#sfDesat's Moons and Mods
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Celestial Tint [1.2.0]
- Added LethalLevelLoader v1.2 support
- Switched from LevelTags to ContentTags
- Tags have been renamed; Canyon (Legacy: Desert), Tundra (Legacy: Snow) and Valley (Legacy: Forest)
- Updated the wiki
- Adjusted planet rotation
- Adjusted sun rotation
- Refactored code
sfdesat my beloved
man I must be crazy i swear I landed on an Eclipsed Aquatis.. maybe i was dreaming x.x
always good when Aquatis gets love
i think eclipsed weather got lost along the way. idk when
Baboon Hawks spawn max is now 6
:D
Increased Forestgiant spawn weight
D:
Never see me leaving the ship without a stun grenade when them mfers are about
Hey, don't get me wrong - I think they're really cool and all (along with the moon, I love it) but could we get a config so we can disable the crabs from spawning? Not sure why this is but when in the facility I can hear them scurrying around still . . . somewhere and it personally is really irksome. I have tried removing them from the enemy spawns in LLL but they are not listed in the defaults for some reason, so I can't remove them. Even having had generated fresh LLL configs.
Not something necessary and I don't want to sound ungrateful, because your work is really good and I'm aware that this is something you must do out of love. I just think it would be great to give users as much control over this sort of thing. Modularity. Something. Blah. Sorry if this comes across badly, I don't mean it to at all.
thats fair i didnt know you could still hear them inside. I'll adjust them. You cant adjust them using configs because they arent full enemies, just objects moving around
spikes from celest
will u update your 3 in 1 moonpack too? i didnt get the update
ok thank u
i will eventually, although maybe i'm gonna deprecate it eventually in favour of something else
ok
tulip snake express
Celest [1.1.0]
- v50 support
- Audio
- Added High Wind sound
- Adjusted Reverb Triggers
- Creatures
- Removed Baboon hawks from Outside Enemies
- Added Flowersnakes in Outside Enemies (weight = 60)
- Lowered BlindDog weight 60 > 25
- Increased Outside Enemy Power 7 > 10
- Added spike traps
- Lighting
- Reduced sun intensity
- New Starmap
- Adjusted sun animation
- Adjusted Time To Arrive 1 > 3
- New Quicksand texture
- Enviroment
- Added props
- Adjusted prop positions
- Improved performance
all these modded moons getting the tulip snakes everywhere now
I love them, they're like a free shitty jetpack lol
only Celest for mine. Celest is supposed to be filled with birds
Smack them with a shovel
ok thats cool, was talking bout tolians moons too lol
completely forgot lol, yea not so bad if u got a shovel
I'm guessing Orion is next
yup, butlers and mechs lol
sheeesh thats gonna be crazy
I think rare chance of old birds could fit on Celest imo, thats how i had it set up
celest supposed to be a fairly easy map tho, no?
Like how theres a small chance of old brids on march and vow
oh right
aquatis = easy, celest = medium, orion = hard
could do that instead of the forest giants
idk
Or have both lol
celest is peaceful environment, idk if old birds would fit in all that well lol
i imagine celest as calm and quiet lol, doesnt have to be ig lol
i'll test it still. The peace is already broken up a bit by the spike traps and the flowersnakes that jumpscare you
yea whatever enemies you think are best
your the dev
i bet old birds on space station would go crazyyy loll
I imagine finding a sleeping oldbrid on celest during the day and I think that it would fit pretty well visually
wowowowowowowoow ||dont spoil the story update||
Did the transition get removed in celestial tint?
yeah idk what happened, but i gotta fix it
the modded moons arent supported in celestial tint right?
also is there any config stuff i need to do to see it normally, like change ship windows config or somethimg?
yes set SpaceOutside to 0
ok
celestial tint way better for my fps than when i tried it last time, whatever you did helped me a lot thanks
Any chance we could get a config to override the level tag/celestial tint properties vanilla and custom moons have set? That would be very nice especially for moon creators that haven't or won't implement a Celestial Tint tag for their moon.
I also would love to have a config option to make the sun start in a random position each time so it's not always coming up over the planet every time you route. Sometimes it could start at "night", etc.
that is the plan, i just need to figure out a good way to implement it. I think someone forked Celestial Tint and wanted to add that, but idk what happened to it
I can see my moment of peace is over
All the moons and inteiors are coming back
I like that idea. Currently the sun does start "random", but this only is its height and its only picking between about 20ยฐ of rotation. problem is that the planets may not look that good at night, but i'll test it
sf long time no see
yup. not big changes but small adjustments
Ive peeked here and there
are the rumors true
do you have...
||crabs?||
๐
๐ฆ
you cant kill them though and they dont have a bestiary entry
I also saw a new beta moon sometime in thunderstore when i was scrolling
thats old now
This is extra dreaming, but it would be cool if at "night" it would transition the skybox to a more colorful space revealed by the light pollution going away
old as in no longer beta or old as in no longer being developed
good idea, i'll test it
its behind the full release
no new moon, only updates
oh
it was Aquatis Beta
oh yeah. i put that on the backburner and it will stay there for a while longer
butlers and old birds
but it will take a bit longer, because i have to update more than the other moons
in order
Did you ever figure out what caused the infinite sun?
yeah it should be fixed
The creature
@halcyon ermine Also, I could hear the crab footsteps from inside the facility
I can hear them briefly when the level is loading and the "waiting for crew" text is still on my screen as if they were on the ship right next to me
Das silly
the Crabs are omniscent or whatever
yeah for whatever reason you can hear them over the entire universe
god crab
For moonswept we had this issue with sound thingd
The mobile turrets gun fire would be global
What does your sound thing in Unity look like
I think the problem is that it plays the soundclip itself. I should probably make it use an Audio Source
have you tried messing with the Follow Surface option? because i think its not working correctly
least powerful crab in gaming
did you fix the weird collision with the crashed dropship prop?
yesterday I played on celest and it had like a weird invisible slope going from the actual prop out into nothing
i'm gonna fix that in the next big update
sick sick
turns out the Old Birds are very good at killing giants. They kind of make Orion easier, because they kill a lot of monsters and its difficult for them to detect you when in such a large area. I will still add them, just with a low chance
well at least redwoods do
Yeah I added the Redwood to Orion spawns
yeah, that was my main concern with them lmao
only reason why places like embrion are hard is cuz there's a bajillion of em, even if they were around 10 on average it'd still be really easy cuz they can't see you from to far away
redwood is perfect for orion yeah
Imagine old birds on Celest
that would be spooky, but the tulipsnakes are very good at jumpscaring you because of the high grass
yeah
i was thinking about doing that, but idk if i want it as a dependency. I will probably not add the old birds, because they make it to easy
well if u make birds be a high chance then if they kill giants and more birds spawn after the giants die, maybe with a lot of birds itll still be hard
thing is how much space there is to avoid their sight
I mean idk how many you planned to add to Orion, but Artifice isn't what I'd call easy when there are 6 old birds after you lol
like i think why giants are hard on orion is cuz i think they can see you from a very long distance, whereas birds i dont think so
i want the main threat to be the giants, i think the hiding and running from them sets Orion apart. The problem is that because of that it is a very big area. Old Birds are very short ranged. So you can easily spot them in the distance wandering around and avoid them. Artifice is difficult because the area is so small
yea agreed
Yeah true
they only spawn at the start of the round i think
i didnt know that
Yeah you can see them sleep when you land
Orion [2.1.0]
- v50 support
- Audio
- Adjusted Audio Triggers
- Added High Wind sound
- Creatures
- Adjusted Outside Creature spawn curve
- Increased Outside Enemy Power 8 > 10
- Removed Hydrogere
- Added the Butler
- Lowered Blind Dog spawn weight 20 > 10
- Interior
- Reduced Factory size 2.4 > 2.2
- Adjusted Landmine spawnrate
- Adjusted Turret spawnrate
- Added Spiketraps
- Adjusted min-max scrap, 25-35
- Reduced max total scrap value 4500 > 4000
- Lighting
- Adjusted the sun visuals
- Removed Rainy weather
- Removed Stormy weather
- Adjusted colors
- New Starmap
- New Quicksand texture
- Enviroment
- Added rolling fog
- Fixed entrance teleport rotation
- Removed Preview video
- Performance optimization
- Reduced Filesize
Don't forget to push an update to sfDesat bundle
read earlier today that they wanted to deprecate it at some point? at least considered it
so i just went and got the 3 moons separately
He said he'll update it, but he'll deprecate it eventually iirc
im gonna keep it up for now, but i want to make something to replace it
regardless im gonna stick to separate moons unless you go sicko mode and publish like 10 more at once
i wont lol
well yea but didnt know they couldnt just immediately spawn in too
btw is there a way to see the total scrap value avg for every moon, vanilla and modded?
He ain't called wesley lol
OH RIGHT AFTER I GET
CMON
NNnhhh
that's why I waited lmao
unrelated question: so do none of the lg upgrades work with lll? so its best to turn off until update?
yes
thats what i been telling everyone!! orion is so fun cuz it actually has props to hide from the giants and loop them
as in none?
i dont know the details but lll patching pretty much kills lgu so you're better off playing without it for now
just a matter of time until it gets fixed
thank u for the info
lil bit more of a fan of individual ones rather than a pack that has a dozen personally
its good if you dont keep track of the discord/releases
cause some people have moons in the tens
I'm pretty pick about moons I choose for my friend pack so they dont have 1gb+ extra sitting there of extra stuff
Plus less balancing I need to do if I add extra enemies & scrap
Ye my moon count's in the single digits rn
lll's dynamic level tags make balancing a lot easier
me personally i like diversity
if a moon is even remotely interesting im getting it
rn it's Aquatis, Orion, Serenity, Transmission, Ganimedes
I'd do Kast too but uhh, that's in limbo
i remember getting orion back when it was just released with LE
Ye samw
impressive
but my first custom map was gm_construct lmao
the one dependent on moon api with no dungeon
me too
lol
I tend to lean towards moons that are more vanilla and give some dynamic that differs from other moons
i respect that and fully agree with it
its what i've been trying to do with Explorations
Tulip Snakes were unironically a boon for Serenity
To make the fire exit more accessible for a T1 moon
Key still needed to access it tho
Can you tell us what would be replacing it? What would be different?
Or do you want to take the mystery approach?
mystery approach
if only it didnt use LLLFixedv50
You can uninstall it and use official LLL
1.2.1 works with it
boarding flight (hopefully) bbl
Oh no, he's slowly turning into a Wesley ...
I love this approach
the exterior spider approach
My guess would be a sort of campaign where you have to unlock the moons or something
since he also said he's cooking a story update, so that would make sense
lll does support unlockable moons now ๐ค
Wouldn't be suprised if wesley went that way too
Which honestly, I would be all for
alright, unnecessary to deduce my plans like that.
best approach
Rosie and prob Wesley having a field day with the unlockable moon feature
me leaving a log in a locked shack on a moon that contains a link to a rickroll
it was the original reason i switched to LLL, because i thought it supported story logs at the time
I have been sitting on a story script for months
Damn
Really looking forward to that
Will be interesting to see all the different stories all the moon packs will have to offer
It'll be like as if each moon pack is a DLC for the main game
Moon modding is truely at its peak
I love when stories conclude with the red entering the red
holy shi
The red void consumes
you should also make something like this
i have more red voids
oh right I completely forgot about Dryad
it currently looks nothing like how i want it to look
Yeah, I saw it when I needed to take the LethalRichPresence screenshot
the image.png is temporary
Want to know what the LRP screenshot is? lol
lol
Conclusion:
The story concludes with thentering the This place thethat lies within The will attempt tothefromwill end as to if thehas been
The red voids I'm sitting on shall remain hidden for now
Same with spacestation
its gripping. especially: lies within The will attempt tothefrom end
pretty much why I download Desat moons
which speaking of @halcyon ermine do you have plans for more moons in future? :o
Am I the only one who love doing this ? haha
https://medal.tv/games/lethal-company/clips/29DBa0GcbNzfvd/d1337AauLwbY?invite=cr-MSxqWDMsNDkyNjY5MSw
Watch Untitled and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
To infinity and beyond!
Idk why the teleport barrier doesn't exist when using a jetpack tho, would be softlocked there
have u played on tolians budapest
if u have can u tell me where fire exit is
I did not, last time I tried it, it always crashed when trying to land
lol alright
idk if that's been patched
What mod is the jet ui
Thanks
@halcyon ermine got stuck on the random seed screen loading into Orion
here are the three errors thrown in my log when it happened. If you need my full log let me know
For context, since it has something to do with weathertweaks(I use betaweathertweaks in my modpack), Orion was eclipsed when I tried landing on it
Had some desync issues on Aquatis. Visited Aquatis 3 different times over the course of a several hour session, and all three times my friend (client, I am the host) would have a desynced interior. Consistently spawned the Mansion for him all three times, and he would often end up falling into the void below the map. The Mansion was not a valid interior for Aquatis.
No issues with Celest, which we also visited three times, or Guodan's Crest, which we visited once. We did not visit Orion during our session.
Oh, and the scrap that can be found on the ship on Aquatis had a value of zero during our session.
Idk if the issue is on your end, but when a Facility Meltdown occurs on Aquatis the moon turns red
yes? depends how you define a moon
i saw that, i think im just gonna remove them
yeah they do
you sure? I honestly think it's cool that the ship has stuff in it, elevates it above just being a cool prop
are you not able to assign values to the scrap found on there?
just adding on to this it means you might have your sun named differently to the base game
or you have some other light that meltdown is picking up
in either case you can add meltdown DLL into your project and add a "MeltdownMoonMapper" and it'll fix it (also won't be a hard dep)
i didnt read it i guess
silly :3
what do i need to do to get it compatible, because my lighting is setup differently. Does it matter where i put the script?
nope just as long as there is one in the scene
you should also add stuff into "outside lights", thats what gets autofilled if there is no moon mapper (and what seems to be breaking)
ok i'll some things
can i turn the lights off? does it enable them when it needs them?
no but
you can use the "MeltdownEvents" behaviour to trigger stuff on meltdown start
it works except the texture issues on the smoke i think. Is there a way to fix this?
nah thats an issue with meltdown itself
i migrated untiy projects and it didnt liek that
ah ok, thank you
Celest [1.1.1]
- Added Facility Meltdown support
- Increased amount of OutsideAINodes
- Increased Outside Enemy Power 10 > 11
- Lowered Blind Dog spawn weight 25 > 20
- Replaced Forest Giants with Old Birds (weight = 5)
- 1.2.1 > 1.2.2 Updated LethalLevelLoader
@barren flare do you have any idea what this means or how to fix it?
This is my shenanigans with the sun animator
I'm trying to get the corresponding animation clips for stormy weather, eclipse and no weather
by name
Turns out I didn't do this in a try-catch and it fails horribly
@rose roost @halcyon ermine Disable SunAnimatorPatch in the weathertweaks config and I'll let you know when this issue will be resolved
also idk if WeatherTweaks does this, but the text doesn't scroll for me on the screen with the Level Description
๐ณ it shouldn't be my fault, but I'll definitely check it out
for reference: what's your modpack code?
018f1f63-be1c-766f-be08-23e37a2b5e21
thanks, I'll look into it
Orion [2.1.1]
- New info description
- New level description
- Adjusted Risk Level to S+
- Added Facility Meltdown support
- Increased amount of OutsideAINodes
- Adjusted Daytime Creature Spawn chance
Celest [1.1.2]
- New info description
- New level description
- Adjusted Risk Level to B
- Increased the distance that can be explored, moved colliders
- Adjusted NavMesh
i fixed the audio problem and the follow surface problem #1212150109375037511 message. read the intallation instructions, because it now requires an audiosource
example:
moonpack will be updated too right, sry just wanna make sure
aquatis first
oh right my b
Can i ask what about space station
Its pretty decent thing ( concept wise ) but the biggest issue for me seems with the light and occlusion there
Whole interior is bright inside soo much that it kinda ruins the concept of "horror" thing
i think hes working on it, just not sure if its on the top of his to do list
Aquatis [2.2.1]
- New info description
- New level description
- Added Facility Meltdown support
- Adjusted Risk Level to D
- Increased amount of OutsideAINodes
- Decreased amount of crabs
- Fixed crab audio problems
- Fixed outside items having a value of 0
Outside items on Aquatis?
Is that new?
I played on it yesterday and didn't find anything outside
on the ship. and more places
list of things to do, in order
Microsoft to do 
wait is there issues between ct and ship windows? one of the todos is ship windows "support"
that is dont, just a github issue left
ok
maybe i added a config file for Celestial Tint
Celestial Tint [1.3.0]
- Added configuration options
@halcyon ermine
Need Crab Rave on Aquatis!
๐ง Support on all platforms: https://Monstercat.lnk.to/CrabRave
A huge shout out to Noisestorm whose artistry made this song and video possible - he produced it all! ๐ฆ
Every year after the most intense tropical storms, thousands of crabs gather on this remote island. Now for the first time, witness all the side-stepping, air-snapping action of ...
i also made a config file for ViewExtension
need
what does planet tag mappings config do
Experimentation@Wasteland, Vow@Valley, Titan@Tundra
sick
Any chance you'd be willing to make a hazy purple one for Triskelion? :3c
sure ๐
ViewExtension [1.2.0]
- Added a config file
- Reworked the code
- Updated Github link
- Changed icon
Will do 
idk if its @barren flare 's wtbeta doing or aquatis but i have this
also aquatis with enemy escape is HELL
baboon hawks going inside or monsters going outside?
Can't you enable/disable each enemy?
on a completely unrelated note
i dont wanna lol, its fun
Ah ok
I mean, Masked bees can open doors so
i mean the default bees
its very broken in custom dungeons
are your moons and the vanilla ones already set to the moon mappings that make the most sense
i know aquatis is already set to ocean mapping, not sure about orion or celest
the moon mapping thing is mainly if you want to change the preview or if you want to add it to a moon that doesn't support it by default. All my moons support it and are already setup, but you can change them to a different one if you'd like
are the vanilla ones set up too?
yup, so are Tolians (i think), Starlancer (i think) and idk about the others. You can just test it by orbiting the moons
nice
Triskelion & Auralis are Audio's other 2 moons if you wanna see if they're paired
I asked Audio for compatibility with Celestial Tint and he said it will be added soon so
I'd say Tolian & Wesley are at a tug of war for who can upload the most amount of maps but then Dafis makes a surprise reappearance with their wtfsoup of maps
Quality > Quantity
yar
Tolian and Wesley's moons are pretty good but none of them really feel to fit in that well with vanilla personally
Definitely agreed
Actually ive yet to find a modded moon that emulates the style of the vanilla ones
There are a couple, but not many. I'll dm you a list of the better ones when I'm at my pc if you want.
If theyre v50 compatible go right ahead
Have you tried Rosies' Moons?
They try to be vanilla looking moons
I thought they werent updated yet
Will check them out thanks
Personally the newer versions of rosie's make them feel worse off than they were in earlier versions.
Newer releases have tanked performance and Eve has a ton of interior foliage garbage.
Im like 90% sure that the doors Rosie has blocking the entrances on her maps are broken in VR
So I cant use those moons unfortunately
That sounds unnecessarily mean oop.
I mean to say that along with the sfDesat trio legacy versions of Eve and Affliction are really fun
Thats what im running right now
Mostly waiting on Infernis to be updated because thats by far my favorite modded moon
That and its custom scrap
The lanterns are dope
Just the entire atmosphere wesley crafted for that moon is crazy good
true, I miss wesley's moons
Its the best of his collection imo
Aye, it is.
The ambient sfx on the other moons along with the outside monster spawns feel super intrusive. Least noticeable on infernis.
Though yeah, it's part of their whole lore thing they have going
I have to agree
Infernis strikes a nice balance with the outdoor enemy count and the environment it has
the rain sound is missing inside?
it's my wrongdoing (I don't know why lol), I'm gonna get it fixed
the rain vfx disappears
yeee
it had aaaaaaaaaaaa i think none->rainy
it's my oopsie moment
alright, I think I know why, I'll look at it
love the weather changing system btw
Is there any bugs for these moons?
I know the crab one got fixed
You can check the Issues tab of each moon's repo.
Ah k
Okay seems like Orion and Celest are good besides the island moon having issues with compatibility with better spray paint which I think is the 2nd mod I know having issues with that mod-
Making hope for a fork of that mod-
did the crab thing get fixed so that their sounds arent everywhere
Aye, it sure did!
good, means i can re add aquatis with no worries
and does celest have any issues that anyone knows of?
Not that I can think of
cool cool
are those moons v50 compatible?
Only moon I needed to axe is Serenity just cause it runs into an issue where eventually my unity client crashes from running out of memory
I'm unsure of which mod is causing Serenity to do that, I have a couple of reasons as to what it might be but unsure
Cause the interior at base only spawns Jester and that's it
So I also wonder if it's me doing something like introducing Hoarding Bugs to an interior that has a 0.9 map multiplier size that's causing it
huh
I speculated incorrectly on what it might be now that I look back at it in retrospect, apologies
i just dont understand the message lol
I'm thinking it's one of these:
- Due to its 0.9 map size, it's causing some strange behavior with some of the enemies that I forcefully added to the map with LQ (prob the most likely)
- Some functionality with vanilla v50 added and/or LLL 1.2.0 causing a conflict since it's technically built around an outdated build of LLL just hotfixed for v50
and/or LLL 1.2.0 causing a conflict since it's technically built around an outdated build of LLL just hotfixed for v50
wym by this
Uh I might need to actually get a log and show what's going on
It probably would be appropriate to say I'm kinda grasping at straws as to trying to figure out what's causing my problem in Serenity since this is what I'm trying to do:
- Use LLL v1.2.0+ since the mod itself depends on LLLFixedv50
- Rebalance and change what enemies appear on the moon, such as Tulip Snakes, Butlers, etc. over what it currently provides
I'm trying to consider any sort of factors that I've introduced to see what might be causing something on the moon to eat up so much memory that unity just, crashes (which makes me go ???)
Use LLL v1.2.0+ since the mod itself depends on LLLFixedv50
i dont blame you but this is why i hate that that mod existed
because this isn't true
nothing that mod did was put into main LLL
my wip version of LLL was on v50 weeks before that came out ๐
Hmm
I wonder if it's something that LLLFixedv50 did then that Serenity is built around, and since now it's absent, that's where some of my problems is originating from
Ah true...
I'm just, confused at what exactly is going on regarding this moon
I kinda wanted to add it into my pack cause I think it's a pretty neat vanilla-like addition but there defo is something going on and I think it's probably to blame with me introducing something that was never intended for the moon to begin with
First step I shouldn't be going about is assuming as to what it might be, especially since LLL isn't the one that's causing something
i think the ocean moon texture on celestial tint should have little islands visible from orbit
Would be a fun lil detail
@tulip kindle thoughts on this? i called it Argon. Let me know if you'd like some changes
Any chance you're cooking up a earth-like planet too?๐ฅบ
i'll try. Currently the closest one is Rocky https://raw.githubusercontent.com/sfDesat/Celestial-Tint/main/Screenshots/Rocky.png
This is really nice ;o I like it a lot
Black Mesa technically takes place on earth so Plastered is waiting for that one ๐
earth-like will have to wait. The current system I have is not really setup for it. I will change the back end and then come back to it
No rush, glad to see you're working on one ๐
The colors are perfect for Black Mesa too
bro ct is so cool, the base game should definitely have something like it
Sick! Aesthetically I kinda wanna see it a lil darker, but I also know realistically the sun is gonna make the top layer pretty bright ๐คญ
is this for triskelion
Yee
coo
Is there any bugs with your moons rn?
In terms of multiplayer?
Not particularly. I can't remember if it's in the current release, but Auralis' water isn't working like I want, but that doesn't really have an effect on multiplayer itself
in terms of function or just appearance?
Function, I tried a change and it didn't take well, but I'll be working on updating stuff today
ah k
i like that u added this cuz it fits with Cosmocos as well
and tolians Nimbus a little too
cube.
๐จ
Am i able to set the crabs to spawn on another moon?
Also I wanna set one of your moons to hidden mainly to act as a surprise or when a routing malfunction happens (malfunction mod)
no thats not possible, because of the way they are designed
in the LLL config there is an option for it
ah okay that makes sense
I know but mostly I was thinking lore/immersion wise-
So far I feel orion and aquatis would work well as hidden moons
thats fair and i agree with it, but i wont do that as standalone mods.
yea LLL can do that for me in config settings-
though that seems like a pretty useless mod
lamo
you mean lll?
yea-
I can set so far (only custom moons i'm sure of) as hidden-
i think you can set vanilla moons to hidden as well. And LLL is very crucial in a lot of things, but most things that players wont see directly
ah k
ladder
Hey since you're supporting SpaceShipDoor
May ask if it'd be possible to fix the teleport zone so it works with the jetpack?
Because right now if you're using the jetpack and you fall, you'll just fall for eternity
i could try, but no garuantees
@jaunty lintel is there a way to know if a moon is loaded. I want to disable the spaceprops that i instance. And is there a way to know if a moon is unloaded, because i want to re-enable them.
Edit: fixed it
aฬถฬอnฬดฬอoฬตฬอmฬตอฬaฬตฬฬฝlฬธฬฬyฬดฬ
dฬถฬอeฬถอฬtฬดฬอeฬทฬฬcฬดอฬtฬถฬฬนeฬทฬd
Oh that would be a fun way to enter a level.
When falling from the ship and you reach the 'teleport zone'. Maybe instead of teleporting the player to safety. Just trigger the lever pulled event, and load into the level.
Then as the level loads, tp that player high into the scene, and let him fall from space all the way to the surface
If they have a jetpack they would be able to stop the fall, and probably get into the dungeon before the ship is done landing
A parachute item would also be cool to provide a cheaper alternative when using this entry method
just saw this, no idea if you fixed it but it'd just be making the audio source a 3d sound by turning the slider and making sure that the graph ends on 0 no matter what the range is
i did exactly that
lovely
sound cool, but is to difficult to make probably

it might sound fun, but painful for lobbies that arent solo lmao
has anyone had dungeon desyncs on orion?
Ehh, i don't think it's any more painful than it would be without that feature.
After the first time, any player can pull the lever, so a troll will be able to load the level before people are ready, regardless.
Or how else would it be painful for lobbies? If that was not what you meant?
@halcyon ermine @barren flare I did some testing on my own and the endless seed screen happens when loading into Orion even with SunAnimatorPatch from betaweathertweaks disabled. Had the same issue on a fresh profile as well, here's the log:
gordion doesn't have the company texture in celestial tint
Set it in the config
i generally just like jumping off and moving around, what if i accidently trigger it etc or someone else does
Well, Icarus flew too close to the planet and now we need to land the ship and go on a recovery mission.
I'm thinking it would be a separate mod, and not a feature in SpaceShipDoor.
So if you think that an accident like that would be a pain, just don't install that mod then
Celestial Tint [1.3.1]
- Added new tag: Argon
- Added config option for ShipDoorAccess (allow the door to be opened in orbit)
- Added config option for DebugLogging (if false, CT will not display anything in console)
Does this mean SpaceShipDoor is no longer needed?
yes, its a custom implementation
Nice ๐
Another huge W from you sir ๐ keep up the good work
Gonna be so cool if you get this working, will remove the need for SpaceSunShine c;
I'm gonna fix it ASAP
[03:01:13.1482021] [Debug :WeatherTweaks GameInteraction] Setting weather for 41 Experimentation to None
[03:01:13.1482021] [Debug :WeatherTweaks GameInteraction] Setting weather for 220 Assurance to Stormy
[03:01:13.1482021] [Debug :WeatherTweaks GameInteraction] Setting weather for 56 Vow to None
[03:01:13.1482021] [Debug :WeatherTweaks GameInteraction] Setting weather for 61 March to None
[03:01:13.1482021] [Debug :WeatherTweaks GameInteraction] Setting weather for 20 Adamance to Stormy
[03:01:13.1482021] [Debug :WeatherTweaks GameInteraction] Setting weather for 85 Rend to Stormy
[03:01:13.1482021] [Debug :WeatherTweaks GameInteraction] Setting weather for 7 Dine to None
[03:01:13.1482021] [Debug :WeatherTweaks GameInteraction] Setting weather for 21 Offense to None
[03:01:13.1482021] [Debug :WeatherTweaks GameInteraction] Setting weather for 8 Titan to None
[03:01:13.1482021] [Debug :WeatherTweaks GameInteraction] Setting weather for 68 Artifice to None
[03:01:13.1482021] [Debug :WeatherTweaks GameInteraction] Setting weather for 44 Liquidation to Stormy
[03:01:13.1482021] [Debug :WeatherTweaks GameInteraction] Setting weather for 5 Embrion to None
[03:01:13.1482021] [Warning:WeatherTweaks] Weather data for 43 Orion somehow not found, skipping
oh, it's bad bad
I take it this issue doesn't happen with WeatherTweaks stable at least?
i think i figured it out
Ayyyyy
I'm pretty sure i've fixed the issue - let me know if you'll still get it
I'll test later today and will let you know 
Celestial Tint [1.3.2]
- Added config option for DisplayShipParts (enables some ship parts that where disabled in orbit)
Since you figured that out. Does that mean you know how to add things to orbit?๐
it would be great if this mod could do what spaceshipdoor and spacesunshine does
That's literally what he just added in the last two patches๐
its missing ladder and floodlights tho
Are you on 1.3.2 and have the config option enabled?
i see it hasnt updated on r2 yet
That is why then๐
thanks for the troubleshooting 
anyway thats a great update, feels good to remove 2 mods
Yup a side effect of another project of mine
I can't wait to see what you cook up๐คฉ if you need a tester you know where to find me๐
Waiting for parkour course on orbit ๐ค
Next tutorial is gonna be in the background of one of those minecraft parkour spirals except its sf's parkour course
๐ i cant focus without it
is there issues with sfdesat's moons?
i love celestial tint
is just that it relies on LethalLevelLoader
and is networked, which means, no vanilla support
i hope the maker makes a option to be vanilla only which does not use that dependency
i think i could do that
please do
people want vanilla support
im going to try to do it as well to not use LethalLevelLoader
also i noticed another thing, when the ship changes moon, there's no animations, just goes blank outside, maybe someday in future this could be improved
there was an animation, but it got broken so i'll try to fix that as well
thanks! i tried but i have no idea how to parse the level names differently from LethalLevelLib
ill wait for the update
Celestial Tint [1.4.0]
- Removed dependency on LethalLevelLoader (it now works standalone)
- Fixed some debug messages getting displayed
is it supposed to be so blurry
do you have viewextension and if so what distance did you set it to?
can you try 400? i'll upload a possible fix if that doesnt work
still blurry
Celestial Tint [1.4.1]
- Added config option for VanillaMode (add the vanilla planets outside. Illusion may break when using ShipDoorAccess)
- Fixed screen getting blurry
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So looks like updating resets the config
I need to type all my moons with planet tags again
๐ณ
send a code
This is why I have a text file with all my config settings in it. Highly recommend
i wont update the configs anymore. only gonna fix the compatibility issue if its fixable
I should probably do that
For everything that's long but LLL I have the config in another file somewhere. For LLL I just use a spreadsheet ๐
Yeah I already had a spreadsheet for the interiors, will do a file for my other configs now
It's saved my ass quite a few times๐
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remove spaceshipdoor and spacesunshine
what do you mean with darmuhsTerminalStuff? does the terminal break?
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226 mods damn
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i dont have any issues. can you see if there is still a problem when removing the two space mods?
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what is your LLL version? 1.2+?
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is LethalLevelLoader and LethalLib on the latest version?
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that is the issue i think
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use CT1.1.12 if you dont have LLL1.2
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no look at general at the bottom in the config
?
Bruh I see now
There's a duplicated field in r2modman that doesn't get shown in LethalConfig
yea lol
i just copy and pasted it into the empty one at the top and deleted the text at the bottom one
try disabling immersive visor
The blur happens because of a depth of field effect. If ViewExtension is set very high for example or maybe Immersive Visor changed some things
@barren flare It works now 
YIPPEE ๐
How is it fixed?
i still have the blur as well and i dont have immersive visor
didn't work, have it as Company@Company
It needs to be
Gordion@Company

how can i find the internal moon name for PiggyLcOffice?
lc office not a moon
orion, celest, and aquatis
thatยดs the internal names you can put on interior list?
yep
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isn't the blur because of diversity??
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idk but when I disabled the concussed and blinded effect from steam, my gf stopped having it
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bracken's personal space can sometimes break and make a player invincible for the rest of the session
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That's interesting, still don't know if i'm going to re-enable them cause the blinding effect works half the time lol
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Idk, for us, the blur was always accompanied with a slight red filter so I just deactivated both to be sure
Yeah the effects breaks all the time. Permanently blind, or permanently blurred vision and breaking the UI, you have to launch the game again
for some reason i still have the blur
the blur got removed when disabling viewextention and removing cfg
then activate it again
so its fine now
is it a moon or for celestial tint ๐ฎ
neither?
new scrap
Bah
@halcyon ermine so there is a bug with the DisplayShipParts setting, after landing on a planet and going back in orbit they don't reappear again
Celestial Tint [1.4.2]
- Added a incompatibilty warning with SpaceSunShine and SpaceShipDoor
- Fixed a bug where DisplayShipParts wouldnt appear after landing
๐
is it possible to delay the teleportation while jumping off the ship when in space? doing freefall might be fun ๐
no moon would ever top this
yeah i removed them both once i found out it has the same functionality
Is the crab breaking the bestiary fixed?
o
they do have value apparently but i dont see it
๐ญ๐ญ
Baboon bitches
Aquatis is literally the perfect vacation nightmare
The baboon hawk buff is the most cruel thing Zeekers could have done
I love that there is no other danger but the babooon hawks and maybe a giant
it shouldnt
maybe, i'll look at it
Well I used the pack version-
I might check if it's fixed in the standalone version-
If not then probably is broken in the pack-
the crab doesnt interact with the bestiary
it says that its added to it, but it is not
this is the best i can come up with
Thistle Nebula (solar system or galaxy)
No Service - Vow, March, Adamance (referred to as the "Green witches")
(gas giant) Big Grin - Experimentation, Assurance (Exp and Ass are twins), Offense (broken off from Ass, asteroid moon)
(white dwarf star) - Dine, Rend (exact same entry)
Gordion - possible planet
Unkown - Embrion, Titan, Artifice, Liquidation
heheheh ass (im very mature)
anyways uhhh my friends really loved the crabs
all i wanted to say
Not an sfDesat moon exclusive issue as far as I know
beastiary breaks on one of my packs too and there are no custom moons in it
do you have moreinteriors or sentinel?
I'm fairly certain that's not an sfDesat issue though could be part of it
My theory is that at some point the bestiary entries overflow with new entities or unloggables and this breaks it
It's a wee annoying but nothing too game breaking
there used to be a travelling animation when routing to a moon, is that gone with v50 or is it a specific config setting?
i think thats diversitys cut scene?
Nope, not diversity or it's cutscene mod. The animation was very simple, just the ship moving in closer to the moon, or at least the illusion of it.
Now it just turns pitch black
Maybe this was part ShipDoors?
I'll test this
I still have one, I dont use ShipDoors but celestial tints
i have no idea what that is then
oh u mean celestial tint
nvm
Sorry- yes, forgot to mention, this is about celestial tint!
yea thats getting fixed soon i think
I'm pretty sure it broke when updating to v50, I'm sure it'll be added back at some point
Ah, I see. Thank you very much for the clarification. Appreciate it!
will work on the spacestation moon continue?
yup
This error keep getting spammed on Celest
Code : 018f4ae6-14cf-21ad-3e62-4d28c10d7e19
PEAKK
only the real OG's now what this is
Is that orion before whatever destroyed it
something like that, but i think it was the first upload of Orion
i dont think you understand how wildly different every upload was at the start lol
it has gone through a lot of changes
Orion-A
0.1: is the oldest working version
0.2: this was the next update
0.3: another itteration lol
0.4: hmmm this one might be the best, maybe ill change the current version
0.5: never got the sense that you are in-between massive buildings back
should i change the current version, so the sense of that scale is back? The feeling that you are sandwiched in-between massive torn-down buildings?
I haven't played on Orion in a while but I felt like the surrounding massive towers already achieve that effect pretty well ๐ค
I would love to have a Orion overhaul some elevation changes and maybe fire exists in the abandoned buildings would be nice! It's a dangerous moon with lots of outside monsters having buildings to hide from worms and giants would be cool
I personally really like the 0.3 iteration, reminds me of WALL-E
I find 0.3 too empty, and aimless in terms of aesthetic: like the buildings are placed for the sake of it
Modern Orion has this distinct feeling of oppression from the huge and imposing structures that surround the play area
i forgot what celestโs old version looked like
but i remember it being pretty good
i was suprised when it was changed
Is it normal for the animations not to work for celestial tint?
A giant field of trees & flowers, with a bunker to the north, south-east & west. I liked it but my friends got lost there a lot. They heavily enjoy the pathing of new celest in comparison.
I honestly think that Orion is perfect as is
It is really good as-is, but as is pretty apparent the older generations are practically different maps.
I have the fondest memories with 0.4, it having reached a point where it felt much more fleshed out
Though I really do miss that feeling you got being between the giant ruined buildings on 0.5
Really do not think Orion needs changing again, but maybe instead we could have a new moon that uses a layout derived from 0.4 but also has ruin placement to bring back the uniqueness 0.5 had.
With the new LLL feature of multiple scenes per moon.
All the versions of Orion could have a low chance of being loaded
And if you think that 0.4 was peak, then that scene could have a higher chance than most
Going off of the pictures above. I like how 0.1 and 0.3 looked
other than the unfinished-ness of 0.1, it would be cool to be like:
It's rare to find an area on Orion that was preserved this well.
yeah same
I think the only thing i'd change is maybe putting a building or two closer to the path to the facility
if people complain about it being like, two flat or whatever
0.2 is the earliest iteration I've seen of Orion, back then when there was hardly any custom moons lols
sfDesat collection has been deprecated
Spacestation has been deprecated
and thank you for everyone's input on Orion
... why?
you can still download it. Just no more updates. https://thunderstore.io/c/lethal-company/p/sfDesat/sfDesat/
i just like having em as one singular mod XD
My moons will also not receive an update for a while so it wont be outdated
good good good
wait so we should just download the individuals now?
He answered just above
yea but i dont wanna miss an update in the future cuz i dont have the individuals, even if it will be a while until theyre updated again
when the time comes for new updates, and the collection isnt updated, we will have to download the individuals anyways, so ig ill just do that now
is spacestation deprecated cuz your developing it more now and it will cause a lot of bugs if the experimental updates were to be public?
i wont update the individual moons for a while so the latest sfdesat collection version will remain the most recent
i am putting spacestation down a different road. It wont be released as standalone for now.
Spacestation has very deep story ties to Freedom, so its difficult to update without revealing story aspects
So you've actually been updating it on your side
oh yes
so i should uninstall spacestation then?
Do what you want, but Iโm not going to update it for a while
ok, so it will be updated eventually ill keep it then, just wasnt sure if it was gonna be gotten rid of and put in a new collection instead or something ๐
It wonโt be updated for a very long time, if that is the only reason you want to keep it
would it be possible to add a none preset for celestial tint? no planet, just space?
desat whats up with your... new mod
yea is it a moon or something?
cant launch after loading it, access must be denied or something
mod named access denied, bricks pc. I dont know what I expected
is there a replacement for the sfdesat pack? says its deprecated
still works
coolio
its a bit misleading but its just cuz it wont be updated anymore
rip
the individual moons will, but not for a while
well that's new
also it's weird to have Dryad in the modpack sfdesat posted
bc it's not even done
but he said he wont update it for awhile
it's just a bunch of hills and like 4 jetpacks
with the main and emergency exit assets right next to the ship
no comment
This reminds me of the topic of a bigger ship.. a distant dream ๐ฟ
Ferris wheel :o
apparently they're not gonna be updated for a while
deprecrated just means there won't be any updates anytime soon, no?
The deprecated label usually means itโs something thatโs
A) Out of order/not being maintained anymore, such as the InsanityRemastered mod
Or
B) Replaced by something else/is now Unnecessary, such as LC API or Runtime Netcode RPC
yeah i have a hard time justifying it too
if sfdesatโs moons is deprecated, it may fall under that latter definition of it being replaced
Probably with a different version, though we wonโt really know when that version will come out
no i think he literally said he wouldn't be updating them for a while
.
He also did say that it will be replaced
He actually already replaced it
with "Freedom DLC"
@halcyon ermine
Feature Request.
Empty space Tag, and/or Debris Field Tag.
Needed for moons like "Last Knows Position Of Cosmocos" where there is no actual Moon to land on. As well as moons that will be a Space Station in the near future.
i could look at it
shame that mod is trapped on LE :[
I want to hear your opinion. I am working on something called Freedom, a story expansion to the game. It features new places to explore, a full story line (build on the base game), new enemies (hopefully), new weapons (no promises) and more. Its a very ambitious project. This means that it will take a long time to make, weeks if not months. So to prevent a complete drought I could release some parts earlier and drip-feed more bits over time. The problem with this is that I have already made everything that doesn't involve the story. So if I pre-release, you will see/experience an uncomplete/untested story most of the time. During this period I could even go back to older parts and rework them. It's a lesser experience than if you saw everything for the first time. It will include game-breaking bugs and badly designed places that take away from the immersion, which is a priority in this project. On the other hand, I don't want to make a complete drought and testing can speed up development significantly.
Vote in the poll below
i think you should release things even if it feels a lil dry and stuff like that, itll build up a bit of hype and it'll give you motivation to work on it and tease things without getting the urge to quit in the middle
interesting
im also doing something very similar and planning on releasing small bits over time for #1234940026874368170, woulda asked you to come help work on it if i knew you'd be interested in a big project ๐คญ
unmarked? how so?
as like a beta mod (calling it XIASGFAODIFSK or whatever), so most people wont know what it is and i can release the finished project to thunderstore seperately
ah
I like the idea of keeping it unmarked as you put it. Those who want to seek it out and help will find it and will probably be more willing to cooperate with bug fixing and feedback.
Celestial Tint [1.4.3]
- Fixed interior lighting
- Improved planet simulation
Dose this fix planet animations?
Is there any way to use the ship windows skybox with the moon objects from this mod?
The people have spoken. I'll release chapters that slowly expand and unravel the story. If I release a chapter that doesn't mean that part is completely done. I will probably still make changes to older chapters. teaser:
that looks lovely, the interior?
oh shit new interior
no
oh shit not a new interior
way better
@halcyon ermine Celest seems to have some wonky navmesh business with the landed ship. Eyeless Dogs literally cannot get on board, and instead just run under the ship harmlessly with their models clipping halfway up through the floor, totally unable to attack a noisy player inside.
Any hope of this getting a fix soon or are you focused on other works?
Maybe a Hub?
Like thered be a ship in each hole and they would send you to a different moon
it'll be a minute before any updates
๐ญ
that's okay, Celest is awesome, one of the finer custom moons in all the ones I've come across, still earns its place in my lore-fitting quality-centric modpack
@halcyon ermine
Why?
#1198736199297286196 message
read from there
Are crabs breaking the bestiary?
I ask because rats from MoreInteriors did it before and they are very similar. I'm seeing this again now. I guess it could also be some custom enemy. Since I don't think I had scanned any besides crabs tho..
they shouldnt, because they dont interact with the bestiary in any way
Alright, thanks. Then it's probably some enemy ig. I'll have to keep looking
not sure who this goes to so sending this to both you and rosie but in cozy office on celest, my crew is getting this despite me being able to go through perfectly fine
like the fire exit isnt blocked at all and im able to go through but my crewmates are
CozyOffice
ah k
why does that happen?
๐
Absolutely no clue
It started happening when I ported from v49 to v50
did you check it out with unity editor?
So im just going to remake some things and hope it works
my first idea would be that the tile itself didn't generate but fire exits are hard to not spawn since there is usally a lot of valid nodes for them
sadly not
The main entrance & all fire exits generate, just not all work
only 1 exit works from what I recall
hm, is it built into vanilla to give that message? Do we really know what it means?
It means the inside fire exit couldn't find an outside fire exit to match itself to
bit late to the party, but i dont think its cozyoffice.
I had the toystore on Aquatis, had the same issue, blocked entrances/fire escapes, me as the host, it worked fine, but my friend had all entrances blocked, except one... they went into that one.. and fell through the floor.
I knew id read something about blocked entrances/exits but only found the chatter here just now.. ive played cozyoffice and wesleys interior on other moons fine.
so as far as i know,
Toystore on Aquatis doesnt work as mentioned above, seems more like an aquatis thing...
toystore on experimentation works
cozyoffice on adamance and etern works.
it is cozyoffice, but maybe toystore has the same issue idk
its known iirc
i d k, but its weird it only happened on aquatis both cases.
not sure
That's caused by some mod you have that modifies the position of the ship clipboard. He's working on a fix๐
as much as it is a bug, I think this is hilarious lmao
yeah looking at it ๐
hey ehm, why is the mod including all the moons deprecated ? ;_;
#1198736199297286196 message
oh ok thanks
I just tested this cause I had the opportunity on a new save and I think crabs not touching the bestiary is exactly what's causing it. When scanning the crab you still get the message pop-up about stuff being sent to the terminal and then when you try to open the bestiary it index out of bounds errors, ig because there's no bestiary entry for that ID, and then the entire thing breaks.
well... looks like moons are broken :c
when playing with my friend, we had dungeon desync when landing on aquatis and orion. so i know moons will not get updated for a long time, im just reporting stuff
#1198736199297286196 message
yup, which is what i said xD
a
Ae you guys playing with the moonpack? Beause I played with it a lot since it last updated and dind't hve any desyncs
Unless you are saying that it is the latest LLL update that broke it
I didn't play with 1.2.3 yet
I have Bunker on Aquatis , Sewer on Celest, and Scarlet on Orion; didn't have a single desync
i was using just aquatis + orion
i d k what the issue was, all i knew is it was on aquatis and people reporting similar, the interior used was working fine elsewhere.
Is it normal that when orbiting the Company moon it looks like this from above? I thought it was supposed to be covered by clouds like in the preview for the Company tag (2nd pic).
i cant go to orion with my modpack 018f9d8e-aa4f-bcc9-61f1-40113ca17b67
gets stuck on seed generation
True, I've always gotten the wasteland moon for the company as well!
any way you could expand aquatis' borders a bit? its possible with certain mods to run out into the ocean and fall out of the world and into the floor barrier, tp'ing yourself back to the ship in the process
or what happened to me a bunch was a giant specimens' driftwood giant can yeet you out of the border of the map at a few places bc the ocean floor doesnt extend that far
Just wanted to share that i always get this error when i depart from a moon of yours no matter if its Aqua, Celest or Orion. This error pops up after i got my xp and summary of the level and i get always like teleported into the middle of my ship afterwards.
Note: Also no custom interiors seleceted on this moon (i have installed some but theyre not activated on those moons)
- Moreinteriors
- Scoopys_Variety
- Poolrooms
- ScarletDevilMansion if that helps....
@halcyon ermine So it seems setting ViewExtension above 1500 causes Celestial Tint to become really blurry, I had to change it to 2500 for the new update for Rosie's Moons due to the changes she did to Affliction ๐ฅบ
I wonder if thereโs even a fix for that hmm
Might just be a quirk of high render distance
Hello ! Can someone help me with some errors I'm getting please ? ๐
Is this error a big deal or not ?
[Error : Unity Log] [Celestial Tint Loader] AssetBundle is not loaded. Unable to replace prefabs.
Hello, @tawdry stone, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
Is my message deleted ? I got a message from "The Company" x)
can u use celestial tint in vanilla public lobbies when u turn on vanilla mode?
I just want to say that i'm stepping away from Lethal Company. Maybe I will return someday, but that is not a promise. As for what can happen to my mods:
EDIT: I am changing what can happen to my mods. Forks are now only allowed after contacting me personally. Then you are allowed to upload a fork as long as it wont be monetized and there has been reasonable change (no reuploads, unless specified). Sourcecode is on their respective github pages.
thanks for your moons
@wanton vessel idk if ur interested in taking any of this on, but pinged just in case
or @tropic pilot lol idk if u would either
so sry for ping
sorry to bug u after ur done with lethal but, do u know answer to this?
.
/jeb pin [message link]
iirc
yes you should be able to
what was Freedom dlc anyway
Best of luck to your future endeavors โค๏ธ
@boreal hill maybe now u can manage windows and celestial tint lol
@wanton vessel maybe you might be interested in taking up the moons?
.
yep
another one bites the dust
tolian will eventually own the whole moon industry lol
then i'll get to it soon
@halcyon ermine do you mind?
I consider them almost done myself. Some things i had left to do:
- Aquatis: Lay planks near scaffolding
- Aquatis/Orion: Footprints
- Celest: Investigate Navmesh dogs on ship
I dont remember if there are Freedom elements still on them.
do you have unity project?
it would be nice to get the original files
Take care โค๏ธ
its 10Gb+ when stripped down to essentials, I have just one Unity project with everything in it
my project with all 16+ moons weighs 140gb๐
It would be nice if you could throw me this
@hollow gust Maybe you might be interested in Forking ViewExtension?
I remember you wanted to implement a few changes to it if possible
I don't really see a need to, I doubt it'll break
Fair
I just remembered you wanted it to not increase view range inside interiors
lol
well, CullFactory already does what ViewExtension does in a better way, it just has to be configured
so I'd rather people just configure CullFactory to do what they need, or add an API to it for mods that want to change the view distance per moon
If there is interest I will upload a unity package.
That would be nice ๐
You could add an API that would work ^^
the downside is that it has to be configured before it does what the mods that depend on ViewExtension needs, but for modpack authors it works
Yeah
API would work though cus I know @lusty bridge needs extra view range setup for Affliction cus of the rings on the planet hovering it, the downside is it causes some things to become blurry most noticeable when in orbit
So having an API where a specific moon can setup it's own view distance
That would be amazing
if the view distance needs to increase much past what it already is with ViewExtension, I'd say it's likely she needs to come up with a different solution
there are downsides to increasing the view distance
Yeah the blurry stuff started when I upped it to 2500 from 1500 lol
It's almost like the game has a bit of a distance cap in some way
that is the depth of field
Oh lol
I would assume that means that some floating point error in the depth buffer is causing it to think that things are closer than they are, and that wouldn't surprise me
in the calculations for the depth of field for the helmet it overcompensates when the view distance is far and also blurs the distance
the worse aspect would be if things start z-fighting
I was wondering why Celestial Tint became ungodly blurry when increasing ViewExtension XD
oh, it's blurring distant objects? that's weird
no, everything beyong a certain distance
I think it's defaulted at 1500 since that's the max you can do before DOF goes brrr from what I'm understanding
no i chose that randomly, i noticed the problem when i tried adding meteor showers to CT
ahhhh lol
We're all gonna miss you btw bud, ty for all you've done ๐ it's a shame to have to see both you and Veri step back so close together but I also get it
generally, it's better to attach a sphere to the camera (probably by copying the position in LateUpdate()) so that it follows the camera and appears to be at a far distance
the reason being that distant objects appear to be stationary, and if you simulate that it will work as an optical illusion for the same thing
you also end up with less geometry compared to modeling a planet or whatever in the sky
I will say the same DOF problem occurs with CullFactory and ViewExtension disabled for what it's worth
lol
if I mimic the settings
you mean with CullFactory enabled?
Yeah distance culling set to 2500 has the same thing
I would've assumed that would be the case, far plane distance is far plane distance
ye
rip, it feels like it was just yesterday i was inviting u here ๐, come back and hangout whenever :p
ah damn, quite sad to see you leave the modding scene, still thanks a lot for the moons you've made and good luck with your future endeavours ๐ซก
thanks for your contributions to lc modding, sf desat. ๐ซก
thank you for everything man, take care <3
take care @halcyon ermine ๐ซก
thank you for being a big part of this community ๐
Wish you the best my friend, I'd suggest having this on a README on your mod files too. Not good longterm to have this kind of message in a discord server as it can be lost
