#sfDesat's Moons and Mods
1 messages Β· Page 5 of 1
Is that Celest?
Probably a new moon
epcot ball
how did u make waves in aquatis?
did Aquatis last night. Celest and Orion (image updated below) are now.
i think orion's sand could be a little bit more orange imo
fixed.
dope, looks good
i'll need to revisit Space Station again to get an idea on what im gonna do
Can also confirm from reading up and trying myself,
I was having Aquatis stuck on random seed, with HDLethalCompany complaining about the fog in the log, removing HDLethalCompany fixed it
Note we also have ViewExtension removed too

You can scale your picture with lcultrawide too if you still want higher res
i actually just had HDLethalComp in my pack for people who wanted to lower their res on lower end stuff, i wasnt using any of the features myself
Interesting to see Xu's big buddy in such a smol area
He looks just as funny on Solace
Me resisting the urge to spawn him indoors
Gets stuck in the office's elevator shaft and makes it unusable
hey sd Desat aoishfoahs pohfps x, how did u add the waving effect on aquatis, I also want to create a moon with a beach on it, but idk how to make waves, and ur waves are literally perfect
Hello! I has a question, any way to alter the night spawns of Aquatis trough LLL without them appearing early in the day?
I want the Giant to be more likely to appear but anything I do there ends up with a high chance of it appearing at 8am for some reason.
https://assetstore.unity.com/packages/2d/textures-materials/water/simple-water-shader-hdrp-207454 you also need a subdivided plane (i used probuilder for that, but you dont need to)
ty!
thats not really possible. The Outside Enemy power is 3 (baboons take 1 and Giants 3) and Outside Enemies can spawn the entire day, so i dont think there is really a way
And they appear at 8am because i set it up to also spawn early (so there are baboons when you arrive)
damn
Ah I see, understood ^^ I was just looking for ways to balance out the baboon hawk spawns because of another mod, but I'll look for an alternative in the matter. Either way keep up the good work, these are my fave mod moons by far π
thank you!
iirc if you use Lethal Quantities, you can edit the spawn curve for a moon, which can allow for the outdoor enemies to spawn later if calculated correctly
What's the level name for Celest? Trying to add it to a spawn list
should just be Celest
live map
::)
huh?
in steam go to properties and beta and select public_beta
just tested celestial tint is incompatible
LLL is not working on v50
well...
hmm i guess my mods aren't working lol
π₯Ί
well thats awesome its not like i was in the middle of making a moon using LLL or anything π€¦ββοΈ
now LLL NEEDS to update.
dont update your project. You can still test it in the editor itself
yeah that should work for the most part but i have noticed a few things that appear to not work in the editor but in game they work fine
hopefully it won't be too much of an issue
you should be fine to keep working on your moon, LLL is pending an update anyway
sounds good
Should I make my moons match the vanilla style more closely? This means that they will look a bit "worse", but will fall more in-line with the vanilla moons and look "better(?)"
I'd like that and I've encouraged other moon mothers to do so with nice results but as a lot of the moons and some interiors are highly detailed ... Eh it doesn't matter. Most people aren't bothered about a strictly immersive or consistent experience.
lower quality/stylized moons not only fit better but also probably wont be as much of a strain on lower-end pcs, I personally don't really mind myself and in the end it's really up to you whether to put in the effort but it would make things more consistent and light
To be honest I got a bit carried away while messing with graphics lol. but now that v50 is out, its clear that the vanilla style has taken a very different path than what i've made.
it would probably improve performance. but not by much i think
true. I mostly say this because of my friend's pc (it makes the load times go up drastically on detailed moons π)
they are a bit thicc in the file size
Is it true like I've heard that map assets get loaded into RAM even if you don't land on it? In which case this is the strongest pragmatic argument for low weight moons.
I'm not sure that zeekers develops with mods in mind yet perhaps it's just a technical step yet to implement.
The direction of v50 is... Unexpected. Zeekers posted that it would feel like an alien zoo was unleashed but... No.
im pretty sure that is true, but that is a bug in LethalLevelLoader and should be fixed next LLL updated
yeah, maybe he'll add more as the beta goes on? I dont think everything in the update is there yet. ||like Embrion (the amethyst moon) i think its a bit empty. Its rivalling Orion on its emptieness|| lol
I was more thinking the monsters are not something you'd find in a zoo at all. Exactly opposite.
Nope!
It's definitely just because of how chaotic they actually play out lol
I was dreaming for more monster interaction and I guess we got some but it's hardly subtle.
oh yeah thats very true
is it how vanilla loads?
This would be baller, this is one of the things that kinda pulls me away from going ham with modded moons lol
and the only way to "fix" it is to lower the moons file size?
yessir
i would've liked more creatures that are biologically possible, like more birds or something
LC requirements: intel Pentium 2, iGPU, 64GB of RAM.
Should I add a dangerous bridge that can collapse? (right bridge is from Adamance, middle from Vow, left is current). I think it can be interesting, but because you cant cross via the water i should probably add another way across or not and make the player find the main entrance inside
Can you make something spawn the bridge like some good loot
So if you take the dangerous bridge and survive it be worth it
i have been experimenting with placing loot on the surface
Because if the bridge doesn't have the value to it I'm taking the long way
yeah i tested it on the smallitemgroup and it worked
the dungeon technically isn't really any different from the level code wise
aside from the triggers that send you to and from there and sometimes y height
yeah there is a lot of stuff that i never though about. I mean I could just place items down like a shovel
yup
scene got that network registration sauce
we love it
ideally tho there would be better ways to do this in the future
its fine for now. I like that there are no real limits
its less about limits and mroe about me knowing what your doing
yeah! now me and my friends can get a tan while we smack the baboon hawks outside!
i could probably also add a place where you can change your suit right? also to some that aren't unlocked
I'm also removing the preview videos from all my moons that you can see in the terminal. It saves about 3-4 Mb. There are only two moons in vanilla that have a preview video
The patchnotes for aquatis are reaching 2.0 lenghts lol
writing the patchnotes for lll 1.1 was legit the worst part about that update
i have learned to have a file open on my second screen so while i buildmy assetbundles i can write all my changes
because it is indeed the most boring part
lol
for me, going up from 1.1 to 1.2 is when i add something decently major, like the footstep dust, or the eating, or the new behaviour, going from 1.x to 2.0 is when i add a new enemy though
Aquatis [2.1.0]
- Performance
- Increased performance
- Reduced filesize
- Improved occlusion
- Clouds
- Increased amount of clouds
- Added an extra cloud layer
- Lighting
- Reduced moon brightness
- Adjusted colors
- Added stormy weather
- Palm tree
- Increased leave density
- Adjusted colors
- Bushes
- Increased bush density
- Adjusted colors
- Some bushes have moved
- Adjusted grass
- Some rocks have moved
- The bridge can now collapse
- Water
- Increased wave size
- Adjusted colors
- New underwater effect
- Removed preview video
- Added easter eggs
- Added small details
I got the style a bit closer to vanilla, but its not completely there yet
let's gooo π₯
im not smart enough on vidya files
but you can prob get a fine looking terminal mv under 1mb
maybe im psycho
So you finally embraced that Aquatis was the vacation moon it was supposed to be
Been saying it for years
looking good this time of year
~insert meteor storm weather~
@halcyon ermine
Would you be interested in looking into adding achievements that are specific to your moons using this?
#mod-showcase message
definitely. i will take a look at it
I have one issue with Aquantis
After i throw it into LLL ( after it got updated to work on it )
The map stopped working for me and cannot find reason why.
I will test if the problem is Nightsky ( cause have other mod that use nightsky also) if not i will ask for your help sf desat my group love ur moons
its probably not the Nightsky thingy. Are you using r2modman
and can you check that you are not in the Lethal Company public beta
I'm not in public beta and i use bepinex
At this moment i'm at work and i will do forward tests
Because Orion works for me well same as celest
I made a modpack. It's meant to retain the vanilla feel while improving on it. You can also use it as a foundation for your own modpack.
https://thunderstore.io/c/lethal-company/p/sfDesat/sfVanilla/
v49
btw
@halcyon ermine
I applied the following updates to my modpack and Celestial Tint broke.
No error messages. Just does not show up anymore.
Going to investigate what is up after I eat. Just posting to see if you knew anything already.
Ik what it is
this broke mine to
ohh what is it?
it adds https://thunderstore.io/c/lethal-company/p/Evaisa/FixPluginTypesSerialization/ as a dependency
and breaks a ton of mods
a ton of them use it though.
Sigurd-CSync
Scintesto-Monster_Plushies
SillySquad-Arachnophilia
loaforc-FacilityMeltdown
LethalResonance-LETHAL_RESONANCE_MELTDOWN
malco-Lategame_Upgrades
pacoito-StoreRotationConfig
consequential-Oxygen
ahh and csync uses it
i can
That isn't what's breaking Celestial Tint for you
Cus Celestial Tint is fine for me
I used it, it broke, I removed it and it worked
It's likely a mod that wasn't updated to support the new build of CSync
check and see if you have one that isn't updated
LGU is a big one rn
Well idk what to tell you it works fine for me
did you update
I also will say I have Celestial Tint Edit in my pack though
Yes
wdym
thats why
Try adding that and see if it fixes it for you
I'm having the exact same problem as @lapis turret and adding this didn't fix it, sadly
I have 157 mods that I have to go through
Super weird, was this on a new save or one already made? Could be some mods that got updated require a new save
new
It's definitely FixPluginTypesSerialization that's causing the problem
I dont think so
I made a new save and used celestial tint with it and it worked
I think its a mod conflict with FixPluginTypesSerialization
Yeah, disabling it fixes it completely for me
Decent. I use all of these except for ShipLoot which I found to have some small issues/error throwing conflicts and a bit loud visually. SkyHUD is new to me.
I think FairAI the turrets still don't target monsters, it was a bug that appeared at some point haven't seen it work again yet.
Considering ||there's an entire fourth moon in the game code that hasn't been implemented|| and there's ||the Mimcket creature thingy that could potentially be pointing to another creature||, it's very possible (especially with Zeekers just dropping the beta with no patch notes and ||greatly underselling what's actually in the beta now compared to what he led with in the beta announcement post||) that we have more stuff coming to v50 before it fully releases. I've been here since the new year though, so I wasn't around to know if the same thing occured with v49 or not when it was in beta
v49 was essentially a stability improvement on steroids iirc. v47 showed off Nutcracker and the mask item (but not its effect)
ShyHUD is HideChat but for the whole UI when its not being used. except the hotbar. And for FairAI, i think its better that it doesn't target the creatures. That could lead to it being very unbalanced at times.
Are there are no error messages in the console? And are there any mods that change things in orbit?
This is the link https://time.graphics/line/901266
All the events are represented on the interactive timeline and can be visualized. You can review all the cause-and-effect relations of timeline
Let me know if there are more things to put on this timeline
Not that I had seen. I narrowed it down to two mods.
Rosie's moons, and anything to do with 4.x.x Csync
Both broke celestial tint.
Interestingly, reverting did not fix the problem.
Some setting somewhere was physically edited.
So I had to import a backup of my mod pack and just not update Csync or Rosie's Moons.
I will grab a log today just in case I was wrong though.
I will send you my modpack file in DM (just because I am close to release) and you can see yourself directly. Updating either of the mentioned mods will break things and not allow them to be restored. It's very wierd.
does just Celestial TInt + Csync + Rosie's also break?
Celestial Tint + Rosie
Celestial Tint + Csync + any Csync Mod
Celestial Tint + Csync?
Celestial Tint + Csync + Rosies
All break
@halcyon ermine
May be a bigger problem.
Either way error log soon.
@barren flare turning off his problems. π
I just did not update the mods. How can I live without the immersion of Celestial Tint! π±
i've done that because two of my friends have a low-end pcs and they were getting disconnected after pulling the lever
Cull the weak! jk jk
and you've said that CelestialTint uses a lot of VRAM
lol
wellll
so i've tried to see if it will have a sizable impact
it uses a little less than 0.5 Gb, but it doesn't have an impact except if the vram is full it will cause stuttering
I guess depending on the age of the graphics card it could be a lot of ram.
I tested the rosie + cel + csync combo and had no issues
what the hell!
on my pack?
the only thing Celestial Tint does is load a file (orbitprefabbundle) and when loading into SampleSceneRelay (orbit) it replaces all the planetprefabs andthan it deloads the orbitprefabbundle.
it shouldnt mess with anything else
Yeah I have no idea why things are breaking.
no standalone
but is it also corrupting files? to where it also doesnt work after disabling it?
i'll test with your modpack 1 sec
so to clarify
When I downgrade Rosies, or Csync + its mods back to the working versions it is corrupted still.
I have not tried to turn off Celestial Tint after.....
No idea why but I will do so now.
try validating Lethal Company's game files to make sure that is all in order
will do after tests. I do not want to break the current environment.
All right... Sooo today Rosie's Moons does nothing. Sure whatever game.
rude
Working with rosies
lol
I swear to god I hate computers some times. haha
check the console there is a part where it says replaced moon with Prefab_something
a bunch of times
Rosie works for me
I donβt know what it could be I think itβs a setting changed
You could try making a new profile and instead of updating the mods just download the new version and see if that fixes it
Csync updated without updating dependant mods. ( I expect bad)
I have created a new profile and re-downloaded all mods from TS. Still was mean to me. π¦
One by one or the modpack
Modpack. I do not have the soul to download 250 mods 1 by 1
i dont know if the modpack version you gave is the latest but Rosie and Csync are not on the latest version. Rosie 1.1.3 > 1.1.5 Csync 3.1.1 > 4.1.0
are the problems with the old version or updated version?
Updated
Oh, i've disabled both CelestialTint and abandonedcompanyassets, so it might've been more of their fault
sorry for the false alarm π
Just updated csync without updating the mods that rely on it.
it broke Celetial tint.
So now I will disable all the mods that need Csync and see if Celestial tint revives.
that is such a weird bug lol
i mean - csync did a major update and mods need to be rewritten to account for that
so them missing a key dependency will break something
I only updated Csync and rosie. Did you update every possible mod?
I might have made an oversight during my sleepy testing yesterday but I thought I made sure to keep the out dated ones off.
No I did what you did.
The log for this test.
it loaded during startup but did nothing after that
I just disabled all of these.
Now it it just Celestial Tint + Csync. Csync is no longer doing anything it just exists.
it may be that some mods are already trying to be compatible with v50 like LGU and than breaking compat with v49
Csync was spitting some errors regarding LLL and other mods
might be
This is just Celestial tint and Csync.
Just Csync.
Now I will roll back Csync and see if Celestial Tint Revives.
can you check the terminal to see if al LLL moons are there and you can route to them
ok I will do that first
because Celestial Tint uses LLL features to load so it may be a problem with LLL and CSync
most likely
or top-right
All modded moons are broken. Looks like somehow Terminal Formatter and LLL moon catalog survive organizing the Base Game moons. Good job surviving @barren flare
Yeah so then the real issue is that the new Csync breaks LLL
this is not terminalformatter's output
Oh sorry then you died....
π€· happens
R.I.P
no LLL gets killed somewhere by something
The only change is the Csync upgrade though?
I dont think its just CSync + LLL, because they work standalone
i think its CSync + something, causes LLL to die. causes CT and TerminalFOrmatter to die
C sync and celestial tint work alone
hmm
I guess I will now switch to disabling mods until I find the problem.
Yayyyyyy
250 π«‘
Try only using LLL + celestial tint + Csync
Already confirmed to work π
Well lets start with the Elephant in the room Lethal Expansion Core!
i recommend trying anything that loads something in orbit, anything that messes with the terminal and anything that messes with loading
start with loading, then terminal, then orbit
If you update mods and remove the new dependency Csync adds it works but if someone joins it wonβt work
?
Csync adds a new dependency
It fixes the problem if you remove it but then people canβt join
Lol I am crashing now hahahaha
damn thats tough
what do you use for shipLoot?
is it working?
Maybe we can talk about my 270 mod pack. We have very similar taste. I'm still making tests and decisions and v50 is gonna be havoc for it.
But for your question specifically; General Improvements loot on ship screen is enough, unintrusive too. I also use CalculatScrapForQuota. I like the subtly of it, but it's old and not flawless. SellTracker is nice too.
There multiple are mods and mod features that sell scrap automatically but they're not immersive. I like the scrap held features of QualityCompany but not immersive.
damn is your pack on thunderstore?
damn
More immersive held scap calculation.
https://thunderstore.io/c/lethal-company/p/DeathGOD7/LCItemValue/
Maybe some day.
Nice will consider it.
Really old though. Gotta see if it survives v50.
yeah haha
Progress report
Still broke as hell
This is extremely difficult to test for.
I went back to version 3 of Csync and LLL is still dead. I reinstalled all 3 mods. Csync, LLL, and LLL fixed with no success. I have no way to test if my mod removals are doing anything as I cannot see if it is making any difference....
I will have to take a ground-up approach I think
Instead of removing. I will have to start with just LLL, Celestial Tint, and Csync. And re-add all mods that are present in my pack until it fails.
π«‘
trying to catch up the conversation as i was dealing with a similar issue earlier, sorry if i missed that part but did you try with LE core instead of LE?
the moon catalogue being broken drove me nuts a fews hours ago and making the switch in LE core config (use LE core modules and bundles) fixed everything
celestial tint is broken though, space is completely dark
Sadly it is broken because something is breaking LLL.
I just stayed on v3 of Csync until this is sorted out. Did not update any of the mods either.
It really does not matter what it is. All I know I'd that if I touch Csync my modpack dies. It will stay where it is until I or someone else figure out what is going on.
You have a mod that's either not updated or is causing problems
It just means I have a mod interaction that you do not is all.
All mods are updated.
Inb4 it's BetterSprayPaint again
I deleted it from my pack
same, still doesn't work
It is something. However I do not have the willpower to test anymore today.
I will do more testing tomorrow if the problem has yet to be found.
I need it to work so I can update Shattered Company to v50.
found it
i first compared your list and mine
but the mod that was breaking celestial tint was not CSync but FixPluginTypesSerialization, on which CSync depends
my moon catalogue seems to be working again
FixPluginTypesSerialization wasn't updated in 3 months so I guess something must have happened elsewhere
I know @lapis turret had been experimenting with this.
Still a problem for Thunderstore downloads. I will have to ask the developer why it is in there
Make a new profile and download it with celestial tint. It still works
yeah it definitely is interacting with something else in my pack but it's not broken in any way
but if i force disable it and keep everything else (csync, meltdown, etc) it works
People canβt join then
oh it's fixing something with the netcode?
I donβt know but when I disabled it people would not be able to join
is there a quick way to recreate a clean profile and import 200-ish mods without having to import them one by one?
Upload the mod list on thunderstore and download it
or write down the code
won't the code also import config files and other things?
it imports the mods and configs i think
okay i'll try that first thanks
Well if you don't want the configs imported. You can just delete the directory with all of them. And then they will be regenerated on the first run, to default values.
@halcyon ermine do you ever plan to fix this? lmao
Clearly beautiful lemon.
Itβs not the configs
Did you find out why itβs breaking
Nope my soul was broken and I gave up.
Shattered Company just does not use Csync v4 plus right now hahaha
Dose it work with the old version?
Or will it still break
in the future I bet hahahaha
But will it work with the old version now?
After reloading my pack from before I updated yes. I just ignore the update and do not update any of its mods to the new version.
Until whatever the problem is gets fixed.
I am going to go through 157 mods
weirdly enough, for me rolling back to csync v3 didn't cut it, only disabling FixPluginTypesSerialization fixed it
also i'm having this annoying bug where people get a black screen with the hud and nothing else when trying to join from time to time
also note that FixPluginTypesSerialization is installed by csync v4, so completely rolling it back would also mean removing that
oh okay
but is it really required by csync? because force disabling it and keeping csync v4 brought no issue (at least i couldn't find any problem)
But people canβt join
ah yeah sorry i remember you told me that yesterday
but i'm getting this without csync/FixPluginTypesSerialization/meltdown enabled so that's another issue i guess
Have you tried downloading the original version of csync
you mean v3?
i've tried disabling csync v4, v3, and disabled
it only works when fixplugintypes is disabled
i'm talking about the celestial tint issue here, the other issue i've just mentioned is there regardless of csync/fixplugintypes
No
The one by Owen
Owen originally made it but Sigurd forked it because Owen removed it but recently he added it back
oh okay i'll try that
same issue
forgot lol
Yes Rolling back does not fix it.
As the mod is still present.
Its dependency, when paired with certain mods breaks LLL
In that case which version/s of csync are stable
3.1.1 is the version I would use until the issues are resolved
This!
Thank you!
Stop spreading misinformation
4.1.0 is stable, just make sure if you have 2 mods that use the same plugin ie LLL and LLLFixed be sure the original LLL is disabled or it just breaks LLL lol
And that's not CSync doing it it's some weirdness with the Serialize plugin
I love spreading hate and misinformation on the internet
I noticed that a evsia plugin mod was added to my modpack recently
Yeah that's the plugin I was talking about, it seems to prevent the normal Bepin behaviour if both LLL's are present and just breaks it instead lol
So normal LLL needs to be disabled
What mod depends on it?
I already do this
Iβm not home
Btw Mi6k you cursed my game yesterday cus whatever caused LC to go jank for you caused my stream to die twice on Sector-0 and then start dropping frames twice on Auralis, problem would clear up when I quit the game
I think it was AbandonedCompanyAssets tbh with you. It got updates yesterday
I took it out of the pack
It would explain your problems once when holding a walkie once too, cus it adds things like abandoned walkies
Damn that mod looked cool I hope itβs not broke
I've had several cases btw @cerulean jewel where after an abandoned walkie is picked up by someone the person who picked it up can no longer be heard over the walkie talkie
Even though the abandoned one was off
Agony
Let's make it even weirder
Taking it out improved the game performance by a decent amount
so it makes me wonder
what it's doing or what it was doing
lol
I already took it out of the pack bud dw
I also removed Piggy's Reanimation mod too cus I noticed a few weird entries in it's code that might cause problems but it wouldn't have been responsible for the networking issues last night
I'm not saying that it's the root cause of everything wrong with the modpacks. But if things work with an older csync, the users are safe to stay there until the relevant mod authors push out fixes and things stop acting up.
new ||indoor hazard|| just dropped in v50?
What, which?
idk, zeekers said it. i think there is a new beta update
||Spike Trap|| according to the changelog from 1a3
do you know ||where they spawn||?
Nope, but the name for it in the code is ||SpikeRoofTrap|| so I assume they're random ||Ceiling traps||
||probably a Level1 type hazard||
Prob
spoiler
Itβs a mod conflicting with the new dependency but csync requires it. I am almost certain itβs the new dependency I have tested adding it and removing it. The issue gets fixed when I remove it but people canβt join.
I am going to test to see if the original mod made by owen works if not I will go through all the mods to see which one is conflicting
Just as a blanket statement
With every mod on its latest version and LLL uninstalled and replaced with LLLFixed
Are there any issues
Yes
And those are
A mod conflicts with csync and disables some stuff
If you remove the new dependency that csync adds itβs fixed but people canβt join
So if I rollback to an older csync where that dependency is not yet needed
Are there any issues there
I donβt know that what I am going to test but I think a new mod not csync has updated and it conflicts with the new csync
You can think that i spread misinformation, and my "misinformation" can still be the easiest way to avoid issues
no one claimed the new csync update is unstable. itβs just that hundreds of mods are still using v3 and not yet v4.
didn't try it but that could work, but i can confirm that disabling FixPluginTypesSerialization fixes these bugs with LLL (moon catalogue, celestial tint)
so yeah i agree that using the older versions is better till all the kinks are sorted out.
not saying csync nor FixPluginTypesSerialization is the source of the issue, it could really be some weird interaction between other mods, just saying that removing FixPluginTypesSerialization prevents LLL from going crazy
and FixPluginTypesSerialization is needed for the latest version of csync, so rolling back csync should do the trick
Updating to Sigurd's CSync up to 4.1.0, 4.0.1 or 4.0.0 gave me and my friends errors, and well we aren't the only ones apparently, when the game loaded and when the game was running, 3.1.1 did not give us any.
So I would say that 3.1.1 is most stable, still. And here i'm not "spreading misinformation" only sharing what me and my friends did
But there were no game breaking stuff happening though. I just saw plenty of times errors related to CSync on the logs, decided to rollback
I guess there are mod combinaisons that doesn't like Sigurd's CSync v3.1.1+ and others that are fine
i tried using owen's version of csync as per @lapis turret's advice and it seems to work
By the way someone knows why the orginal CSync was removed, and then re-available later on again? Found that very odd
Btw, when you went from csync v4, back down to v3. Make sure you also removed FixPluginTypesSerialization during that step.
For completeness sake.
Yes I already did that, thank you for the double check though
you are absolutely right
just tried everything at the latest version (csync, fixedplugintypes, celestial tint, LLL) and having LLL and LLLFixed enabled at the same time AND fixedplugintypes enabled seems to be the issue
disabling LLL, leaving only LLLFixed enabled, and csync/fixedplugintypes at their latest versions seems to have resolved my issues
at least for the moon catalogue and celestial tint
If you can, you should also check if other players can join your lobby, and if you can land on a LLL based cusom moon
i can land on a LLL moon just fine, i'm going to try with other players later
And then we just need IamBatby to look at this, and wait on him to deliver the updated LLL which will hopefully end this madness
Oh it's allegedly practically ready to release, but he wants to wait for v50 to officialy release.
damn
it could save my modpack but at the same time v50 will destroy my modpack Β―_(γ)_/Β―
good to hear that LLLfixed used alone, can save your modpack as well
yeah that could be it
maybe it also solved some random issues with other mods
i thought LLLFixed was a patch, not a whole new version of LLL
or at least I thought it disabled the original LLL, much like LE and LE core
yeah same
thats good to know
It is supposed to disable LLL when installed, but from Ive seen if I had both my groups would experiecence interior desyncs, so since then ive had LLL uninstalled while just running LLLFixed and life has been good
yeah i think it's not disabling it properly
Oya for the v50 beta folks that were looking for the ||spike trap||
I found some on planets that normally have a ton of traps, such as Offense and ||Embrion||
@halcyon ermine
holy
Idk if this is a display error, at first i thought my configs were incorrect
but facility has 2 values for celest
which are
the same values
wait
I know whats happening
Its the Celest / Celestia compatibility issue
wait
no
that makes no sense
no i forgot to remove Facility from my dungeonGenerator. ez fix
bad desat
means your probably gonna get a nice file reduction too
since that means ur packing the entire facility dungeon π
oh rlly lol
it goes thru the reference chains
... check them other moons, too
new lll fortunately doesn't give a fuck about what flow is in your dungeon because i can get march flow early in v50
nice π
Celest [1.0.7]
- Adjusted color of the leaves
- Adjusted Water visuals
- Added new underwater effect
- Added props along the route
- Removed duplicate Facility dungeon flow
- Optimized water shader
- Reduced file size
was the file diff noticable?
it somehow increased the folder size and decreased the scene size
but that could be from the re-patching i did for v50
Those LethalSnap images look dope
and i made a v50 version of sfVanilla #1225451298371932250 message
Someone might have mentioned this I notice with Celestial Tint the moon you are travelling to appears for a split second before the animation of arriving at the moon plays.
question btw for the ship windows mod if i have celestial tint should i set "let other mods handle space outside" in windows config
You don't have to change anything, ship windows will detect and adjust for celestial tint automatically
meant to reply, @latent flax
God
This is awful
https://github.com/sfDesat/Celestial-Tint/wiki/Adding-support-for-Celestial-Tint i updated the page, because i added an new tag Mountain. I also redid all screenshots from visuals in 1.1.9
new look for Company
new look for Desert
Celestial Tint [1.1.9]
- Added new tag Mountain
- Lowered orbit height
- Adjusted visuals
- Improved documentation
(unranked list)
How about a tag for an earth-like planet? Would be nice for Black Mesa
good idea
As an idea, what you came up with is good but i feel like it would be cooler if it was a water planet with concrete square patches
Since apparently the planet is flooded
and considering the company is unique
brown, red, and streams of glowing yellow/orange for volcanic sceneries (ex. Infernis, Io, and Vulcan (someone PLEASE port those last 2))
the company planet/moon is indeed water, but dark water and it is engulfed in perpetual storms. So I thought the current one fit that lore
that is also a good one
i'm also gonna rename Mountain to Rocky
Celestial Tint [1.1.10]
- Added new tag Vulcanic
- Renamed tag Mountain > Rocky
- Adjusted Forest visuals
this is a preview from Vulanic. I want to redo the texturing later
Iβm sorry to be the one to tell you, but itβs actually spelled βVolcanicβ
oh lol. I put it right in the editor just nowhere else
i think itβs technically a correct spelling, but like in the way where nobody uses it in modern times and such
Vulcanic is an "electrical heating and cooling solutions for the industry"
Volcanic is correct
Yeah lol
Celestial Tint [1.1.11]
- Renamed tag Vulcanic > Volcanic (typo)
@tropic pilot ^
when the time comes
So I'm trying to get it to where my friends and I can play aquatis but apparently lethallevelloader and lethallevelloaderfixed both softlock the terminal and throw an error. I've tried rolling csync back to 3.1.1 and downloading owens csync, still softlocked. have disabled lethallevelloader with lethallevelloader fixed enabled, still softlocked.
Has anyone found a fix or a way around or am I doomed to wait for this new update for LLL this weekend?
Do you have fixpluginsserialization?
yes, but I disabled that as well and was still softlocked
You should probably try to regenerate the config for LLL and then once that's done disable LLL and just keep LLLfixed
Not sure how else to help so sorry if it doesn't work
no worries! I'm about to head to bed so I'll have hubs regen the config and disable LLL tomorrow and we'll try again. Thank you!
Np
had that same problem happen to me^ did what chiilovani did and that fixed it
has anyone run into the issue of celestial tint's skybox just not showing at all? it's just all black for me but idk what the issue could be
NVM, for some reason when i just got it again it somehow works (and i have no idea why)
love this mode btw π₯
disabling LLL should have fixed the issue. If you do this try it with the latest Csync + fixpluginsserialization
Celestial Tint [1.1.12]
- 2.0.4 > 2.0.5 Updated ShipWindows
- Fixed random sun position
- Adjusted visuals
So I've done some tinkering this morning. I regen'd the config for LLL then disabled it. I have Csync updated to latest version + fixpluginsserialization. I re-enabled LLLfixed and the config successfully pulled Aquatis but is still softlocking the terminal.
This is just my opinion and from my experience, but it seems both LLL and LLLfixed softlock the terminal.
Without LLL and LLLfixed, Aquatis doesn't populate.
This is the error from the latest log.
At this point, we'll just wait on an update, cause I've done all I know to do and have found by researching. oh well π€·ββοΈ
This is probably unrelated. But i did just get the terminal unresponsive behavior. In my case it was caused by loading the game without it being the focused application. (Alt+Tab out for most of the loading time).
And loading the game again, with focus on it got rid of it
I don't think it was caused by this, or any mod tho. I'm guessing that vanilla LC would do it too.
Most likely unrelated, idk. I did try it tho, but still soft locked. I do tab a lot so figured I'd at least try. I have another mod list that doesn't have LLL, LLLFixed or Aquatis so we're still able to play. I'm just tinkering around to try to find a way around it with a test profile. Atm haven't had success yet.
@halcyon ermine For some reason the new Celestial Tint breaks LLL
Celestial Tint 1.1.8 > 1.1.12
how's that?
is it black or does it crash? what is the problem?
from your log it seems Celestial Tint starts and loads, but never applies the patch. Is there anything that really messes with the start of the game (when you load in). Can you try reinstalling Celestial Tint or reverting ShipWindows to 2.0.4?
Black and moon catalog is broken
will give it a test.
check if LLL is disabled
LLL is enabled, it has to be because the users of the pack will not know to disable it.
do you have LLLFixed and FixPluginSerialisation?
only LLL Fixed.
check for FixPlugin
I had to keep Csync at 3.1.1 and not update its mods because of the FixPlugin.
ah ok
So I currently only have LLL and LLL Fixed.
its strange because i haven't changed anything in the code. only in the prefabs that i load in, which shouldn't cause issues
I did something that broke many things somehow only after I finished testing. So I need to test this more.
@halcyon ermine v50 just dropped.
i saw lol. if anybody wants to play with mods they need to switch to "previous" branch
I was in the middle of bug checking your mod and then all my mod text went red.
@halcyon ermine It looks like it was a mod update that broke Celestial Tint. Not sure which one. Plus now that v50 is here I am not interested in finding out. I will drop it from the new update and then re add it later in v50.
Also it was Starlancer Warehouse that killed LLL π
ah ok nice
No matter what anyone says. Celestial tint is my #1 debugging tool. β€οΈ
lol its unbeatable haahah
What's the spawn weight for giants on Aquatis?
~3%
Thanks
lmao, first time I ever went to Aquatis long ago there was a giant halfway between the ship and the entrances
my partner was like βI thought you said this moon was easyβ
lol
I'm testing the new LLL version that isn't fully released yet with Aquatis, so I figured I'd post here too. Aquatis is loading in, buuuuut its a lil wonky, the ground is just a full ocean. This is the log spam, started when landed on Aquatis and stopped when left.
yeah for whatever reason the LLL Beta is unloading the assetbundle that stores all the assets of Aquatis. So it's not playable currently
does lllfixedfixed work?
i dont think that support v50
i mean this one
which is a fork of that fork
this one works with interiors at least (most of them)
on v50?
ye
oh nice. that should work than probably
im gonna try it out once im done with this session
They suggested this, so I'm trying that now. If it remains the same, I'll move on to testing other moons and aspects of the game.
I will say, Aquatis is our friend groups fav map, you really outdone yourself with this one, well done!
thats not the problem (i think). It has to do with something else i think. I think the only solution right now is https://thunderstore.io/c/lethal-company/p/Zhelderon/LethalLevelLoaderFixed/
thank you!
It's what I thought I saw work earlier but prolly isn't if sf doesn't think so lol
the debugging option doesn't actually do anything for me. So maybe its just a problem for me
yeah I'm running a test profile, so I haven't installed LLLfixed yet on this one. Trying to test the LLLExperiment version first as much as possible before adding things in, if that makes sense.
then slowly add mods we use and document errors
I'm not even a modder and I been testing this game alllllll week
thats understandable, just know that LLL Beta will get updated and will fix a lot of problems
oh yeah definitely I believe in Batby 100% he's got this! I like to be helpful if I can, and I really like these mods so I figured I'd join in on testing and post what I find (if its any help)
So not just an issue with you, prob right. changed to debugging to all in the config, so same issue. Also the trees will show up purple on the map screen in the ship too so I thought that was interesting lol
LLLFixed with LLLbeta disabled fixes Aquatis π now just gotta test for enemy spawning, loot, map etc
their numbers have increased lol
π YAY!!!!!!
That looks like heaven π
anyone know which mod probes weather? I have it on another profile but I can't figure out which one it is.
This is example command: probe aquatis eclipsed
Then it would change aquatis to eclipsed
LateGame Upgrades iirc
ty! gunna test adding that one now
np
yeeeahhh zeeks changed smth and they have a weight of 0,5 i think and spawn in pairs? something like that
that makes sense. So either 6 baboons with the possiblity of a giant or less baboons but no chance for giant
with that many spawning, my jar of pickles collection is going to be stolen 
i just had a baboon steal my stuff and put it inside a rock
cause a nest spawned there
on aquatis?
no, in vanilla on artifice
that's pure evil
pretty sure always
they always could
yeah, they would steal their buddies bodies
they just can go inside the ship now
they always grab eachothers bodies
oh i didnt know that lol. And now they have visible camps
changes (+going inside ship)
hmm maybe 6 is fine then
i'll mess around with placing a camp down
@steady imp did the giant spawn weight change from 3?
ok so 6 baboons it is is guess
so tested lgu, it can make reg and the modded moons eclipsed but when I do aquatis, it says "An invalid weather was selected to probe for the moon"
Idk if its a lgu thing or not cause only aquatis is affected.
stormy and rainy are the possible weather
aw so making it eclipsed isn't possible?
no because the baboons are already pretty much garuanteed to spawn so there wouldn't be any differences
unless eclipsed also changes the interior creature spawn rate?
thats how I was testing lethalexpansion and core when it broke enemy spawn. I would change the map to eclipsed because there would always be more enemy spawn and if nothing spawned, I knew something was broke
hm ok i'll add eclipsed
Will it have different visuals?
yeah, but i gotta make it look good. This is what is currently in place, but i dont like it lol
woah wym that looks dope af
i mean the sun isn't eclipsed it just red
There was a visual already made for eclipsed but you didn't make eclipsed a possible weather?
well yeah thats the only thing I see that would need some work, but the rest looks awesome
hmm it says in the patch notes that i added it in 2.1 but that is not true lol
i think i cahnged my mind half way through making it
well I'm here for testing if you decide to add it in, just @ me when you drop it.
sure
sooooooooo safe to assume that lllfixedfixed works then
Yes! but it only worked after I used the LLLbeta, switched the dll for the reg dll, turned debugging to all in config, then disabled LLL
well this sounds complicated
It doesn't work with FixedPatch only?
yeah was about to do the same
OH
lethal company now has a flashing lights warning
on the screens that everyone skips
i hate the fact that fixed enables liquidation
it sure does..
So I'll try to simplify what I did, sorry.
- download the dll from the github link.
- download LLL on thunderstore.
- replace the LLL dll file with the LLLbeta dll file.
- Run game.
- Turn debugging to All in config.
- Download LLLfixed and disable LLL
Works!
yeah I was testing before adding the fixed, so it may work outright for ppl. I know ppl were using fixed recently since LLL broke but fixed wasn't working for me at all till now. idk why
I'll specify, fixed was causing the softlock just like LLL was, but thats not an issue anymore, softlock is gone
maybe you had to wipe the config?
well idk honestly, i just got a new profile to test all this
Yeah someone said to regen the LLL config and that didn't work either
same
Ignore the animations, speed and wandering style
It will just be passive. Can't pick it up, doesn't have any value. Its just a crab
i dont know how to make it work as an item so it will just be passive
someone wasnt patient enough for energy crabs to release.........
these look really cool, reminds me of rats in bunker
their very simple
Anyone else feel like the current version of CelestialTint is a little bit more framey outside the ship? (v49)
hehe crab :]
Whats this
oml that's so cute!!
we actually picked someone's idea up in biodiversity to add little useless ambiance creatures like these
Literally v49 but fixed for v50
and has the same package name and description as lllf yeah
:/
there was also your beta just uploaded to ts but it got taken down thankfully
lower framerate or higher?
Just feels less stable, frame rate seems about the same. Just a little stutter (in v49)
crab
ignore the dead bird in the background
Maybe it's fine on v50? I haven't switched yetπ«£
i need to change some code from LevelTags to ContentTags. So it works, it just doesn't display the correct preview (in the lll beta)
You got time to cook, I'm primarily waiting on a stable LLL release
There's more tags now right?
there are. The next LLL update will change how they work so right now if you use LLL Beta it can act a bit strange
What's the new tag list? I didn't see it in the doc
LevelTags still exist but are a Legacy system. ContentTags are new. They are a bit more advanced and are seperate from ExtendedLevel (in the unity editor for moon makers). They have more options as well (you can add a color right now)
I meant like what are the new tags added?
Ah I understand, just a new system. Not new tags themselves, you can just tag things whatever you want?
only moon makers can and that wont become a config option as far as i know
Yeah that I know, I'm still new to the modder side of thingsπ
(i read the tags via LLL, which implements them)
I thought the tags were a predetermined listπ
you could set the LevelTags in the ExtendedLevel as a list. I dont know yet how ContentTags are setup
Yeah I'm not sure based off looking at the docπ
did batby make docs for LLL beta?
You beat me to itπ
π
It's very wip
oh i dont even have all the dependencies lol
I made the code for the crab (Wandering Creature) public so other people can use it to. You can adapt it to any creature you want to have wandering around. #1212150109375037511 message
for modders ^
@tropic pilot can you make little wandering coilheads on asteroid 13
thats really sick
you have an update, so not necessary i think
though something like the base game's DoAIInterval which ran once every 0.2 seconds (or whatever you specified in unity) was good since it was better for performance i think?
im actually not too sure on the actual need for DoAIInterval itself lol
@obtuse oxide would know :3
readability
it also means the method is named the same thing for every enemy type but there is no actual benefit to that because they all use it privately
ie other classes should actually not be aware of that method, there is no benefit to that
thats fair, but the creature can wander around and stand still. Although i have a private bool isMoving
i changed my mind mid sentence
Little suggestion for aquatis, i recall there were coconuts added sometime and i think they should be a little hazard in a way that they would fall onto players from the palm trees
when they fall off they could be grabbable and sold for like 20 coins like the bee hive
thats a pretty good idea, if i can figure out how
seconded. Aquatis seems a little too easy at times. nothin wrong with that, but easy can become pretty bland. glad yer fixin this with π¦s tho
I mean it IS intended to be an early game moon and with the new Baboon Hawk changes, there's now more of them to have to navigate around
me with my shovel omw to aquatis with sellbodies installed to crash the economy
very fair.
If only Callisto wasn't abandoned then we've have an aquatic-like planet for every tier in the future
what if aquatis had a single old bird stationed somewhere on the ship
Could prob add Tulip Snakes to Aquatis if you wanted to extra stuffs
Occasional Old Bird would be interesting to see too
I'm more looking forward to seeing if Old Birds are added to a moon like Orion
i've always looked at the ship and was kinda disappointed on how its just a decorative piece
good luck running away from one on orion π
Kills everything but the worms lmao
I'm NOT looking forward to Wesley trying to shove them into an interior lmao
sadlyu theres nothing we can do about it
Like if there was an interior with big open spaces for most of the major rooms, it wouldn't be as bad, but interiors currently are not well designed for really large enemies like that
Like I'd like if there was at least 1 interior that's something like a lush cave with big open spaces to allow for most of the current outdoor enemies to actually work under
thats the plan
i need to do some testing, because this was the plan, but if they keep throwing you in the water its not that fun
Fair, least it's not a map like Wesley's Gratar
Tulips on that map would NOT be fun with the looming threat of death pits everywhere
:D
... Oh no
Aquatis Beta v2.2.0
if you want to help me test the latest beta, follow these steps:
- Install Aquatis Beta from this link
- The beta requires LethalLevelLoader Beta to work, to install this go here and download the dll. Put this into the LethalLevelLoader folder, replacing the old dll.
Known Issues
- All the items that were placed around the map (shovel, boombox etc) are temporarily removed.
- Crabs have no animations nor sounds
- Audio problems when coming outside
Patchnotes
- v50 support
- Audio
- Adjusted Audio Triggers
- Added Ocean sound
- Added High Wind sound
- Creatures
- Added Crabs
- Adjusted Outside Creature spawn curve
- Baboonhawks spawn max is now 6
- Adjusted NavMesh
- Lighting
- Added Eclipsed weather
- Sunset is a little earlier
- New Starmap
- New Quicksand texture
wait what items around the map?
in the release version there is ||a boombox on the second island and a shovel near some rocks. as well as some metal scrap on the ship||
oh interesting
secrets
Nice crabs π
Are they meant to walk straight instead of sideways?
that is an excellent point that i have somehow not thought about
Now make them rave
Honestly, make this an interaction with the disco ball π
Disco tiiime
im pretty sure you will be able to figure it out since you already figured out a lot of cool stuff
it seems pretty easy on paper but i dont know how hard would it be to implement into the game
even more when my smooth brain cannot comprehend how to install lll into unity
i'll try lol
trying aquatis 2.1 and interior ambiance continues outside
the ||binoculars|| also give the grab prompt, but you can't pick them up
also this tree still makes the grass/sand sound effect when walking on it, unlike the others
the ship also makes the same effect
my boy is the map issue finder
the baboons feel like they spawn too frequently I had like 3 or 4 on me before I even stepped out of the ship
I used to have some of my friends complain about too many baboon hawks on Aquatis so I then started adding outdoor Yippees lol
thank you! i'll fix them
yeah v50 updated it so there can now spawn twice the amount of baboons per enemy power. Aquatis has 3 power so v49 only 3 could spawn, but in v50 6 can spawn. Giants need 3 power to spawn, so i need to figure out a good way of changing the balance
The problem of too many Baboons I can only think of choosing one of these 2 to alleviate the issue:
-
Reduce power level to 2 and change the "Rare" other enemy to a different enemy such as Worm or Dog
-
Change the spawn curve so that they spawn later in the day, I think it's fine to have an early 2 but it does get overwhelming if the curve decides to give too many too early
I think adjusting the spawn curve prob is the way to go
yeah that is most likely the way i'll go, maybe i can modify the giant to make it take a power level of 2. but i doubt it
No problem! Happy to help!
Apparently finding small map issues is my thing lol
I cannot stress this enough, if they're a scannable entry (which means they have a bestiary entry), it needs to just say "Crab."
omg thatβd be great
"Crab"
"Crab."
TTP achievement aquired
new scaffolding
I'm getting this spammed on celest
[21:13:50.5042161] [Error : Unity Log] FourierTransform.compute: Kernel at index (3) is invalid
[21:13:50.5042161] [Error : Unity Log] WaterSimulation.compute: Kernel at index (2) is invalid
[21:13:50.5042161] [Error : Unity Log] WaterSimulation.compute: Kernel at index (2) is invalid
[21:13:50.5042161] [Error : Unity Log] WaterSimulation.compute: Kernel at index (3) is invalid
[21:13:50.5042161] [Error : Unity Log] WaterSimulation.compute: Kernel at index (3) is invalid
[21:13:50.5162750] [Error : Unity Log] WaterSimulation.compute: Kernel at index (1) is invalid
[21:13:50.5162750] [Error : Unity Log] WaterSimulation.compute: Kernel at index (1) is invalid
[21:13:50.5162750] [Error : Unity Log] FourierTransform.compute: Kernel at index (2) is invalid
[21:13:50.5162750] [Error : Unity Log] FourierTransform.compute: Kernel at index (2) is invalid
[21:13:50.5172745] [Error : Unity Log] FourierTransform.compute: Kernel at index (3) is invalid
[21:13:50.5172745] [Error : Unity Log] FourierTransform.compute: Kernel at index (3) is invalid
[21:13:50.5172745] [Error : Unity Log] WaterSimulation.compute: Kernel at index (2) is invalid
[21:13:50.5172745] [Error : Unity Log] WaterSimulation.compute: Kernel at index (2) is invalid
[21:13:50.5172745] [Error : Unity Log] WaterSimulation.compute: Kernel at index (3) is invalid
[21:13:50.5172745] [Error : Unity Log] WaterSimulation.compute: Kernel at index (3) is invalid
[21:13:50.5193726] [Error : Unity Log] WaterSimulation.compute: Kernel at index (1) is invalid
[21:13:50.5193726] [Error : Unity Log] WaterSimulation.compute: Kernel at index (1) is invalid
[21:13:50.5193726] [Error : Unity Log] FourierTransform.compute: Kernel at index (2) is invalid
[21:13:50.5193726] [Error : Unity Log] FourierTransform.compute: Kernel at index (2) is invalid
are u gonna add spacestation and that other moon u made to ur Sf desat collection when theyre finished?
I would guess so
right now they're prototypes
Here's the LethalRichPresence image for spacestation btw lol
didn't have anything to showcase so I figured I'd just make the character dance in front of the ship lol
sry to bother again but do u know if lc office works v50
and sdm doesnt right
it does
it doesn't
Haven't tried it, but having it enabled didn't cause a crash or something
ok im done thanks lol
iirc batby was talking about the support for multiple interiors per moon.
With that feature the ship could have a whole separate interior
Hell yeah bring back the ship entrance!
very good idea
you cant go in yet, but i want to try some things
Yeah the boat definitely needs to be smoothed out a bit
Hey! Bit of an old issue i had but i thought I'd mention regardless before I start playing again (once LLL is updated)
Celest err.. never turns night time for me. Like I could've sworn it used to. But before I stopped (a day before v50 released) it just stopped going dark. The clock worked fine, the ship left when it was supposed to. The sun just never moved.
If this is a feature, its cool. But I highly doubt it was because the mod page never showed it as such anywhere else.
(Also my friends LOVE Celest btw. They think its super pretty)
i'll have a look at it and thank you!
If it helps I THINK it started after I added WeatherTweaks to the modpack. The weather mod that makes it so it says thinks like "Unknown weather" or "Rainy/Stormy"
Though I'm unsure if its the actual cause. Just thats when I noticed it starting
Also Space station if you have any kind of inside interior makes it soo bright as hell
Hey, is the issue still happening? What's your modpack code?
I can next test when LLL is updated. Last time I played was a day before v50 release and was only happening on Celest.
Will give my code later once am properly awake ^^
sure, no worries
i just had the exact issue reported yesterday and there's nothing on my end that could be causing that
so i'd really like to solve it π
018f0c11-68d4-c372-7e37-3644275c5862
heres the modpack code
some things to note:
This modpack was last played in v49 (you might notice there needs to be mod updates)
some mods were added and removed since in prep for v50 but WeatherTweaks & Celest are still there
and this modpack uses LLLFixed from V49 by Refract to fix desync issues in mutliplayer. It COULD be that causing it too. But I doubt as it would persist across all maps, no?
Regardless if you try it out, the thing to look out for would be Dogs spawning whilst it's still bright out and the clock saying it's night time (Time goes completely normal, the ship leaves on time, the sun just never goes down.)
my latest releases (terminalformatter/weathertweaks(normal+beta) all work on v49/v50 and with all LLL versions out there
so it shouldn't be the issue π€
@wraith elk can you try doing this? #1206494982521753620 message
although if you had that issue before v50 it might not be that
honestly when I got onto Celest I was like "oh huh the sun never goes down? that's a neat feature. it's like a permanently sunny map?" then i realised "Oh wait I swear it used to have a night time"
ahaha
funny
I dont use Rosie moons xD
(No offense Rosie)
I did try Rosie moons once, so if the config got stuck remembering them
so should i test it on v49 or v50?
but the issues persisted beforehand
probably v49? or you can test v50 with one of the experimental LLL builds should work?
i havent tried launching the game since v50 release
just waiting on LLL update aha
alright, from my testing today the time issue shouldn't happen (at least because of me π)
if it's gonna happen for you on v50 lmk and i'll dig deeper
yeah, finally π
what timezone is batby lol
cuz i think he said he wanted to release it in the morning
australia
i would not be shocked if he chooses not to release it for another day. There could by any number of problems crop up just before release
many people are actively testing it & reporting the issues, so it should come in a very nice state π
yo LLL updated
time to yeet myself to Celest
i hope egypt gets updated now miss that moon
Author was working on an interior, don't know if that's still the case
noice
In their server they mentioned that they would like to start working on the project again in may
ok
Im going to test but i have a feeling I might not be able to replicate till WeatherTweaks/it's dependencies are updated
Welp, it still remaining sun filled. Though I honestly cant tell if its caused still by WT. Also.. I'm getting warnings for a lightning strike about to hit me VERY LATE
first Explorations
a lot of new moons to look at
is celestial tint really bad for fps or is it just cause i play on a laptop lol
cuz i tried getting it in v49 and it was like 5fps so i just cant use it atm
didn't have any fps impact for me
it shouldnt really have any impact. It does require an extra 0.5 Gb vram. I'll try reducing it in the next version, but i cant promise anything
yea my laptop is just really low on ram lol
vram not ram
vram is your gpu's memory
in your task manager
that is not a lot i think vanilla Lethal Company takes about 1.5-1.6 Gb. Other mods also probably add to it, plus the 0.5 Gb from Celestial Tint
You will probably reach the 4 Gb fairly quick depending on what else u're doing and the mods you have installed
I'll try to optimize Celestial Tint
yea i use 60 mods lol
it is what it is, i get like 40-50 fps usually so its playable at least
Probably gonna add these two to Explorations modpack; Transmission and Siabudabu, both are snow moons
^ recommend if you want vanilla styled moons
Will you also update the moons with v50 spawns today?
cant promise that
@barren flare that mrov update should make the weather work again right?
can test later if Celest is still having the sun issue. Though honestly it was having it yesterday on and off.
the terminal or the time issue?
oh no like WeatherTweaks I dont think was working at all. At least I have no idea. I dont have any time issues
Never did with the mod
i'm in the process of fixing that
π
but that lib update alone is not gonna do it
Aight ^^
@halcyon ermine I'm possibly gonna believe that Celests day night cycle is bugged even w/o weathertweaks. (As previously: Clock works fine, ship leaves when it is meant to, but the day never turns to night)
Also small small ask but: if you could make sinkholes a tiny bit more visible for Rainy Weather on Celest I'd super super love it xD
very bright
tried going to spacestation not sure if this is an lll issue or spacestation
hey will u make like a update log in this thread when spacestation (and teraspace) is no longer wip? (like your other moons) i wanna be ready to get it once its done
also idk if there is an ETA for it being finished but if there is lmk
hi I was wondering if there is anyone who can help me with my problem when i start playing in vanilla its normal but when i played with thunderstore i didint see any monster (when i going to terminal log and texting the "Bestiary" i dont see any name or info about it)
Aquatis [2.2.0]
- v50 support
- Audio
- Adjusted Audio Triggers
- Added Ocean sound
- Added High Wind sound
- Fixed tree sounding like grass
- Creatures
- Added Crabs
- Adjusted Outside Creature spawn curve
- Baboonhawks spawn max is now 6
- Increased Forestgiant spawn weight 3 > 4
- Adjusted NavMesh
- Lighting
- Added Eclipsed weather
- Sunset is a little earlier
- New Starmap
- New Quicksand texture
- Enviroment
- Ship has moved slightly
- Added scaffolding