#sfDesat's Moons and Mods
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@halcyon ermine I noticed that it's super bright on the interior of Aquatis compared to other moons' interiors
here's a screenshot I took on experimentation's interior for example
(I also have Diversity's full darkness setting set to 50% if that's important)
Aquatis [2.0.3]
- Fixed interior lighting
Thunderstore will take a moment to update
done, thank you

hello darkness my old friend

in regards to the stuttering of Celestial Tint, can you try updating your drivers? Because I am trying to use a Performance Profiler and nothing is really out of the ordinary. Graphics Rendering appears to only have a small impact on performance
thank you 
any progress on animating the moons with celestial tint?
Animating?
I never had issues, my friend who plays on a laptop did though
working on it
Sneakpeak from the spacestation interior (made by Tolian)
Yโall both do such amazing jobs at this stuff
looks like a completely different game
Curious to see an in-game screenshot of what it looks like
Probably because it's at native res.
wait what is this, new interior?
i dont really understand what the problem is. it might be not your moon that causes the problem but maybe someone understands whats happening here :/
Unrelated but are you using HDLethalCompany only for resolution?
resolution and fog
Ah ok, because I would have suggested you to use LCUltrawide instead as it looks better
might help with the error. ill test it.
i also just run a quick test and for vanilla moons and a different custom moon this error does not appear but on aquatis.
I mean you can disable the resolution stuff from HDLC and use it just for increasing fog quality
The interior for Space Station ๐
tbh i dont like having to many mods and still here i am with 90 mods in total :x
Mod count doesn't matter it's whather or not mods are optimized or not that matters
I used to like not going too far above 80 but once I finally hit 100 I stopped caring
lol
It looks freaking awesome!!!
Well it can impact boot times
That's why AsyncLoggers is a thing
Among other things ofc
I know it's probably not Celestial Tint causing this but its the only way I have seen it happen:
I host a game and sometimes my mates dont have the celestial features. (They dont see the planet but just black).
If that is the case and they go to the terminal they cant get out of ot anymore. Escape isnt working, I think they said that the terminal tells them to use Tab oder Enter to leave it but they dont work either. Therefore I gotta kick my mates or they even have to relaunch the game
No clue why this happens but it happened only when the skybox of celestial tint didnt show up so thats a starting point to find out what could be causing that maybe
LobbyControl was not in use at that time
If you're using LGU it has a bug right now when using LEC
probably that
That could be it then thanks
works better now thx :)
That was the issue?
seems so. but now it feels like its not getting dark. ill test it on the next few moons
so on Aquatis its not getting dark outside. i dont know if that is just an issue by my side or if thats intended. other moons work fine and get dark during night.
and HDLethalCompany worked fine before with Aquatis but i will continue using LCUltrawide since it looks better. I dont know what have been changed xD
any updates on space station is it getting finished or just there to see if moons like this work?
seems like they're expanding upon it a ton #1198736199297286196 message
i mean i assume the spacestation moon's getting expanded to have its own interior
The interior is being worked on specifically in relation to that moon, with the intent of having the interior spawn above the station so you can see it from the outside when you land (which I think will be neat)
But right now I think most of the focus has been on the interior + updates and bug fixing on the main moons, so the actual space station moon hasnโt received as much attention since it got into a stable state. The two are linked though, so itโs probably getting updates behind the scenes that just havenโt translated into updated on TS because of the interior
that's... incredible.
How dark is it for you? There is a moon in the sky that is supposed to light it up a bit. Can you send a screenshot if you have the time and want to?
that is pretty much all correct. Although the spacestation itself will take a bit longer than thought. So it is likely the interior will be out before the spacestation. And yes the idea is to have the interior linked to the spacestation
I think (untested) the problem is that HDLethalCompany tries messing with the fog and the fog is setup a bit different on my moons. Idk if this is the problem though
it is i think yeah
matt had problems with it too
one of its checks isnt null safe
Yeah HDLethalCompany touches a lot of stuff it shouldn't from what I understand, and it's been generally recommended to start using LCUltrawide set to 1080p instead to avoid conflicts
I know the dev of Mirage got screen flickering when he was testing my old pack that included HDLC, and it stopped once he removed it
It sucks bc Iโd love to use its features to decrease pop-in with its LOD setting, but from what Iโve heard it messes up fog even on default settings
I got it working. it's definitely still wip
Ayyyy
My friend should like this cus without Celestial Tint he was like "Bruh the ship didn't even move" ๐
yeah it looks a bit weird without. I have to fix some things and then I'll update it. I also hope I fixed the stuttering
Hope so did you figure out what was causing that for some people?
Looks great
I have put the shader in a more compatibile format. It is a tiny bit heavier on performance, but should be more compatible with some peoples computers
That looks cool! But if I may add something to this, I would recommend on ease-in-out when leaving the moon and ease-out-in when entering the new moon. Plus, if you wanna make the transition to have not pitch black during the progress, I highly suggest you add fade white and while it loads to new moon, make it white background (if possible) instead of black. That way it kinda looks abit science accurate since we will blinded by the light when weโre approaching to the speed of light.
good idea. Idk how to do it yet, but i'll figure something out
Again, this is just a suggestion โ๏ธ
I could try that. I think something close to that already exists in the base game
I wonder how much would break if you tried to delay that moon prefab unloading during the leave animation
The vanilla animation is like 6 seconds, but it cuts out after only a couple from the moon being deleted into a black screen
If you could have it swap out instead of deleting, waiting, then loading the new one, there wouldn't be a black transition at all
YES
always sunny in aquatis ๐ what a nice place
Are you on ultrawide?
I think it is referencing the sun animations from celest lol. It will get dark if you have celest installed. I'll fix it in the next update
I kinda like the dirt and rocky textures, maybe i'll add some more stone area's
yes
dont have that one installed cause we didnt like how fast u can get lost there xD also (on stormy) u wont find back your items when dropped in the grass :D
why aren't you playing with an ultrawide res?
cause when i do it looks really bad
Have some respect for yourself and get LCUltrawide.
What?
hang on i do a screenshot
Looking forward to it.
the sun doesn't set on bird land
Settings in LCUltrawide 2560x1440
Settings in LCUltrawide 3440x1440
Leave width at 0
so 0 and 1440 for height?
Yes.
Restart the game
I've found leaving both at 0 for auto scaling does just fine. If you're using HDLethalCompany as well, disable the ResFix in its config, as LCUW seems to do the same thing
I guess they don't like pixelated aesthetic.
If you do though, just leave both at 0, yeah.
restarting rn but a quick question.. march on foggy shouldnt look like this right?
cause its booting up. did the screenshot before closing the game ^^
no
Looks normal
LCUltrawide should remove the black bars
That's kinda how any map looks foggy
Nah only Vow and March are that hard to see on when Foggy
The entire point of that weather is not being able to see shit
Experimentation and Titan are basically free when Foggy
Exp is free because you just go forward
Titan exterior is always free regardless
Still can't see shit
Nah I can see just fine on Foggy Experimentation
You should make it slower and when it leaves the planet add hyperspeed
Anyone who thinks Titan exterior on Eclipsed is hard clearly doesn't know the walkie purchase strat
I mean tbf Titan is hard usually due to Giants not so much dogs
But FairGiants helps a lot
lol
Never even heard of that mod lol
FairGiants makes Giants wander more rather than standing right next to the ship constantly
and actually properly implements the fix for them ship camping
cus the v47 "fix" does nothing
@quaint holly restarting worked fine and the black bars are gone thx :)
If hud ever gets wonky due to mods or something, set hud aspect to 1.77 in LCUW config.
ok
I mean, Vow you just head straight right from the ship and go a little to the right so you don't full sprint off a cliff, March just go towards the 1:30 position, if the way the door is facing is 12:00, and then towards the 10:30 position
https://thunderstore.io/c/lethal-company/p/LegoMaster3650/FairGiants/ essential mod tbh
It's only if you're going for March fire exits that it's easy to get lost
But you have pretty straight shots to main
Will look into it, especially since I'm rebuilding my modpack
@frigid topaz if you have any more essential fix/performance mods please DM them my way ๐
I mean in terms of performance mods, NutrackerFixes, PathfindingLagFix, AsyncLoggers, StarlancerAIFix, CullFactory
I think it would be really fun once i get dynamic ship positions working nicely to random rotate the entire map by 90o every round to make it feel more different and make fog harder
lol fog is already pain though ๐
that would be very cool
Got all of those, NutcrackerFixes I needed cuz of ammo/safety desync because my team is a bunch of lunatics and have had a grand total of 587 scrap items on the ship at 1 time
Dust Clouds my beloved: fog but better
NoMorePush by Woecust is essential if you no longer want player collisions when in larger groups
Once you have more than 4 people on the ship that gets very annoying
Lol
I also love Immersive Visor
Having rain effects and stuff happen on the screen is something you can't live without once you have it
XD
48 of these were shotguns
I actually use Clear First Person cuz the visor bogs down FPS
You can disable the visor with Immersive Visor
I'm also visually impaired, so the less effects I have obscuring my view the better
Ahhh Gotcha
Personally I recommend FOV_Adjust with the visor turned off over ClearFirstPerson cus ClearFirstPerson tends to throw errors in the game logs
@halcyon ermine what I also noticed on Aquatis is that the baboon hawks tend to camp as a group of three at the main entrance. is there a chance to let them roam more and be less likely to camp the main entrance? :D
Only error I've had is during startup before actually loading into a session, no errors after that
Time to bring stun grenades
Ahhh okay okay I got you
Honestly I will say there is a benefit Immersive Visor has with the rim disabled, and you can probably disable the other effects too if you don't like them. It doesn't seem to cause the screen to become darker like the other mods that disable the visor do, I need to test if it also fixes the fog flickering stuff on Rend too that is caused by other mods that disable it
Cus if so then that is a huge benefit tbh
Ngl I thought the fog flickering was just a bunch of blowing snow blocking light in waves lmao
I can't really change their AI. I think they choose a camp (their nest) somewhere. Then stay there and occationally wander further around. I dont know exactly how they work
๐ nah it's a bug with other mods that disable the visor for some reason
I use a little mod called DisableHelmetVisor
I'mma test rn if it's fixed with Immersive Visor having it off
Does that one have the fog flickering bug though?
Try to eliminate them
I see. yesterday we couldnt get our scraps from their and all died trying xD
Ping me with results, I'm at work (but it's dead) so attention is mildly split
hard without any cash for shovels xD
Haven't had issues but all my LC time recently has been from modding unfortunately so maybe I just never got to notice
for fog - is there any mod that lowers the intensitivity? cause i dont want to play completely without fog but also dont want to play with 0 vision like here xD
I wish ^
Yeah no screen flickering with it
๐
this is more closely how I want it to look.
Noted, will try it out when I'm home
less bloom stronger normals basically
Let me try the mod SSencipe mentioned
Hopefully you find a good balance for it visually
However, something to note is that I also have post processing turned off in HDLC, so idk if that'll affect anything
Lmk I guess, need to clean up my mods anyways
I don't use HDLC personally, there is another mod that disables Post Processing too lol
Makes the game look so much better imo
Did the one Ssen mentioned have the fog flickering?
Oh god I killed Lunx ๐ญ
I ended up not using it but looking into it theoretically it shouldn't have it, it does the same thing as the option in immersive visor where it just disables the post processing effect for the visor rim
If it does though all the features of immersive visor can be turned off and immersive visor for sure doesn't have it
DAMN. I just spend 2 hours trying to debug why the planet didn't show when i load up the game. Turns out I had the wrong r2modman profile open in file explorer
one of those days

2 hours??? ๐ญ
Anyway this is how it looks right now. I want to push it as an update to see if it even works and make it look better later. Also hope I fixed the stutter issue.
fire?
bro i love how the ship actually moves faster than light logically
the video stuttered. It didn't stutter in-game
I know I still have to polish it a lot
nah even in vanilla were going across solar systems and stuff and it all takes the same time around like 6 seconds lol
Black screen
I dont think I can do anything about that. I will try some things later
Could probably do something small like @sinful bobcat suggested earlier for that small black transition, or have the stars there but no planet in sight for that small part where the screen is black
I think the problem is that when switching planets, the SelectableLevel (holds the data from the planet you're orbiting) gets deloaded. This also unloads the prefabs I use to show the planet outside the ship. It will require some intense work arounds to remove the black transition. I will try eventually but not right now
I wonder if @gaunt ingot has any suggestions
Celestial Tint [1.1.5]
- Added planet transition animations
- Fixed some stutters
- Increased planet texture quality
my only other guess would be that maybe you turn the stars into a skybox so they don't despawn
There is probably a way to do it. It's just difficult
Well could also make it so instead of the screen turning black it turns white probably, if that's possible
just to add to the effect of traveling at the speed of light
Lol
Can you make it slower
I think it's perfect as is
Can confirm Aquatis is referencing Celest's sun animations, just tried it with both moons installed and it's now working
I hate the mobile app tbh, the new ui has been out for months and it's still slow as fuck lol
i turned off updates
nothing has been added that i actually care about so im still on the old layout
Well....
Security updates and new features are a thing
Lol
So it's not good to stick to outdated versions
if they add a single feature worth having maybe i'll consider it but literally all i'm missing is that i can't react with some of the newer emojis
Congrats!
awesome!
congrats๐
thank you!
excellent moons deserve excellent recognition. dont have anything to recognize it with, but nonetheless
Woo!
ay what's this mean
@halcyon ermine yooo congrats! https://www.youtube.com/watch?v=aL_O3rmssvA&ab_channel=TheViperian
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oh neat
also YOU EARNED IT DUDE
rn doing an aquatis only solo run
tho he showed ship windows
while advertising ur mod lol
That's an oops hahaha
my boyfriend plays lethal with me sometimes and Aquatis is the only modded map he likes. Very simple and well executed
I imagine it might be an older recording since ship windows disables that skybox if celestial tint is installed
ye ik
Just an update to show the main stutter still exists. Loaded into a fresh save.
What stutter?
just so u know.. having ur ship cameras at high resolution + fps will reduce ur own fps
watch the dark parts of the cloud.
Like I said for me I have no problems
I do not believe they are at high resolution? Hmm... Does it look like they are?
oh interesting.
and u also have HDLethalCompany?
Previous version gave me no performance issues either but for my friend it did
It really seems to be hardware based
no. LCUltrawide
have you tried testing with just celestial tint and its dependencies
It seems to be a hardware based thing, it might take a few updates to fix the stutters for some
Which means I'm likely gonna have to remove it from my pack again
v.v
why not stay on v1.1.2, shouldn't have the stutters
Cus my friends always update mods
I could, but there are no errors. I am sure it would improve as there would be less demand on the game. But I need it to work in the pack I have it in now.
so true.
even a fresh modpack with only celestial tint will give u the same issues?
should be the case
I have yet to try. I plan to just disable it and wait.
mods are finicky. u never know when another mod is causing an issue.
like i thought ModelReplacementAPI was breaking thicc company suits in VR cause it kept spamming the console. turned out TooManyEmotes was the culprit. ๐
Well the vr mod is very unsupported by other mods
but if u still have the same issue with solo mod.. then yeah maybe it is a hardware based issue
yeah i was mindful of this as i made my modpack
I am running older hardware as well. I am on the 2070 super ๐
toomanyemotes has a compatibility patch with LCVR
but turned out that patch borked things with ModelReplacementAPI
Well
ModelReplacementAPI causes a lot of issues as a whole
It's why I just don't use it
I'm waiting for the Femmployee mod to come out which isn't gonna use it
only issue besides the VR thing is it not showing up on masked enemies. its been pretty solid besides those two issues.
oh cool
Cosmetics don't work well with it like at all
Will this alow you to choose a gender in game?
or just make everyone female?
I don't quite know the scope of how it's gonna work yet
I know they said they're close to getting it to be a beta release though
they've worked pretty fine and all my friends had no issue with it. could be certain cosmetics mod i guess.
mostly head and face cosmetics don't sit right
if you're emoting then they just kind of slide around
My experience with Lethal Company is everything is fine. Until it isn't.
It likes to explode when you touch unrelated things.
๐ฅ
I would like to add a new item.
Suit rack explodes....
Let's add a new moon.
Monitors die.
One of the first few versions of Lobby Control turned all my monitors bright white.
You seem to always be having issues with your pack though
and thinking it's Matty's mods
๐
And trust me I do not annoy just Matty. Ask @barren flare and @wanton vessel
Cus I just added SirenHead due to Xu helping them fix the bug with it walking into the ship
Yeah the 1.2.3 update should have it fixed
also
I am not one for small challenges.
hahahaha
This is going to be a banger modpack.
I plan to usurp TMLC
Pictured: Source when they learn there's a new mod they can add to that behemoth pack
Basically.....
Btw I've seen some say that the scraps in Lethal Things are unoptimized, I've been fighting with which ones I should disable to free up some performance for my group
Maybe Dirty Arson, Toimari, and Hamis?
๐คฃ
They love hate me
Everyday they get on. Lets play! Well after 3hrs of tests sure!
@frigid topaz
I have been making serious progress thanks to @hearty solstice
https://docs.google.com/spreadsheets/d/1Fmx6bCUXNcNZoq1NoyNLNFAHlbpo55fHy1gVilsUNhM/edit?usp=sharing
Yeah, definitely feel like it's a hardware issue because I'm still getting the stutters
I hope one of the unoptimized ones isn't Gnarpy ๐ญ
I love gnarpy sm
Yeah
Dirty Arson, Toimari, and Hamis are probs my least faves
Cookie is my favorite
The fitnessgram pacer test-
๐
I swear that's the most common voice line I get from her
The Glizzy is probably the funniest one
I love getting it stuck to the ship ceiling
Lmfao
haha easyidle pointed out my prices on the chart are mixed up haha
its hard to notice with lethal's vanilla resolution. but i noticed morecompany cosmetics dont seem to have LODs.
Vow at 1750.
The Revolver is probably one that could be disabled, it's almost always never worth anything
It's like always 14
Lol
it just stays the same high detail even from far away.. but the suit will go to lower detail
So from what I am testing with this. Is that it seems that wether they are disabled or not they are still loaded into the game.
Someone had mentioned that when they disabled the store items. Sales and other info mods still found them even if they were unlisted.
So if there truly is a problem with the mod at some point it may just have to be removed from your pack.
I remember someone saying disabling all the scraps provided a fps benefit
I'd remove LethalThings if there were some good alternatives for some of it's things honestly
like you can't replace Boomba ๐ฅบ
Ye fr fr, my favorite from that mod is the Flare Gun but golly is it spotty to use :/
teleporter traps are sort of buggy though, especially when using CullFactory lol
AbandonedCompanyAssets has a flare gun that might be more reliable
lol
o, I've yet to look into that mod
didnt realize lethalthings could be detrimental to fps. i will be mindful of that.
Oh wait I see Emergency Flares from it ๐ค
ill just make the spawn rate 0
gonna test if I still get the stutters on a fresh profile with just Celestial Tint. If I do, it's 100% a hardware issue on my end. A gaming laptop gpu can only do so much regardless of whether it is celestial tint or not๐ญ
okay, yeah, still getting the stutters

mhm, me too
Right!
one day we will be able to keep it.
skill issue\
it lowers my fps by like 20% on average but I dont stutter
I get the fps drop + the stutters 
skill issue on my part tbh
Shots fired.
Holy crap that's scary. And it's gotta be like Warp 3 while you can see the moon leaping up to warp infinity for getting to the new orbit.
Indeed I did
Turned out one of the fog objects that I didn't want in my scene was missing and HDLC was freaking out about it
lol wtf is this cursed gif haha
@rose roost and @livid arrow can you try updating your graphics card drivers? And can you send your pc specs so I know what hardware is having issues
nice. it is indeed ShipWindows' skybox lol
I guess I have held off updated Explorations to long. There are a lot of new moons it seems. https://discord.com/channels/1168655651455639582/1219708489086271568 and https://discord.com/channels/1168655651455639582/1220150831249100851. Are there any more?
oh cool me too me too!
Updated drivers.
Operating System
Windows 11 Home 64-bit
CPU
AMD Ryzen 9 3900X
Matisse 7nm Technology
RAM
64.0GB Dual-Channel DDR4 @ 1056MHz (15-15-15-36)
Motherboard
Micro-Star International Co. Ltd. MPG X570 GAMING EDGE WIFI (MS-7C37) (AM4)
Graphics
27GL850 (2560x1440@144Hz)
SAMSUNG (2560x1440@120Hz)
4095MB NVIDIA GeForce RTX 2070 SUPER (Gigabyte)
can anyone tell why celestial tint mod is showing just a void orbit
ALL LLL MOONS:
Orion
Aquatis
10-E Gypt
Secret Labs
16-Dust2
Atlas Abyss
42-Auralis
Celest
2-Ganimedes
15-MAOY School
Outpost 31
Relay Station
27-Triskelion
9-Celestria
153-Maritopia
33-EchoReach
Bozoros
130-Gorgonzola
59-Affliction
PsychSanctum
74-Solace
PengCity
Gordion Sect-0
Spacestation
Sandover Village
93-Harloth
Magic Mountain
201-Catalyst
IKEA
Kaldor
38-Crest
Mycordytum
127-Eve
34-Nyx
37-Zenit
69-Mantif
129-Sierra
thank you
No problem! ^-^
did the updated driver fix anything?
Also bruh MANTIF changed from 81 to 69
Can you send a screenshot
this mf has 64GB of RAM 
yeah how the hell is this guy having stutters with his pc specs
Ohh I think I see the issue
Also running two 1440p monitors at 144Hz and 120Hz
With a 2070
๐
btw your ram is running very slow. You should enable XMP
I can have trouble consistent hitting those higher framerates in LC
And I have a Ryzen 7 5700G, 32GB RAM, and an RTX 3070.
Playing on a 2560x1080 100Hz monitor (with a 1920x1080 TV as my second screen)
and I can absolutely dip depending on the situationโ I remember when I first tried TMLC I was hitting the 40s sometimes
Unfortunately the game is just very unoptimized (admittedly itโs in early access so you canโt blame it too harshly)
Yeah, I caught that when I linked the specs. I was surprised it was not on haha.
Will do so when I restart in a few
The amount of people that donโt realize they need to manually bump their refresh rate in windows settings is painful
Thereโs probably many people with like 144Hz monitors running at 60Hz
Oh I know.
haha
Iโve seen posts of people saying theyโve been using a monitor for years without realizing
Looks like it is miss reporting the ram speed. It's actually 2133.
Will check for stutter now.
did it fix anything?
sadly no.
Unrelated, I have redesigned the sfDesat modpack. It is now a collection of all my moons.
Cool list gonna check it against mine.
I realized that setting a non-duplicated number for a moon is as easy as just searching it in the thunderstore... But only if the moon isn't hidden in a package. (Yet another reason for modders to list all of their moons individually in addition to having a package mod for them) Edit: well only works if everyone sets a number for their immersive moons. IKEA doesn't need one.
This is related to my interests.
damn that's an old meme
whats this abt
Some dudes were fussing about the numbers before moon names and avoiding any being repeated
Graphics driver already updated 
Operating System
Windows 11 Home 64-bit
CPU
11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz
RAM
Kingston FURY Impact 32GB (2x16GB) 3200MT/s DDR4
Motherboard
TGL Scala_TLS (laptop motherboard idk)
Graphics
Internal Display (1920x1080@144Hz)
ED270R M ([email protected])
4096MB NVIDIA GeForce RTX 3050 Ti Laptop GPU
@halcyon ermine What I'd like to know is why 1.1.2 is reported to not have the stutters, cus that's the update where you introduced the performance improvements ๐ค was it something to do with the view distance fix or planet visual change in 1.1.3 maybe?
I can't understand what might have changed after that might have introduced issues for some lol
what about the dynamicculling.dll introduced in v1.1.3?
has that been tested
like with/without
fixed the issue, nevermind
tested without dynamicculling.dll and still the same, so ig its not in there
You sure 1.1.2 is fine? because that is the update where I switched from cubemaps to shaders.
It's just weird that it happens every 3-5 sec. That makes no sense. After testing I noticed that the graphics only account for a small fraction of the performance load when in orbit, like 15-25%. The rest is from scripts and whatnot.
ok so its definitely not because of bad/old hardware
for me and my group 1.1.2 is fine, everything after is stutter
how strange. I'll do more testing
yeah, but i dont know why 1.1.2 is fine, because that is when i introduced the shader
yeah using shadergraph
what exactly are the differences between 1.1.2 and 1.1.3
Yeee so you gotta keep in mind assetbundles do a way shittier job of precompiling shaders than a full game build
Just got in bed but i can show you some code that will maybe help / if you can try loading in that shader on rm awake in some form
Doesnโt have to be visual but to try and get the game to compile them a lil
its a very simple shader
Video games are stupid
I could be wrong but worth considering as a lead
also zeekers post processing shaders are ran ontop of it which could maybe make it more expensive than it seems?
I dont think it touches my shader, I'm pretty sure it only touches certain opaque object
For me Selectial Tint causing GPU to die
what did you use to measure it?
unity profiler with unity debugger
on my RX 580, but my friends with RTX 3060 still get the same stutters
oh ye forgot to mention but the switch to shaders kills my potatoe friend's frames too, can't even speak on the ship anymore and gets about 1 frame per 3 seconds
but I'm still fine along with others
nothing much you can do tho I presume so we've just had to not use it anymore ๐
fwiw i played yesterday and looking in the direction of dropship made it super slow
but only when i was looking that way
how much ram and vram does he have?
played what? Aquatis? and where were you standing
yeah, aquatis
where did you stand roughly
just on the island, if i looked towards the ship it started lagging, specifically i was like between dropship and main entrance but it was fairly consistent throughout
i can try and get a recording hang on
if you could that would be very handy
hmm, it doesn't seem to be happening anymore. maybe it was some strange conflict in multiplayer or something
all the better i guess
i5 11th gen and 8gb of ram, no gpu
@halcyon ermine Hope you can finally figure out what's happening with Celestial Tint, I do really wanna readd it to my pack ๐
๐ญ
same lol
ok thanks for trying
hi with Celest I was able to go to the dungeon but my crew weren't able to it said boundary block or something for them
Are you using Loadstone?
Was it uninstalled when that happened?
yes
me and my crew will figure out the issue by going there later today if we can using the free moon mod so it won't be a hassle
I can send you my mod list
I didn't have LLL fix instill could that be the issue
I just knew about that today
๐คท
before I start testing with people do you think I should use LLL fix or old lll
Both.
ok
I noticed the floor window and the one by the beds do not spawn some times
Does anyone have a list of all the released interiors?
do you?
out of curiousity, why
for my modpack. This is all I could find
#1195583267546595389 is another
thank you
it seems two of them have died and taken the entire game with them
The ship is weird, I experience fps drops when looking at it on my custom moons as well, but I'm not sure what, if anything, is to be done about it
interesting
Only the immersive ones and you have most of those in your list. I didn't download the Minecraft ones.
Will check soon.
ALL INTERIORS:
SCP Foundation
Dungeon
Scarlet Devil Mansion
Bunker
Office
Sewer
Stronghold
PoolRooms
Mental Hospital
Woodland Mansion
School
Sleep's School
Liminal Pools
Circus
link to woodland mansion?
Wait no that isnโt correct thereโs one more
Forgot to add Circus
Which was added in the new Bozoros update
ooooh, the minecraft interiors. dang. was hopin for a less blocky experience XD
also, 2 schools!? or is one also minecraft?
2 schools
Has all the released, WIP, and secondary interiors in a tab at bottom as well. I counted a couple others differently than Aleck but primarily the same.
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, &...
Yeah mine only has ones released on Thunderstore
It's outrageous that thunderstore doesn't have cleaner categorization allowing us to search for these things naturally
Ordered by release date
Nah you can
Just a lot of people donโt tag things properly
It has tags but they're not enforced
And the search relies on tags
The feature is also super hidden
I just look at things dependant on LLL as itโs easier
My biggest pet peeve are modpacks that aren't tagged as modpacks. Clutters searches so much because they have every other tag
Yeah agree it's awful
And there is even less reason to show modpacks now that modders are generally making super mods rather than packs for their content.
Well looking at Thunderstore holistically, modpacks are more popular in some communities that others and super mods vary as well. Super mods are really popular here specifically for moons
Rosie is also developing a WIP interior for Gordion Sect 0, if you want to add that your list!
And Starlancer has a WIP Warehouse interior that he's been showing screenshots of for Auralis and Triskelion
I've been aware of them but give had no idea what to actually name them so I waited
Warehouse sounds good for now will do that
There are a couple others in the works like the Hedge Maze, but that has no thread or mod so ones like that I've also just waited on
That's fair, as far as for Starlancer, yeah he's been referring to it as a Warehouse interior. Rosie's Gordion interior looks like a remix of the basegame vanilla facility but I don't know for sure what she calls it. I also thought there was another WIP interior for the Minecraft Interiors mod being worked on (mineshafts maybe?) but I'm not sure if they've actually started it or just talked about wanting to make it as one of the next ones
you have the not-minecraft mineshaft one
Okay I remember why I didn't do the other 2, I didn't know what the mod would be called. I'll just say "Starlancer Series" and "Rosie's Moons Series for now"
I'll check the minecraft Interiors thread and whip something up for theirs as well
I can't remember for sure if they said they were actually working on new interiors or if they just said that they had ideas for how to do the other dungeon-type minecraft spawns as LC dungeons
Can't find definitive statement so it's on hold with hedge maze and the others
If you have anything else to add ping me in another channel, we're clogging up more of this thread than I'd like
errr
this is what my friend sees
I'm the host
I think the planet was rotated to the side for him
its a strange bug. If you go to a different planet it should fix it (its should still be fixed when you go back)
I thought i fixed it but probably not in multiplayer
alr cool
thank you. (also thank you Alecksword)
as long as you're aware of it
i am now
No problem! ^u^
Happy that some people have found my lists useful lol
Very helpful! Thank you! Would you be willing to publish it to the web so I could import live data to excel? I wanted to create a pivot table so I can easily sort through the data and find new mods without searching through Thunderstore lol. No biggie if not!
Iโm sick atm so I canโt make any promises, but Iโll see if I can make a spreadsheet in Sheets later or something!
In the meantime this one is a good alternative that also includes WIP ones, and ones not uploaded to Thunderstore.
I actually was able to accomplish it myself! I just made my own sheet and used the "ImportFromRange" function and then shared the sheet I created to web. Thank you again!
Ah, gotcha! Would you mind sharing it? Iโm curious what you did with it haha
Thanks! It hit me out of absolutely nowhere yesterday
https://docs.google.com/spreadsheets/d/1-ch3sP7hB7riudbCZQD7lind562lTNlT--QPNw0axc4/edit?usp=sharing
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, &...
Spent the night at my bfs place and got home and was getting ready for work
Was about to leave
and bam
had to run to the bathroom feeling like I was gonna be sick
Ah, damn ๐ฆ
Yeahโ super weird
Here is the link for power query:
https://docs.google.com/spreadsheets/d/e/2PACX-1vScjrVw4yL1g22XHqR_oYn77AtMOT0aizF3Lmb2qz51qGUcN3kXvitVCJTOTC7a3zQvlBR3RBMSV9DG/pub?output=xlsx
This will load it into excel.
I donโt feel too bad while laying down
Sitting isnโt that bad
But stand and especially walking is really bad
Oh neat!
That sounds worse than mine was ๐ฆ I just felt really dizzy and some cold symptoms, but it was mostly manageable.
Whatโs Desert Alien?
Did I miss one?
Circus interior?
I want to see if I can connect the excel sheet to the thunderstore API and hopefully retrieve release dates for each mod so I can finally filter out old mods xD
Added in Bozoros v1.0.0: https://thunderstore.io/c/lethal-company/p/LethalMatt/Bozoros/
Mine are actually ordered by release date!
Oh shit time to get Bozoros๐คฉ
Not sure! I just used a function to pull the data in from your sheet lol
Not just by pack, but by individual moon release dates
Ahh that one is in @copper lindenโs list
has this worked in multiplayer no issue?
Mine are just the discord messages
I guess I should fully read the messages xD
Also the Magic Mountain mod is named SnowMountain
Well if they would be willing to share their list to the web for excel, I could delete my sheet. Again, no biggie if not!
Aleck do you just want editor access to my sheet? Won't have to write a new one and I'll let you format it however if you prefer. We can make it more of an official community thing hopefully that way
Same capitalization?
Yep!
Gotcha, I'll go ahead and add you then
๐
Thank you for the list by the way! It's very nice to have a ranking to go by ๐
Np, hopefully the data will be even better with Aleck going over it as well
Uber late (was asleep!) and shameless plug, but I've been keeping a post somewhere on here that documents interiors and links to their respective posts on TS & thread in here:
<#1211742313601171547 message>
<#1211742313601171547 message>
Apologies, isn't the most elegant formatting but I tried to go as minimal as possible but still convey enough information for those interested
I didn't list any WIP interiors that doesn't really have a release publically available as far as I know (e.g. Egypt's interior iirc)
Ooblterra is a bit different since they DO have a post on Github that lets you try it out in advance (accessed via their respective thread), tho it is WIP
[edit: ITS SOLVED, no need to test anymore!] @fair dagger @plucky stream @rose roost @livid arrow (and anyone else having stutter issues) I may have figured out a solution to the stuttering. I think my way of handling shaders is costing a lot of vram (ram you Graphics Card uses). It is currently costing about 2Gb. So if you have a gpu with low amounts of vram, it will hit this limit and it has to do something to manage the overflow. I don't know what it is, but my best guess is that it is causing the stutter.
If you are able to and have the time, can I ask you to test the version I have linked to this message? This version costs about 0.5 Gb of vram.
To install put this file in your Celestial Tint folder and replace the old file
I'll try it and will let you know ๐ซก
thank you!
Okay, I still am experiencing slight stutters, but it's significantly less impactful in orbit than they were before. I only drop about a frame or 2 every so often
can you open your task manager and tell me what your Dedicated GPU Memory is at? while in orbit
is this while in orbit with the stuttering?
if i can make one more request, can you run the game while in orbit with the taskmanager open for like 30 sec and send a screenshot of the whole GPU screen? I can maybe find some clues
yep, losing around 3 frames or so each time
Will do
@halcyon ermine here you go, walked around the ship for a bit while I had task manager on my other monitor
thank you! and the stuttering is less than before right?
i think i can solve the stuttering completely, thanks for helping!
Yup, only drops about 1-3 frames every so often compared to how it was dipping to 30-40 frames
amazing!
no problemo 
Celestial Tint [1.1.6]
- Fixed most stuttering
almost done with Explorations
Explorations [2.3.0] - reinstalling the modpack is HIGHLY recommended
- Removed:
- LethalExpansion
- LethalExpansionCore
- ExpansionAssets
- Orion (becomes sfDesat)
- Celest (becomes sfDesat)
- Aquatis (becomes sfDesat)
- Kast
- SecretLabs
- Infernis
- Maritopia
- Celestria
- Added:
- sfDesat
- Crest
- Affliction
- Eve
- Zenit
- Bozoros
- Mantif
- [interior] Mental Hospital
- [interior] PoolRooms
- [interior] Devil Mansion
Thunderstore will take a moment to update
๐
btw, for anyone that was having stutter issues with Celestial Tint, does it still happen on the latest version?
Since it looks like he's offline, it does replace the moon prefabs
i seee..
we have no more stuttering ๐
I still have the stuttering unfortunately 
Losing around 2fps every couple of seconds still, tho tbh it's so subtle now that I sort of don't mind it
It's a lot better than 1.1.3 - 1.1.5, but there are micro stutters still. Barely noticeable but they are there.
yeah
does reinstalling fix the moons not showing up in the computer?
Bozoros thanks you, @halcyon ermine
Honored to have made it into Explorations
Downloads are poppin' thanks to you
i do indeed replace the prefabs in all the selectablelevel's planetprefab slots at the start of SampleSceneRelay loading
Yeah i will try to see if i can remove those micro stutters, but that will be a lot harder i think
i can hit you up before i release anything but you might have to change that abit
even just using a prefix and postfix on the changeplanet function to quickly swap it out so it spawns your thing, then swap it back after yknow
are you changing the planetprefab thingy?
ah
im sorry ๐ญ
no worries. does your thing need to run only once?
no ๐
only once per changing planet? or does it run continually
I use the prefabs to add all the necesarry objects and whatnot
and those need to be shown continually
yeeee but im saying like
you change the planetprefab in the selectablelevels so it spawns your thing right
yes
so ideally instead of doing that all at once, you would do that before it spawns the planet, then undo it after it spawns the planet
would that delete the prefab from the scene?
naurrr
instances of a prefab != prefab asset
thing = thing1
thing = thing2
spawn(thing)
thing = thing1
So you're saying attach a postfix on the seleectablelevel and everytime a new one gets loaded, check its tags replace the planetprefab slot to load it in and than change it back?
ah ok i'll try
that way your not actually "destructively" modifying the data of the level
but would that make the old planetprefab still load in?
nahh because it does PrefixCode -> Code -> PostfixCode
ooh thats right
i'll see if i can figure it out
is that a binary tree to display planets in co-orbit?
or just something for sorting
There seems to be a problem with the latest Explorations update. Temporary fix is to disable LethalConfig
@small wigeon i'm gonna take bozoros out for now. Something is conflicting heavily with LethalConfig and I dont know how to disable LethalConfig through a modpack.
Explorations [2.3.1]
- Temporarily removed Bozoros for compatibility
Spacestation [0.2.0]
- Added spacestation interior
- Changed layout slightly
- Changed planet view
Will this be coming to the moon bundle?
what moon bundle do you mean? Explorations modpack or my sfDesat bundle
the spacestation will not be included in neither of them for a while. it still needs a lot of work
the sfDesat is the one I've just moved to, since I had all your other moons installed separately.
So what I'm hearing is that it's going to be added to both of them, but later when it's closer to complete
probably yes. But it will take a lot more time
bruh
pulled lever on spacestation, game never started loading
I'm already solving that problem
also about celestial tint, the skybox seems to go black for a second when transitioning between moons. the moon also seems to go EXTREMELY fast
the moon you head to should also maybe come from infront of the ship instead of behind it
i cant really do anything about everything going black while loading it seems. And do you mean the rotating or the leaving animation?
leaving animation
i know the animation was more a proff of concept
it does go decently fast with rotating too
I want to change the animation completely
we ejected
pulling the lever just breaks everything even further, cant even switch moons to make it work
from somebody that joined. yesterday it was from both somebody that joined and the host
ill fetch his log rn
dont have to. it probably doesn't say anything usefull
Is this the only problem you had?
well theres also the cloning and the-
actually I have the whole thing I wrote in detail for someone else
it goes like this
when we take off the space loads with whatever fog/sfx that was on the planet (say, vow has a lot of green fog, so the space area is entierly green and foggy). Shipwindows' skybox loads on top of it (black dots are stars). For some players the double doors are open. Pulling the lever in this stage results in infinite "waiting for ship to land" prompt. All terminals are still working. If anyone but the host leaves, they don't actually "leave" - no message in chat and their playermodel is just frozen there. They can, however, join back, and this does produce "x player has joined" message. But because the first playermodel never unloaded, there's now 2 instances of the same person. The person that re-joined cannot see any of their other instances, but every other player can. They're synced for others and they do have collision, as I was watching my friend struggling to walk around them like a mime in an invisible maze. This NEVER happens in solo and happens VERY OFTEN in multiplayer, particularly after leaving Vow. YOU CAN fix it on the spot by switching to a different moon and back. But that's a band-aid solution at best. If you pull the lever first, switching to a different moon no longer works. The progress saves if the host leaves - that's another way of fixing this.
the doors were open for one of my friends so he managed to capture this. It also glitches and blinks like if textures are overlapping. when he specifically left, he couldnt rejoin.
whats up
when deloading and loading prefabs, there is a brief moment of nothingness
friends log
deload the old prefab on the awake of the new prefab maybe?
the game does the deloading so I will have to figure out a way to do it
and this does not happen when you disable Celestial Tint?
it does not as far as I know (or at least its rare enough for us not to encounter), and also it doesnt happen in singleplayer either
it started happening like yesterday (or 2 days ago)
and never happened before
but now its every time
public void ChangePlanet()
{
if (this.currentPlanetPrefab != null)
{
Object.Destroy(this.currentPlanetPrefab);
}
this.currentPlanetPrefab = Object.Instantiate<GameObject>(this.currentLevel.planetPrefab, this.planetContainer, false);
this.currentPlanetAnimator = this.currentPlanetPrefab.GetComponentInChildren<Animator>();
Object.FindObjectOfType<TimeOfDay>().currentLevel = this.currentLevel;
this.SetMapScreenInfoToCurrentLevel();
}
as mentioned previously you need to prefix and postfix patch this anyway, so if you grab the reference to the startofround.currentplanetprefab in the prefix, and then set the startofround.currentplanetprefab to null, it wont destroy it in the main code here
oh yea nice
did it happen after update Celestial Tint to 1.1.6? because I think the problem with the players and the loading is not from Celestial Tint
I dont touch any related systems
Im not sure
tint is basically my last suspect because when asking about other mods that might've been the cause everyone said its not them
thanks for the love! โค๏ธ
I did not install anything new in the past week other than asyncloggers and assetbundles_patcher
when I brought up the issue to them they said its something else
im affraid im gonna have to say it as well. The visual bug when looking outside the ship is a known problem, but the rest of the problems cant really be happening because of Celestial Tint. I dont touch any of those systems
thats understandable
still weird that tint never broke before but now it breaks every single time
could other mods break tint then?
oh yeah another thing I wanna point out
tint doesnt break until we go to vow
when we do go to vow it breaks on every other moon too
tho maybe it does break on other moons too, its just that vow has a constant and very visible fog
does it also break on march?
Thank you, helped me with my modpack as well :)
I'd also ask for your thoughts regarding a nightmode with a moon or config to remove the sun. I personally would enjoy watching the stars more than getting blinded by the sun
Also going through your log I saw an error I made. I don't think it would cause what you're having, but it wouldn't hurt to try updating Ship Windows when it refreshes on the Thunderstore in a moment
i kind of agree. I have been putting of visual improvements because of all the bugs
I still think its assetbundles_patcher because its a mod that directly messes with how things are loaded in and also in a pretty raw state, and also already known for breaking things like modded monsters. But. They said its not them. Could it still be that particular mod?
its breaking modded monsters what?
yeah it broke my demogorogon once and I've seen people complaining about their shy guys being broken, among other things
and some other monsters
that doesnt sound right
Good luck with the bugs and hope there won't be too much trouble going over to v50 once it arrives
#1220488542585753631 message
if im wrong them im sorry for slandering a perfectly fine mod but i did see complaints there, thats just the one that caught my eye
๐ซก
was there any info about what mightve broken the lobby?
I can read code but not logs
(dum)
he should mostly be fine, just depends on how badly it fucks me over ๐ญ
I can't see anything obvious except the results of the ShipWindows error I mentioned earlier. It might actually be from that
ill test it out the moment I get a chance to ๐
Is there a reason why Aquatis is showing lava instead of water on the terminal preview video?
the video is old and very compressed. that is very bright sand
Oh I'm so dumb ๐คฆโโ๏ธ
its very understandable lol
its hard to figure out best way to record those ngl
i think only experminetation has a video
@halcyon ermine
What would you say your "Heaviest Moons" are. I am making a "Light" moons pack for shattered company.
My goal is to have less resource-intensive moons that players with lower-end PC's can play with, and moons that do not have a high Asset Bundle load time/Level loading time.
Which if any do you think I should filter out of the "Light" pack?
Coming from Celestial Tint 1.1.2 to the current version I observe no stutters and less vram usage ๐
fps-performance or file size? or which one would you like to focus on the most?
great thank you
FPS Performance > Filesize
Main thing to note is that LLL moons take less time to load than LE moons. for my moons:
- Orion - exceeds vanilla performance
- Aquatis - 5-10% less performance than vanilla
- Celest - 10-20% less performance than vanilla
I recommend asking other moonmakers about their moon's performance relative to vanilla
tbf, "vanilla performance" is kind of vague
for example assurance can load in instantly, but titan takes like 10 seconds to generate
thats fair. I tested it against Experimentation
This is a very rough estimation. Best thing to do is to test it yourself
Will do. I will make blind changes just to get things done and then be sure later.
Either way, removing planets will lighten the load. Optimisation will happen next.
Is it normal for Spacestation interior to be only three rooms big and having no scrap?
is it just a lore place?
What does the interior look like?
not in game screenshot but you get the idea
Yes definitely show pictures yes
Collisions are kinda fucked though, you need to crouch to enter every hole
I can imagine
Them entryways are using made for you can go through them laying down with no gravity it RL
It makes sense cus you donโt want to get stuck floating
So the hitbox is accurate for the interior but annoying for lethal company hmmm
it is a beta build of the interior (the first beta build). https://discord.com/channels/1168655651455639582/1208849588539101294
that is a better place for feedback (he made it)
whenever i try to load spacestation it shows me this error
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index Stack trace: System.Collections.Generic.List1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnMapObjects(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineRoundManager::SpawnMapObjects?-1903619218(RoundManager)
LethalLib.Modules.MapObjects.RoundManager_SpawnMapObjects (On.RoundManager+orig_SpawnMapObjects orig, RoundManager self) (at <a195ca621c6e43699e5855ec3dd9dd63>:IL_009D)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookRoundManager::SpawnMapObjects?193866720(RoundManager)
RoundManager.GeneratedFloorPostProcessing () (at <af9b1eec498a45aebd42601d6ab85015>:IL_000F)
(wrapper dynamic-method) RoundManager+<LoadNewLevelWait>d__115.DMD<RoundManager+<LoadNewLevelWait>d__115::MoveNext>(RoundManager/<LoadNewLevelWait>d__115)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)`
im not sure if this is the moon or the interior
What is the issue
you may want to move where the interior spawns below the moon because the interior is phasing through the spacestation
no
the whole point is that you can see it from outside the interior
oh
they are trying to make that not happen though
well it still phases through the moon and makes some parts inaccessible
yeah
Does anyone know how ViewExtension affects performance?
aha
It's normal bruh
if you download Explorations 2.3.0 LethalConfig gets downloaded as a dependency of Bozoros and LethalConfig seems to completely break
i know, its very very early on
most of the time no. Only on certain custom maps it can
None of the moons are detected and the LLL config gets cleared. I dont think its a bozoros problem, but a LethalConfig problem
But because its a dependency and i cant disable it in the modpack
are both LLL and LLLfixed enabled?
From what I have seen from people who approach my thread with that issue, disabling LLL and leaving fixed enabled fixes the issue
i think so, because LLL gets installed as a dependency
LethalConfig isn't the issue here, but i think having both LLL and LLLfixed on
could you try disabling just LLL first and lmk if that also fixes it for you?
because I had that exact same issue as did others when both mods were enabled
i cant test right now, but i will when i get back
๐
this is because Bozoros loads before of LLL
you didn't set dependency of LLL
@halcyon ermine Uploading a fix soon
It's like @fair dagger said, the config file loading before LLL is breaking things
Disabling LLL was a workaround fix that wasn't a solution to the real problem
Bozoros loading fine now with both LLLs enabled
ok great thank you
For anyone updating Explorations to 2.3.2 make sure to uninstall sfDesat if it is still installed
just pushed the bozo hotfix to TS a few minutes ago
it should still catch your update in a bit
oh how nice to mention it today way after the update /s
ty for letting others know, i had the issue of not being able to leave/go anywhere before doing that
my control key has never had so much attention given to it XD
i love the concept, but first thing that needs to be done imo is raising the ceiling collision between segments. remove the open hatch doors, too.
finally, floating object collisions. neat thought, but an unnecessary evil.
oh yea, and ship map cant penetrate the roof of it
HOWEVER
the atmosphere is great. nailed that first try
really lookin forward to how this dungeon evolves
if you join a lobby, for whatever reason the sky can mess up. to fix it switch planets (you can go back after)
thank you for the feedback
I've joined, it was normal; we completed a day and it was this
the whole sky was a white orb
Celestial Tint [1.1.7]
- Lowered file size
- Improved planet visuals
- Adjusted sun visuals
- Adjusted starmap visuals
- Fixed desync issues
should be fixed
i'll let you know when i test this, thanks! ๐
the stutter is completely gone now with this update! 
may I ask why?
I switched back to using orion, aquatis and celest individually. You cant have the collection and the individual moons installed at the same time
great!
May I ask why you donยดt have Atlanica in the modpack? Does it cause any compability issues?
it's not using LLL
i think that's just it
So I should probably keep it out then?
I regulary get weird issues in my modpacks when trying to load certain moons, sometimes only wesley works and sometimes only anything else
its weird
the glitchy visuals are no more @gaunt ingot

that includes the cloning bug
it is indeed not using LLL and I recommend playing with al Wesley's moons at once https://thunderstore.io/c/lethal-company/p/Magic_Wesley/Wesleys_Moons/
yeah I added it and it seems to work fine now
idk there was probably just some broken mod in my old modpack
my new one works fine with all of them combined
I preferred how close the ship was to the moon in the last version, it looked better imo
now we have to go near the window to see it
I preferred it being closer too. Maybe it could be a config setting?
Man for a second I thought you were talking about their mass and therefore gravity which had me very interested. See "LethalWeight".
But anyway my tip to you is try getting all your compatible mods together and boot up the game then take a look at the log to see the moons load times, you'll be able to vaguely guess that moons with big loads times will have much heavier textures and possibly models and likely to be tougher on old PCs. Of course this won't work with bundled moons. You'll need them individually.
Yeah. Had some fun times. Apparently LC loads all moons into ram, it has all moons and interiors in ram at all times.
So the modpack I was going to release needed 20gigs of ram to run.
Put the breaks on that. Now decluttering and optimizing haha.
not true
I tried out Spacestation and it's having a lot of issues atm, first try it got hung up on random seed, and then when it did load... Not sure if people have mentioned this already but thought I would share ||https://i.imgur.com/N3cJrgM.mp4|| ||https://i.imgur.com/qZbRrkD.mp4||
Interesting. How the heck is my modpack using 6 gigs for moons then and 1.5 for interiors?
I had Mrov test it and it is insane how much ram the moons are using.
Here is my testing done earlier today.
#1220259990732800010 message
because I am fucking up, not Zeekers ๐ค
oh thank god can this be fixed?
I came along with a stupid level pack and ruined things haha
@jaunty lintel
Look Batby I just want the world.
Is it too much to ask? ๐
whats the mod that plays a little landing cutscene when going onto a planet
diversity
is 50% less ram usage an acceptable compromise?
ok maybe not 50 unfortunately but
less is good
The lower the number the better.
Even better is if it hotloads assets to ram when it needs them.
I imagine the interior boom is about to happen soon.
it canโt hotload levels
Haha
Thanks again batby. Excited to see what you have been cooking.
I'm hitting the hay. Take care all.
yeah the interior generation is a bit strange atm and I gotta figure out what is causing the loading bug
I have to find a good balance. If I make it to close, I would have to up the texture quality, which would make the stuttering come back.
I've already figured out what the problem is and will fix it in the next patch
Spacestation [0.2.1]
- Fixed stuck on seed
- Lowered Level1 chance 300 > 1
I never had stuttering before
Like the other guy said, maybe it could be an option?
if that's possible
honestly true
yeah exactly my thoughts
like have a value for how close the planet is
if thats possible
if not a value than just "classic" mode that would position it much closer
Im not gonna pretend like I know how games work so something like this is likely a can of worms nobody would want to open
but just having 2 presets isnt out of the realm of possibility, right?
I will say tho
I like the new model a lot more
its so clean
before every moon just looked like a gas giant
now you can see the surface on a lot of planets
What's the monster spawning like currently on Space Station?
Celestial Tint [1.1.8]
- Fixed black patches on planets
- Improved planet switching animation
I could maybe add a config option
I mainly just have to play around with the value until a good balance
I think i copied them from Celest
no outside creatures spawn
I keep getting a shy guy everytime I land for testing, it's either outside or inside as soon as I land. I have nothing changed in it's config either. I assume something fishy is going on since it shouldn't be spawning so soon (this doesn't happen on other moons)
Could it be related to the dungeon height like they were talking about in the LLL thread?
moon appears at its destination for a split second before the transition animation plays
[01:27:54.8492279] [Info : TeraSpace] Interior Assets loaded successfully
[01:27:54.9467538] [Error : TeraSpace] Failed to load Interior Dungeon Flow.
[01:27:54.9552636] [Info : TeraSpace] Registered Interior on moon name Spacestation with rarity 99999
[01:27:54.9552636] [Info : TeraSpace] Loaded Extended DungeonFlow
log from booted game
@halcyon ermine
also i get outside sounds inside, ie birds etc
One of the failed to load messages is caused by having no custom audio yet, it'll happen every time for now. It'll be fixed when sounds are added later
was hoping i fixed that
I need to figure out a good way to fix it
mmmjm clouds
so fluffy
Maybe make it invisible at first?
Or is that also something that wouldn't load in initially
I actually wanted a different feature to be added
For shutters to close when you switch between moons
Cuz it used to be an awkward cut to black and then it'd load in parts
There's still a cut to black so maybe making shutters close on transition will fix both of those problems?
There's a transition between moon and space, I don't think adding a transition between moons is any different
That or maybe pulling the switch will add a warpdrive-ish effect around the ship in the form of a sphere that'd unload at the same time the animation starts playing
for changes to the shutters you have to go to https://discord.com/channels/1168655651455639582/1203500753939988532. I can only make changes to the visuals (sun, planet, animations etc). In the near future I'll have to change the loading system to make it compatible with https://discord.com/channels/1168655651455639582/1221617443198341120. When i'll start on these changes i'll also see if i can change some things to remove the black sky.
Wesified Aquatis. will do the same to Celest, Orion, and Space Sation as well (eventually)
WOOOO
dope
https://twitter.com/ZeekerssRBLX/status/1773228861813129683 this will be huge for aquatis
new trees (3km distance)