks a lot up (so ive heard ive had no issues myself but)
I have had ZERO LECore issues with wesley's moons
i am trying to get LE out, but the things with infernis is more that it is a wesley moon. I think they are fantastic, but I also think they work very well together. So I think i will kick Infernis out and put a link to all wesleys moons in the description
tho i know for a fact when they switch to LLL so many things will be fixed i didnt even realize were issues
true wesley is the goat....
Wesleys moons are pretty much an entire modpack by itself
its ironic tho
i think ive been to aquatis way more than any moon funnily enough
idk its just its almost perfect
those fucking birds that i hate
exactly
aquatis is so great
its also kind of a vacation moon to me
if you go somewhere terrifying and need a chill
1.5 months 👀
HEY
the update is in 1.5 months or
but its coming soon hopefully
thats MY line
no it has been 1.5 months
or well like kinda a request almost
shoot
actually a question and a request
first request
i feel like theres too many bees on celest
like 5 in a straight line kinda too many
thats fair, they are kind of invisible in the grass
i dont have any type of footage but like it feels like theres a bit too much and yeah that too
grass makes them very hard to see
i'll do some rebalancing
question time
are dogs supposed to run back and forth for no reason on celest
idk what it was but the dogs were just going crazy despite there being no noise whatsoever
They attack manticoils and bees
oh they do??
and other creatures im pretty sure
They also attack baboon hawks
i dont actually know if they attack bees, but that is what i suspect.
kinda makes the dogs just roadblocks if anything more than actual threats lmao
they blocked a path off cause they kept running back and forth and we had to go through the trees
Not advocating for the dogs cause fuck em but yeah
although unintended, i think that works well with celest. So you can get lost lol
oh fair lmao
also i do have one more request thats less of a request and more me begging
PLEASE I BEG OF YOU
lower the spawnrate of baboon hawks on aquatis just a tiny bit pleaseeeeeeee
i HATE those fucking BIRDS, sf. i despise them
its their land. fight them or outsmart them
you can dodge them by not looking at them, not coming close and not provoking them
not looking at them actually works?
i thought that was like a "yelling at them thing" where it was a myth
i'm pretty sure it does, i dont know about yelling
i'll keep that in mind then
also avoid groups, they have an entire hierarcy and groups
mhm i know that
Looking at the baboon hawks increases your threat level. Higher the players threat level = higher chance the bh attacks you
i see
well some AIs like the hoarding bugs react to sound. i wouldn’t be surprised if it’s similar with baboon hawks.
they can even go to sleep if the thread level is low enough
i wish i didnt have awful luck with em still
I've only died to them purely cause they wont go after anyone wlse
literally my friend could be smacking them with a shovel and they'll keep pecking me
I think I've seen this a couple of times before. I always thought they stopped moving for a bit. This makes way more sense!
u must be tasty
-mosquito in my home
their AI is probably the most advanced lol. they are under appreciated
i mean they look goofy
they do.
yea they're like outdoor hoarding bugs
did you know they are lore wise, apes with wings?
they're like wasps while HBs are like bees
I have a clip of my friend walking up to one of them thinking it died. It then sprung up and killed her immediately
dont wake them up
they get mad
all those time i’ve been yelling at it coz my friend told me to
that may also work
hopefully that one youtuber does a breakdown of their AI
they dont like being told go away but in a mean way with curses that i cant type cause it dont let me
alter ego
baboon hawk code is 1700 lines, dogs is 700, giants 760 and worms 350
wtf
yeah dont try to bypass automod :p
fair enough
im trynna figure out which part of the wormAI stops it from getting near the ship tbh
i have not dug into it, I do know that its got a bool cannotBeInShip, but other than that i got nothing
Yeah I've got no idea about how movement AI works, that's gonna be a pain to learn
LC just uses Unity's build in NavMeshAgent
i mean you probably knew that already nvm
Nah it is good to know
You overestimate my knowledge
Never used unity before a week or so ago
https://www.youtube.com/watch?v=CHV1ymlw-P8 always trust in brackeys
even if the giant doesnt step on the ship anymore, what if it was in front of the ship as it’s taking off. will players still be at risk of stomp damage/death?
Yeah that's long been solved, the colliders that deal instant kill damage are at the bottom of its feet
So unless the ship is kissing its feet, u shouldn't die
oh okay. wasnt sure how it was dealing damage.
It detects if you're close by for shockwaves and also deals damage if you're on the bottom of the feet
Version check works well, shouldn't be an issue anymore :)
pog! I have a pretty cool update coming soon 👀
Do you plan on letting us choose which moons have which visual in the config for CelestialTint?
Being the person who made Outpost and Bozoros (I'm honored to be considered btw), I feel I must make my case to put Bozoros over Outpost simply because I put way more work into it. However I would understand why many would feel it doesn't belong due to me pushing the art style a bit out of the norm for LC
I have a heavy bias with this since Outpost was my first moon to just test the waters and learn how to make maps for LC
Just a heads up— last I checked, E Gypt still has an audio issue that stops all ambient noise outside after leaving the facility
man’s spitting straight facts
Bozoros is great imo, it caught my attention specifically because the style is so distinct from other moons.
unlikely in the near future. I would have to implement a similar system to LLL (config wise). I will stick with the Tag system for now.
Yeah so Outpost fills a gap in LC modded moons (in my opinion), but it does kind of require a make-over. Tolian is also working on an ice moon so maybe the better choice is to replace Outpost with Bozoros (even though it doesn't really fit LC thematically. I think it is a very creative and high-quality moon) and let Tolian take the ice moon "slot" that Outpost would have gotten.
me and my bros can't land on Celest, it gets stuck after this message in the console
i think that is an issue with LethalLevelLoader. I'm pretty sure the only fix is to restart the game
sadly it didn't help, we even made a new save with a money mod to test it
the issue looks like the game was trying to spawn in map hazards, but for one reason or another it couldn't
like the moon/dungeon's data for the map hazards did not match
I set the spawnable objects for Celest to nothing. It should be empty. strange
ahh ya, i see what you mean. if the spawnable objects is empty nothing should spawn
but, i know a mod like LethalThings adds its own map hazard to the moons, which means that something may still spawn, which causes the map hazard spawner to start crying since there are no map hazard spawn points in the dungeon/moon
i know if the dungeon doesnt have every maphazard the moon asks for the game breaks
cant remember if that goes both ways
theoretically, if the moon's map props is empty, it's all good. but other mods can influence the map props so bugs can resurface
Is there a way to fix it? Add a prop and set its spawn chance to zero?
you can probably get away with adding an empty room (outside of the real map) that has a single map hazard spawn point
that way, no matter what, everything will spawn there as a failsafe
ok i'll try that
tbh id try having the landmine and turret at 0 rarity first
i don't think that's the issue, since I used to test my dungeon by wiping out the map hazard list, and i never had issues
but you can try both methods and see whats best
unrelated, this is the current Explorations update list. With Bozoros as very likely
the stutters for me were only present in 1.1.3, previous versions were fine (including 1.1.2)
I have lethal things, i will try disabling the teleporter trap and the boomba
Boombas should be fine, they're considered enemies and not hazards
ok
Does this mean there's never any turrets or mines inside on Celest?
there should've been, but i'll check
Or is spawnable objects the rocks and pumpkins outside? the convo was about hazards which is why I asked about mines and turrets
The error happens in SpawnMapObjects(), which are the dungeon's hazards
As opposed to SpawnOutsideHazards(), which are the moon objectts
So I guess my first question still stands
solid naming by Zeekers like always
if you mean this, then according to sf, there would be no turrets or mines
unless i misread you sf
That's what I assumed. So my question is why no turrets and mines? Just curious
Have to ask, do you go to Atlas Abyss or Egypt much?
Also Crest or affliction?
I haven't seen/been to any of those yet
I'll be honest I don't play the game that much anymore lol. But i do still think they hold up their value.
hehe :P yeah same xD
they're new, but show a massive amount of potential
how so?
actually ill take a look at them anyway
egypt is the closest thing u'd get to a dune experience in lethal company.
they practically just released. Affliction has almost prefectly imitated the vanilla style. and Crest is a good looking, creative moon
Tolian's new moons are up. Nyx is beautiful
If you're doing interiors in your pack it's perfect for Scoopy's dungeon
yea i heard. i gotta check the mout
btw would it be possible to have shipwindow's skybox with celestialtint's planet?
no, i dont think that would be possible
I mean i can implement more starmaps that could be chosen from
if it doesnt trouble u, that would be nice
i just like how pretty shipwindow's skybox looks
@native dagger I have the standard Landmine and Turret settings in here. Could it be a problem with an interior mod itself?
i understand. i'll see what i can do
ohh wait, maybe
the interior needs to have (almost) exactly these same map objects
no buts
no wait, let me think
to be clear, is that what the settings were when the bug happened?
i can write it up as a one time thing and ignore it untill someone else start having the problem
yes
then maybe it's an interior problem then? until we get more info, it feels like we are shooting in the dark here
looking back at the og error log, i can barely see text stating that the interior couldn't spawn in a few scrap items, which should never happen (unless it was a custom interior)
so its probably some other mod's fault
yes probably. especially since it doesnt happen with for most people
disabled teleporter traps, didn't change anything
i have poolrooms and office installed
i'll try disabling both
didn't change anything
i'll try removing all mods and readding them in batches to see which one breaks it, i dont want to delete celeste nor interiors
if u r using thunderstore u dont have to delete... u can disable
what about dune
😎
There's a literal Dune moon.
just looked it up rn.. DuneMoon by Specter?
THe worms dont even jump in the dune moon 😭
does anoyone know if any mods have already patched themselves to use specific moons from celestial tint?
It works off of tags, which existed for a while in LLL.
They just have to be tagged properly. No explicit support needed.
@halcyon ermine or are your tags new/unique?
None of the moons I have has the correct Celestial Tint moon
yeah, I think im going to start patching my moon mods, just didint want to waste my time on what already worked
How are you gonna patch them yourself?
My wording was a bit misleading probably.
What I meant is that support is not hard to add and some probably already have it without it actually being explicitly for Celestial Tint.
oh is there not a config? I assumed there was, like with interior mods
No.
that should be a essential feature
it is not a config option. Its very difficult to add a moon specific option to change tags and keep it synced between clients. It may be better if such a config option comes in LLL @jaunty lintel ?
because most of the systems are already in place in LLL
I have added some tags that are not used by vanilla moons.
the tag system is LLL exclusive. Its made by IAmBatby. This is the list for vanilla moons. And here is the list of tags I currently have support for: https://github.com/sfDesat/Celestial-Tint/wiki/Adding-support-for-Celestial-Tint
The pictures on my github page are from an older version. They look a bit different now
Yeah, I was just trying to understand if all the tags you listed come from LLL or if you added some completely new ones.
Ocean is currently the only new one i have added, but I want to add a lot more. I just cant work on any mods until wednesday
so how can moon moders add these tags to their moons?
There is an option for LevelTags in their ExtentedLevel asset (for LLL). If the moon uses LE, the only possibility is to change the PlanetPrefab to moon1 (wasteland), moon2 (forest) or moon3 (snow)
Tags will not be user configurable 👍
i figured, just wanted to check
Forsure, It’s very much by design
While it puts a slight pressure on creators tags exist in concept to alleviate the need for such finnicky user to user tweaking, especially in the longer term
@clever night ^
Wait, are those moons that work or just moons in general? Because Frontier & Kaldor do not load for Masa.
That was just a list of moons that could be included in the Explorations Modpack. red is no, green is yes and orange is maybe
Ohh okay.
@halcyon ermine Did you manage to look into the performance issues some were getting for the new update? ;o or is that still being looked into?
i am still looking into fixing performance. The recent update was just a quick hotfix for LE moons. I can't really work a lot on it until wednesday
Alrighty ^^
Btw the README section about SpaceSunShine being incompatible can be removed now whenever you update next
oh yes i forgot
No worries just reminding. Also, what are some of the new tags you had in mind? Or is it top secret classified?
its top secret classified, because i dont know yet
Does anyone else see a white line when looking out over the horizon on one side of the ship? There's also a small dark object floating out in front of the ship. Here's a quick video I made showing them https://streamable.com/rklevs
Just wondering if it's a bug or if another mod might be causing it 🤔
Pretty sure there's a platform out there, I saw it too
In my most recent session we had OpenBodyCams and when a monitored player left, their camera appeared to teleport to a default player standing out there on the platform
Oh I have that installed. Sounds like that could definitely be it! I'm out right now but I'll try disabling that when I get home. Thanks for the tip.
No problem :) lemme know if that's actually the solution
The smaller dark object no longer appears in front of the ship but the white platform is still there. I'll try disabling more mods later. Here's my code is anyone else has the issue and wants to compare with my pack 018e49cd-2c05-63c0-8a21-530176618dbb
Actually if it's a platform, I wonder if it's a vanilla object that's normally hidden. Might have something to do with joining players.
that is exactly what it is. I still need to figure out a way to disable the platform
it is in the vanilla game
I will release Aquatis today. Just have to finish some things on it
awesome
Yay 🥳
only some minor grass fixes left
@halcyon ermine maybe dont try the thing that doestn work again the same way
what am i doing wrong
i suggest splitting it up
is it to long?
yeah something like that
Aquatis [2.0]
**Patchnotes are to long for discord. Check them out here
Known Bug:
- ||Grass floats||
Thunderstore will take a moment to update
You're a king 👑 Good work Desat!
Changelog so big it needed two messages.
lol
Ehh, I'm having this error actually
When trying to land the ship
I remember this happened with another moons like EchoReach and Crest, anybody knows?
wut
People on the discord says this error is related to a mod skipping the intro or some but... I don't use these
is that all it said? how many other mods do you have?
Maybe 30 other mods, i'll disable couple ones and I'll be back to you
This is just related to our modlist I think
Did you install it manually? if so can you try reinstalling aquatis?
Yes it was manual, installed the exact same way as Orion and Celest and I just have this error on Aquatis, I will install it again another time and if it doesn't work I will remove mods one by one, I'll let you know
This is most likely a problem on my side, not related to Aquatis I gotta figure out
Re-installed and still happening, there's gotta be one of my mods that cause this
I'll also test something
Also LLLFixed doesn't help, same error
Can you try restarting your entire pc? Because I cant reproduce it. #1210653206225363018 message
Any idea why CelestialTint 1.1.3+ causes the game to stutter? 1.1.2 is working fine.
is 1.1.2 or 1.1.1 working?
Still happening, I got rid of Advanced Company (old version) thinking it could be it, but nope
I'll try to regenerate all config files and delete couple more mods, i'll let you know
Yeah no stuttering issues with 1.1.2
I'll try a clean profile in a sec cause rn I was testing with ~120 mods profile
Aquatis seems to be a bit heavier than your other maps, so I bet there will be some performance reports. @halcyon ermine
I have seen more people say this
Yes I’ll be honest I have kind of rushed it out. Grass floats and performance isn’t great
Personally don't have any issue myself. Nothing like Celest.
Just seeing that the GPU load is higher than usual.
yeah a big problem is the grass. it can introduce lag spikes and is pretty heavy
but i dont have the time right now to fix it
What in the hell, whenever I load Celest at the same time as Aquatis, it gives me the error
@halcyon ermine
I only have Aquatis, I can land, if I load Celest, it gives me the error
I might need to update Celest though
well i have the latest version of Celest? Huhh
can you try removing NightSky plugin inside the Aquatis folder?
Nope, still giving me the error
Should i try remove the NightSky plugin of Celest also?
do you have CelestialTint installed
I actually have loaded:
LLL, LethaLib, Celest and Aquatis
Nothing more
I'll try to revert back to standard LLL and not LLLFixed though
can you try setting Aquatis and Celest to false in the LLL config
Well the LLL config is disabled, is it by default?
I'll go check it
Is that it?
yes
It was already that way
do you use r2modman?
ok. I have no idea what else it coulde be
Is this a normal startup error?
I saw this while testing with Orion and Aquatis, giving the same result
Also, I did not load Celest, but the terminal still display Celest as a destination, while I have regenerated the config files, and Celest is not loaded
I only have Aquatis and Orion loaded, but Celest is displayed
do a file search of your whole Lethal Company folder for Celest or Aquatis or Orion
Don't tell me it can grab from outside BepInEx folder, can it?
Cause i made BepInEx backups there
I dont know how LLL works. But maybe?
I'll delete the backups and try again
I had both installed without issues. 🤔
move the backups to a different folder further away, like Documents
Thanks at least I know it's coming from me
I'm doing this right now
But why would I have issues now, and not all this time I did this like, since i started adding mods and all I did the backups there like 🤷♂️ weird
it is strange
same
The little shxt was grabbing mods from another folder named "BepInEx_aquatis-no-issues"
Seriously
It works now, at least Aquatis & Orion
I'll test Celest but 100% it was the issue, god damn it
what in the hell would it grab mods outside of the starting "BepInEx" folder like
I'd understand if my backups were inside the Bepinex folder but, like it was outside
lol
Yup can confirm, I got it working all good now
Thank you for the support Desat even though it wasnt related to your mods, very appreciated
great! no problem
I'll keep backups away from Lethal folder now, lmao, teached me a lesson
postcard worthy picture
I think there might be a conflict with HDLethalCompany too
https://pastebin.com/DcyA8pfq
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Something about the fog
hmm ok. thank you for the report
including the beautiful ||floating grass|| 🤫
thats basically what aquatis is to me: a vacation
go there if we have been having a rough time
Also got another weird issue, when playing multiplayer im (host) able to get in to the interior, but nobody else can
https://pastebin.com/vrvbJatr <-- This is the log from someone else's machine who couldnt enter through any entrance
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Same here, we go there when we know that we are dead on quota
at least we got a great view before... the end of existence 😬
hope a moon changing animation is added to celestial tint soon, only thing preventing me from using it is the lack of an animation for that
I noticed that none of your maps changes its sky when the weather is rainy or stormy. Is it because of limitations? Because it feels weird to have rain come from a clear sky
i will! it's next on the list
yippep!
stormy should have a different sky, but rainy not. I have to figure out how to do that
Animating volumes is so bad lol
You either have to have a lot of volumes or make a script that can change volume settings during runtime
that looks sick
@halcyon ermine what is the coded name for aquatis? For some reason just typing aquatis wont let me assign interior mods to the moon
this used to work but dosent anymore
should be Aquatis or 112 Aquatis
i will try 112
** Aquatis [2.0.1]**
- Fixed Facility dungeon weight
- Fixed floating grass
- Added random noise to grass shape
- Increased grass view distance
- Touched up terrain textures
Thunderstore will take a moment to update
you're probably missing the capital A
the internal name shouldnt have the number on it
i tried that, but captials letters havent had a effect before, either way i am reseting my config file. It may be broken
Yo, realized ExpansionAssets show up as Deprecated?
Sup with that? Should I uninstall?
yes its no longer used
It's still listed as a requirement on https://thunderstore.io/c/lethal-company/p/sfDesat/sfDesat/
But good to know
Thanks
I am going to redesign that modpack later
holy..
imo make it just have the moons bundled together
like wesleys
thats the plan
uhhh i dont know why but i cant land on aquatis now, i have landed multiple times on the latest version of the moon but now it just dosent do it?!
WOOOOOOOO AQUATIS UPDATE LETS FUCKING GOOO
It looks so pretty nowwww
Does Facility weight is back at 300 or is it changed then?
it was weighing double so 2x 300
Alrighty
After rejoining to the server:
[Error : Unity Log] [NightSkyPlugin] AssetBundle is not loaded. Unable to replace prefabs.
did you still see the correct planets outside the ship?
yeah
ok thank you. i'll add a check to remove the error
Aquatis is looking good!
If I may, I noticed the rock LODs pop a little too quickly, to the point it distracted me for a bit
Honestly with LC and how low budget the rest of this map is, I wouldn't have bothered to have rock LODs since there are so few of them on this map anyway. Might be better to go with a low poly one?
The LOD distance changes automatically with size. I'm gonna have to set the distance manually in the next update
Loving the new foliage
thank you!
unusual bug but, anybody else having aquatis' interior flooded? kinda similar to oopsallflooded's thing but it doesnt seem to have a surface lol
I know you recommend getting SpaceShipDoor with CelestialTint so
do you plan on making the invisible parts of the ship visible again when were into orbit?
what part is invisible?
I'll take a look at the ship
are there screenshots of the new aquatis? can't get around to playing for a few days
Noticed a few issues while playing around with animating the planet:
- The moon prefab gets despawned really early, so the animation has to be crazy fast or the level change over itself has to be patched and delayed.
- It's SUPER laggy while being animated (note FPS in top right)
Have this bug as well. I immediately getting drowned when entering the interior lmao
Same here, was just about to post about it 😛
I couldn't see any errors in the logs and it happens with all interiors. Here's my profile code for my mod list 018e4f3c-2569-c516-f17d-b4150768980f
How did you get a new background for the stars and the animations?
I hadn't replaced the prefabs for the moon I was coming from, so one of those backgrounds is from ship windows, before it gets overridden by the planet volume
Oh
are you making the planet smaller? if so is it possible to just make the ship move instead?
No, the "planet" is fake, rendered by the volume profile, so it looks the same no matter where you are
plus moving the ship would probably break everything in the game XD
Trying out Aquatis and just listing issues I run into as I play:
- Sand doesn't show footprints
- Sand makes grass sounds
- Interior ambience persists outside after entering the facility
- The water material is a nice bit higher than the water trigger
is view extension required for your moons or can i delete it?
You can delete it.
thank you for the list,
- That is something I will add in the next update
- I have to find a way of handling different footstep sound on different surfaces on terrain. idk how to do that yet
- I'll look into what is causing it
- oops
I have to find a way of handling different footstep sound on different surfaces on terrain. idk how to do that yet
if its any that aren't already in basegame via the tags it has, wait for lll update
trust me lol
whatever sound egypt uses should work tho
Is it already possible to change footstep sounds based on the terrain texture?
no
basegame uses tags
and you cant add new tags because of a super hard unity limitaiton
i have cool material based footstep surfaces in my upcoming build
dope!
one of the only things i finished before this whole ac thing, been sitting on it for like 3 weeks 😭
That sounds amazing
also its worth noting atleast initally that kinda thing wont work if the renderer is not on the collider, so if thats relevant to your setup it might be worth thinking about
usually they are on the same but i know some people have them seperate for varying reasons
good to know
damn two hour slowdown in the showcase channel
Where even are the fire exists on celest am I dumb??
👌👌👌
there are two "labs" on the map
||I recall at least one of them can be reached by heading right when exiting the ship, trek takes a bit tho||
Hmm idk what's going on but for some reason environment doesn't correctly reflect the time like it previously did for the map, I tried this completely standalone with all of the needed dependencies (even switching between LLL/LLLFixed just to be sure) and I'm getting the same issue 🤔
Here's how it looks for me
I checked the plugins folder and I do have NightSky.dll in the Aquatis folder so 🤔
When I tried out Celest prior to Aquatis's update, I didn't have any issues with that moon's NightSky.dll
(I've yet to try out Celestial Tint so no comment on that one)
@halcyon ermine Hi beautiful.
I noticed that https://thunderstore.io/c/lethal-company/p/sfDesat/sfDesat/ still includes LethalExpansion while your individual moons currently do not (well done an congratulations!). Also sfDesat-ExpansionAssets which you've since marked deprecated. Finally I assume you'll add spacestation to that pack once it's version 1.0 ? Thanks(!)
It has become normal for moon modders to have one mod that includes all their v1.0 moons, which saves a lot of space on the modlist, so I really appreciate you all saving the size of my modlist a bit and giving the option to choose moons individually if we want.
Here are some examples of how others do it. All these packs do not have the individual moons as dependencies, they're just bundled data. Generic_Moons does the same though they don't offer moons individually and still rely on LE so I'm sleeping on that one.
late asf but what's the bg music?
I am going to change how that modpack works and make it a mod that includes all my moons in one
six forty seven.
Ye cool
I messed around with the animations. It should all line up. Except maybe the morning
wdf, i dont get anyone in my thread calling to me "Hi beautiful", where did you get the fanclub 😂
@ sf desat hi amazing the moon is moon moon on the moon
hehehe
that is very moon of you
Aquatis [2.0.2]
- Fixed water inside the facility
- Fixed water level outside
- Fixed rocks pop-in
- Increased shadow distance
- Touched up terrain textures
Thunderstore will take a moment to update
Hi lovely thanks for the update
@halcyon ermine Hope that Celestial Tint update is gonna be soon, I wanna readd it to my pack ^^
its the next thing on the list. I just had to make Aquatis playable.
Note on the latest version, I managed to make the interior fullbright?
Which mod is yours, I'll consider it.
Ah.. I don't really understand the purpose of that mod.
Or the appeal of the latter because I'm already happy with the original aesthetic.
It's.. a new enemy
