#sfDesat's Moons and Mods
6904 messages Β· Page 7 of 7 (latest)
I sees, sad to see ya go but thank you for all of your hard work
It's been really cool to see the changes to moons like Orion back when custom levels for Lethal were at its infancy with LethalExpansion and all that jazz
π
one of the pioneers of additional moons. i know Tolian will do great with their upkeep. afterall, he has a team thatll get any major reports in to him.
Aquatis [2.2.2] / Orion [2.1.3] / Celest [1.1.3]
- Performance optimization
- Compatibility with the Hypick-BetterShotgun mod added
- desynchronisation problems fixed
- AudioReverbTrigger spam fixed
- OutsideAIPoints adjustment
daym
nicee
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/copies). Sourcecode is on the mod's github page. Sorry for the confusion
Having any of the moons enabled make the game unplayable to me and friends
When we try to start a new game (or loading a save), we're thrown in a black void with an interact prompt but no way to move/interact, can't even press esc to quit the game.
Modded HUD parts are also missing (ReservedItemSlot, InsanityDisplay, AccurateStaminaDisplay, etc)
do you have both Tolian Moons AND sfDesat [moons] installed? if so, uninstal the latter. Aquatis, Orion, and Celest are all included with Tolian's pack now
Thanks, I guess that makes sense seeing the previous message π
I'll relay the info to my mates!
π
this is just a small update for Celestial Tint that I forgot to upload a couple weeks back.
Celestial Tint [1.5.0]
- Added planet transition animation
- Added starmap during planet transition
the desire to have Celestial Tint with this background and the boredom of possessing when it comes true
@boreal hill I wonder if you can add a bool toggle to ship windows now for hiding the transitions cus I wanna see it lol
lel
@boreal hill i think this is probably possible, you would need to instance an object that has a volume with a visual enviroment set to physically based sky and a physically based sky component with ONLY the starmap cubemap filled. Then set the priority a bit higher. I think that would override the one I use
Hmmm, will have a look at this
just make a prefab with the volume attached and put it in an assetbundle. Then just load the bundle and instance it only when SampleSceneRelay is loaded and its the only one loaded.
i did the loading only on SampleSceneRelay here
Done.
The light popping in and out of existence is now the only thing that might prevent you from disabling that option π€·
Yeee, I've seen that
more mods than grains of sand on the earth
(you should totes put the config option next to the one that already does it for landing on moons)
And that's only my testing modpack π
Isn't that still hiding the leave animation?
Please watch the entire video π€
did this update break fog...?
Hm?
like there's no more fog
did you tweaked something on the shipwindows mod (besides the toggle)?
i see
Only this:
idk why, but There's a black background after the windows open before doing the transition
hmm
I thought I was going crazy when I saw that π
i am at fault here
nah, i also saw that
or maybe we're going crazy
better yet, how did test not get that
specs gap
π
does the author of PauseMenu_Lobby_Name have a mod-release chat?
i saw that mod and went to try it out
Idk π€·
but it has a little bug with Lobby Control when you rename a lobby
but if you close and open again, it shows the correct name
smol issue

Idk if they have a thread for that mod specifically but you can probably ask them at #1231988386093338646
sfdesat never gonna take a break, he's gonna keep finding bugs until its impossible to leave

fog machine broke π
i have learned about some things that could convince me to stay, but that will take a bit
oh? i'd be interested to know if u dont mind saying π, would rather have u chilling with us, modding or not
if it's anything involving the company cruiser and moving platforms, i beat zeekerss to it π (it's such torture making a vehicle)
i'd rather not say right now. I dont want to cause any confusion, because i dont even know if it will happen
okie, if its any cool modding projects i'd be down to help in advance :p i'm always trynna do the next crazy thing
i'll tell about it, when i know more about it
this took way to long,
Celestial Tint [1.5.1]
- Fixed fog on planets
yay
that was an additional 100 lines of code lol
wow
HUH
@wanton vessel @halcyon ermine I've noticed that Orion, Celest, and Aquatis now have a strange audio bug where some sounds such as the one you hear being outside near the ship is constantly heard no matter where you are and persists when entering the facility
and Aquatis' ambiance seems to be the worst offender of this from the looks of it
Everytime Celestial Tint Updates, my testing modpack breaks xd
I think it doesn't work on other maps as well, cause they use physically based sky
i'm gonna confirm if it's working on older versions and on vanilla
I'm on the old version, it doesn't (at least on Aquatis)
It's possible to achieve the eclipse look with the physically based sky by playing around with the surface/flare texture and color, I think one would just need to customize the sun animator to fix it.
@tardy grove sfDesat mentions how to do it = )
it will be config soon anyway :3
umm
how do i say this
the eclipse is not working in vanilla
it has nothing to do with my mod
Oh yeah, I didn't mean that, it was just a heads up for Tolian maybe he'll work it out with this info.
alrighty π
@wanton vessel hi so aquatis and celest are very fucky rn for me n my friend
whenever i select aquatis it shows as celest for them, when they select aquatis afterward it somehow changes to celest for me
okay so we pulled it when it shows as celest for me and it went to celest despire it saying aquatis for them
okay so the interior is synced
we both got facility
but the monitor was just fucked
ig
I mean I'm kind of used to that, I'm just glad to see the transitions readded I missed them lol
will drop my pack here in a moment
019004d5-e0b6-c3ea-84c2-9610d3103ccc
this would require two players to test as i'd assume cause its me n friend
another thing we just departed from celest n now it says celest for both of us
so the only issue really is just the fact that selecting the moon is buggy ig
we got to celest for free like this lmao
im pretty excited for this change too, hoping it comes sooner than later
The only thing I really dislike about CurseForge is that it's owned by Overwolf personally so the app is rather bloated but the revenue share stuff is nice
Yeah I thought that as well, but I downloaded CurseForge yesterday and I didn't need to install the Overwolf app
nice to have you back lol
i would not count my chickens before they hatch
I also hope this isn't gonna lead to a split in mods, meaning I hope mods will be posted on both platforms
yeah as much as it would be nice to just have one mod loader
Cus I feel like there's a lot of mods that exist right now that won't transition over
i feel like a lot of people might have mods on one thing n not the other
this exactly
This will probably happen for a bit. I will upload my mods on both. I think CurseForge will eventually overtake Thunderstore, but I hope it wont cause any mayor annoyances
Yeah but reuploads can always have code changes and stuff
can i be reminded what the license means again btw
A lot of people like to reupload stuff with malware attached
permissions u can give to other people about ur work ig
i see i see
I think CurseForge does file review
curseforge isnt that slacking
lol
can confirm
curseforge is probably better than thunderstore in that regard
it IS a bigger platform
They do
Ah good, so they have a virus checker and stuff like Nexus does
i will definitely give it to curseforge updating stuff and having the update appear is definitely faster than thunderstore
where you update a mod then wait 30 minutes for it to actually appear
I think mods being uploaded to CF will take a very long time to get up to a pace that TS has now, but I'm wondering what this will mean for any sort of transitioning with modders
Well in Thunderstore's regard it's more so the current mod managers that exist, I imagine the new one that's wip right now Gale might not be that slow
sometimes it's more than an hour
Lethal Company is not fully supported yet, but I tried uploading CT anyway. They have a Review process
Nice
oh sick, what do you for dependencies though?
yeah I was gonna say. how will modpacks work lol
my only worry is the uploads of dependencies like lethallib
It'll probably be a while yet before Curseforge gets support and gets all the mods that TS has tbh
i know the maintainer, so im not worried specifically about lethallib
LC categorie is not official supported yet. so a lot of things are missing or not working. Like i said they are activelly working on it, but its not done.
i believe if you use the curseforge like application proper it downloads dependencies along with the mod
ic
thats how it works for minecraft at least
...sometimes
well, no all of the time
as long as the mod auther actually makes it a dependency
I'm surprised CurseForge was even interested in the game but then again the game took off massively
and doesnt make the user have to look through 30 crash logs to find out that you gotta download a library it never mentioned lmaooo
CF took interest in Palworld almost immediately
I just hope they don't give up on adding it tbh
Since there is a platform already that has a ton of mods
I think Thunderstore is owned by Overwold as well? So they would have two platforms host the same game. idk
i think thats why they didnt do it initially
dont mean to go off topic but still i hope tolian sees the thing i @'d them about, idk if anyone else had that issue but yea
unless you plan on taking back the reins sf then like i hope you saw it lol
we'll see what happens, i cant garuantee anything right now
Seen it
hello moon man
im a fucking bug catcher when it comes to finding issues idk why
anyways with that off my mind fully thinking about it, it'd be really cool to have like. curseforge have mods for lc
i always prefered curseforge's layout anyways
and if reuploading is allowed due to the licenses or whatever i think it would be fine, especially for like those niche mods that'll probably never get moved over like outfit mods from someone whos uploaded one thing
bepinex isn't on curseforge like at all huh π€
CF is still working on the Lethal Company page, its not officially launched yet
only real issue i can think of is the fact that mod pack sharing isnt gonna be as easy as
copy code send code past code download
it'll be better no?
I have no idea how modding works so idk if bepinex is like just a thunderstore thing or whatever
it'll be export pack send pack somewhere like a drive unless it small enough to be pasted into discord, download pack install pack into cf
or unless you wanna completely upload a mod pack which requires like a day or two for the mods to review it
i hope so. some features that thunderstore doesnt have; comment on modpage, more modpage customization, easier searching, images tab, automatic licensing
and more
I hope uploading onto curseforge is better
nah not really, in terms of speed i mean, first upload at least
You can also have an issues page which is neat
idk it usually takes 2 days for a first upload to get approved if they accept it the first time
cause they like to be reallllll picky
"oh you gotta make a better title/description"
oh nooo you mean i cant have the page flooded with useless modpacks like 5gb of racoon videos???
:<<<
i dont mean it like that
thats the best part of TS wym
regardless, main point, takes a bit. not as fast as thunderstore
i think first time is slower, but we'll see when it officially launches
Yeah first time then when you update it it goes by fast
also who even uploads things like bepinex onto a mod launcher?
cause they know you're already approved so they have more trust in you and they review it way faster
i think the platform owner or it is already build in when you mod
maybe, ill have to ask hamunii or eba to upload lethallib onto curseforge later then
again i do think this a big thing when it comes to cf vs ts
unless they've changed it recently or somn
havent modded mc in a while
it'd be awesome if they made a code thing like thunderstore has instead of just the export pack thing that'd be cool
especially if you're like testing shit with peeps n need to constantly change mods and switch stuff out
i remember making 20 bucks off 15k download of a minecraft plugin on bukkit/curseforge
that was 10 years ago.. wonder how much they give now a days
especially with peeps who are bad at directions and cant follow steps so when you try to tell then exactly what to do to have the same pack they somehow skip somn and break everything
(i love my friends but they're dumb)
(im also dumb.)
i did not spend those 20 bucks wisely π
(spent it on gacha)
did you at least pull something good
did you get hatsune miku
yes
money well spent i think
the game doesnβt exist anymore
I saw an estimation of 1000 download to 1.7$
π₯Ή
but this differs greatly, CF has a hidden algorithm
is that reaction towards the rocks or the money
the rocks
truly
anyways uh
honestly thinking about it FULLY fully i think i'll stick to crappy old thunderstore unless they add a better way of sharing mod packs
personally looking to hop off thunderstore
im glad tho that sf could be getting money and cash and deniro for his hard work
it crashes often
oh true yeah
and feels slow
yeah
yeah....
the code thing tho is like too good for me to not stay tho personally
connivence is where my heads at
anyways but yeah, he deserves it for making aquatis
im looking at r2modman or gale
i fucking LOVE aquatis
they use same profile codes as thunder store
yea
i mean thunderstore and r2mod man are kinda the same
so i use them interchangeably
no ads on r2modman tho right?
yea no ads
i have no ads thunder store any way since i got network wide ad blocking
tho it occasionally crashes or freezes sometimes
any crashing/frezing in r2modman?
A lot
Should give Gale a try, maybe it crashes less
i was gonna consider it, but its too new for my liking. i will wait for it to be further developed. let the kinks get worked out.
its already a lot better than r2modman in terms of features, just a couple bugs left to fix
I was too late to respond I guess but I wanted to try and get stuff like Bepenix on curseforge before going public lol
They only started like 2 days ago so I wouldn't be worried
you can probably ask them
Yee i will
just for the record, curseforge doesn't have the greatest reputation when it comes to respecting creators and their work (excuse the clickbaity title, it's an informative and concise video)
https://www.youtube.com/watch?v=Vhdwz5apiQQ
Modrinth Twitter: https://twitter.com/modrinth
Modrinth Roadmap: https://modrinth.notion.site/Modrinth-Public-Roadmap-fd5eb23e2f87475cb8637993b220f121
I removed the link to the Modrinth Discord at the request of some of its members, as the massive influx of people joining was causing chaos in the server
Patreon: https://www.patreon.com/purplers...
not sure how individual games are managed or if they're managed any differently but it is definitely something to keep in mind if you're considering moving exclusively to curseforge or dual-hosting
yeah well the person who stole my shit is coming back to the thunderstore so
it's moving from a shitty platform to a less shitty platform
everyone would love to go to modrinth
umm, have you seen what's happening on thunderstore?
a guy blatantly copying my code and renaming all the classes uploaded the mod
i've asked (after confirming on modmail) for a take-down
i have a feeling i know where this goes
and got a "the class names are different, it's not copied" response
i will not hesitate with jumping ship
which mod was copied?
i'm not saying it's better or worse, only that this is something people should be aware of before making their decision π€·ββοΈ
I think what it really comes down with is,
I can think of many reasons why someone might not like CurseForge.
I can't think of a single reason why someone might not like CurseForge that isn't also applicable for the Thunderstore.
agreed, unfortunately they only host minecraft mods
i dont think the thinks this video talks about matter. This is from a while back and from the minecraft community, and like Batby said. We are going from bad for authors to less bad for authors
also like, there isnt a "jumping ships", you can upload the mods on thunderstore still lol, ur not marrying the launcher, though idk if ill keep updating on thunderstore, depending on how it goes
guess what they do actually have - both available and (semi-)enforced?
I suppose I probably should have reached out to Modrinth anyway
terms of service lol
oh yeah lol
took thunderstore what, years to get a privacy policy? they dont even have a tos
i think they're only exclusively minecraft iirc?
you can still do it, but idk if that is minecraft only
They are right now
i remember them taking that stance strongly when i last checked, but idk if thats changed
the moment i manage to set up auto-posting to thunderstore i'll see my options
cause doing that manually is a waste of time
and, well
you don't want to go wherever your users aren't
butapparently is super easy
π₯Ί π
eh, this server isnt thunderstore, i can just link the curseforge page in my mod threads :p
well, if you were pedantic you could argue that this part of the rules:
Advertising through discord servers, links to social media and other off-platform sites is strictly prohibited inside of the server.
would cover curseforge links
it's definitely very closely linked to thunderstore seeing as how the admin of this server manages the thunderstore page for the game
but doing that in readmes is a-ok
where is this from
#rules message
another case of vague rules, ur free to ask in modmail how they feel about it and u might get a response
tough shit tbh
if they start banning people for that they'll just get the server replaced
no, i say just dropping a link an seeing if they will delete it lol
well, i've tried to resolve stuff there once and got two different opinions privately and publicly
i kind of don't give a fuck
i feel for you
i also have not really been happy with this server's moderation in general so i'll be interested to see where things go from here
the thing is
moderating 40k people is impossible to go well no matter how much you try
especially if they're not paid AND in different timezones AND in different languages AND in different channels
i have a big respect for them
they are volunteers?
but voicing a bad opinion and getting same-voiced responses speaks about something
you cannot tell me all of them are paid employees to manage this
no, im saying they ARE volunteers
u said they arent
i dont remember being paid
it absolutely can be done, the issue is just inconsistent communication and blurry lines. nobody really has a good idea of what the policy should be so they just say what they think and that can lead to different answers like you said, i think that's the biggest issue plaguing the moderation imo
oh sorry my message is worded wrong
also
to be very clear
this server is not thunderstore, im limited in what i can say, but like, i dont think they'd care if people switched to curseforge
its a lethal company modding server before a thunderstore affliated server as far as im aware
let's say 40% of people use some sort of adblock
also upload the nuget package fully before u go on break
and like 75% uses r2modman
I say this in addition to your point but also, It kinda has to be
the money surely isn't super great
no adblock on the app
but it cannot be bad for them to do it full time
r2 exists
The Thunderstore aspect of the server is replacable
ye
oh, is it?
3rd party curseforge launchers can and do exist
no one in this mod team is getting paid to be in this mod team lol
i'm talking about thunderstore itself, but i agree
i've heard of people being paid while i was staff for other projects that others were a part of, but being paid actually fucks with a few of the people here so it's better that they dont even get paid
ad space on the right, its not always populated
oh yeah i think thunderstore staff do get paid, cant rememger tho, been a while since i asked
In regards to that, you can turn off access to your mod with third party launchers
and you can buy premium for 2.99/month with 70% of that going to modders
premium removes ads
also in some magic best case where revenue is viable on curseforge ill probably go ahead and make all the mods people want
speaking of mods, i cant wait to see how the company cruiser is made, i swear to god i've tried every method known to man
if its some stupid ass shit like "it just works" im gonna break something
i know. i'm all for getting paid to do what you love, but i'm not exactly jumping at the thought of using a bloated app that i don't want to support that supports a company i don't agree with. that's why it would be great if modrinth expanded to support lethal company as well, their launcher is great and it's much more viable to make a living off modding because creators get a larger chunk of profit
i just finished my like, 7th refactor to make the player get parented to it and that's kinda working, is a bit dizzying, but i gotta figure out how to stop the player from going to Vector3.zero
custom modular ships will be ezpz
Yeah, modrinth would be sick
what else do people keep asking for i forget atp
wave physics?
ooooooooh
so it checks the volume to fill and acts accordingly based on terrain?
oh that's not too bad, i might do that at some point if im bored
that would be fucking sick
i just gotta finish this stupid stupid hoverboard
and then i can finally move onto animating more weapon types, and then rest
once v55 an idea i suggested to zeekerss directly cuz i think its sick is to make medium sized rocks float with the flood
so on flooded maps you have dynamic floating pads to jump on
requires no like new level design or anything
just raise them w/ the flood plane
just checked the modrinth page, lethal company modrinth could be a reality in the future and i think that would be the best-case scenario for the community and its creators. has anyone floated the idea to them? if you demonstrated the need for a better platform for lethal company mods it could potentially get the ball rolling
IAmBatby, idk if you were already contacting them, but if you do, say that I also support this idea, with mods that have a combined 10M+ downloads. To help smooth the deal lol
if you want to start a petition i'll happily sign it
Same, I'm sure a lot of people on here would
would be a good way to demonstrate interest to the modrinth team
yeah guys, lets sign it, im sure with us 5 we can make everything a reality
I guess modrinth is off the table
IAmBatby contacted them and this is basically the situation at Modrinth
Maybe their stance will change, but by the looks of it, that is unlikely
understandable
they haven't started preparing for other games, so they can't do that now
6*

7?
understandable, it's not really feasible to do overnight. but it sounds like the answer is "in the future but not right now"
I'll try LethalResonance, but let's see abount @ivory belfry SoundAPI on CF or whatelsewhere
lol
ill force bongo to do it dw
i got my ways
i can make him do anything, its like magic
dont get your hopes up. The most likely scenario is that the majority will switch to CurseForge over the coming weeks, if everything goes well, and it's unlikely that people will want to switch to modrinth after already switching platforms. Maybe there is another hosting platform that could be contacted, but idk if there is one that has the same feature set and revenue sharing as CurseForge
I'm hyped for the future :]
personally i would not mind another switch at all if it was a switch to modrinth. the biggest problem with moving everyone to a new platform is that there will inevitably be people who either aren't aware of the switch or don't want to switch and that can really throw a wrench into things, but i don't really care what platform people decide to go with as long as everyone is there. i'm just gonna move with the crowd
I think CurseForge is the best bet right now, i dont think modrinth will be able to pick up development in time and I think a second switch is to much to ask of the average person. CF is fine in my opinion. 70% split is good, modrinth has 90%, but doesnt have enough cash internally and is falling behind in development
Modrinth won't be an option
For my part, it will hurt a little because I am aware that there will be mods that are abandoned, which is why there will be the obligation that, in case of making a modpack on another platform, you will have to get used to only what is in there.
Yeah, it's gonna suck that a lot of modpacks will inevitably have to cut a large amount of mods because they won't be ported to CF
i don't think it's fair to completely write it off yet. we don't know what the future will look like on curseforge or how long it will take until modrinth is ready to move along, probably best to have that conversation when it's more relevant. i would say curseforge is a good option right now solely because it's kinda the only option besides not moving, but it's hard to say how long that'll be the case or how popular curseforge will be as a platform for LC mods
that would fix ogopogo's flooded behavior PLEAAASE I need this
that's a biod enemy idea π
did they just release lethal company on there or is it just me?
No it's not officially launched on CurseForge. It will also take a couple days for the first batch of mods to be accepted. So it will take a bit of time before CF can be used
But yes the page is up and you can upload files, there are just a bunch of limitations right now, because its not finished
Plus waiting on mods like bepinex and lethallib before most of us can even upload there
oh my, is there soe sort of switch soon that i need to be aware of?
cause i had just found a launcher that i actually like for lethal too π
also, is there something i dont know about thunderstore that makes switching such a big thing in the first place?
as i understand it,
- no revenue sharing
- inadequate moderation
- lack of critical features
I hope I don't have to switch to curseforge to get mods up to date, I don't really want to go through that hassle
oh wow curseforge LC is gonna be a thing? i'm excited
modrinth team is planning on adding support for multiple games fyi
lethal ccompany modrinth when?
Brother they told me no

rip
all platforms suck time to only upload to GitHub 
Hey hummmm, is there a way to stop ambiance sounds while inside on Aquatis ? .-.
Aquatis [2.2.3] / Orion [2.1.4] / Celest [1.1.4]
- Fixed ambient sounds in dungeons
cool!

1st mod
nice
Ayo it's already there?
it will take a bit longer to be fully operational and for the app to automatically mod LethalCompany, but the basics are almost there.
that would be very nice
How does sharing profiles work with CurseForge? Will it also share the config files?
idk how it will work for Lethal Company, because it has not launched on the app. I can say how it works for Minecraft,
- On a profle you can select Export Profile, which will give you some options for what to include in it.
- This will give you some files that you can share with your friends or whomever.
- You can then create a new profile and click on Import, then just open the zip file and it will install and configure everything for you
It doesn't have the required dependencies tho so I doubt it works lol
its not an 'auto' install because the app doesnt work yet, its just the LLL files at this moment
I assume it would be safe to say the tl;dr is: should be similar/same just without the codes
plus for minecraft you can actually choose what you want to share from the profile; saved games, shaders, resourcepacks, mods etc.
Awesome
I really don't know why you guys want to use curseforge
the curseforge launcher is a bloated mess and don't even get me started on overwolf
you dont need overwolf anymore, except an account (i think). The launcher is also not really bloated unless you mean the ad space on the right
why would you need to require a fucking account π
idk, i dont know how everything works yet lol
sure love being forced to use a single launcher
is curseforge themselves responsible for the mod approval process for LC
Wdym?
Also #1250299933307703372
After this question
Lol
like just curious if it's them or sf/batby who approves mods
was just avoiding it cuz that thread looks hella serious π
Lmao no its obv curseforge staff
Why would sf or batby start moderating in curse forge lol
was just curious if they run it like TS does
Eh its just one sided "but you guys are clearly greedy grubbers thinking of the money!!" Argument over and over again
I've tried being as professional as I can there but no sense talking at the same time if people insist on ignoring stuff
yeah i was thinking of typing up a message yesterday about that but decided it wasnt worth the effort
everyone is going to view it in a really poor way and theres no point of convincing anyone of anything imo
either way im still excited for curseforge to happen
Mhm same
heartbreaking: person wants to be paid for their work
I know you didn't bring up money, but it feels like you're desperate for it, you reek of the stink of money
I don't even know if what I'm saying is considered hyperbole for what was said in the thread lol
me spending 4 hours trying to figure out how to change a profile picture on curseforge
Me spending 10 seconds figuring it out
howww
please tell me
I'm opening it on phone rn
If its even possible, I was mostly kidding but should be obvious
I have a old minecraft picture on there and I dont wanna delete the account because I have a modpack with 25k downloads
...only through Twitch? kinda ick ngl...!
but I did not use twitch
Eh, can't even change in thunderstore anything like that
It's not possible otherwise
Says it at the bottom
how do I delete that account then
Idk use their search function π
I have to make a support ticket to delete it π
trash to garbage ig
pretty much the view of that thread, which is why decided not to say anything there in the end
frr, and it's not even a lot, it's just some nice side change to get a nice sandwich like xu mentioned in the thread
which is sad, cause (it seems) you either don't want it or desperately need it
which might be true for 5% of people, but everyone else is between those two extremes
I am making mods for the fun of it
If I am able to get additional 50$ a month doing it, great!
If not, it's not like I'm gonna stop
It's not even really about the money π
Some people want an incentive (which isn't even a wrong thing to want like I mentioned in my message there)
that's my point π₯Ί
Anyway I don't wanna repeat what I said there here lol, I'm tired of that situation
If this makes thunderstore get off its ass in terms of giving people updates and what not, then that's already better than what we had before this
I'm against the mindset of just leaving things alone and trusting that it'll all work out by sitting and doing nothing
having a rival is always good
cause people having an incentive of jumping ship is always a threat to the ship
interesting times are coming
that's for certain
Mhm
tell me you didnt read the thread without telling me you didnt read the thread
A lot of people in the CurseForge Discussion Thread or the ones that have commented have been Thunderstore affiliated in some way. I dont mean to discredit their opinion, I'm just saying that obviously Mythic (for example) is not going to view CF positively. He stands to lose something if people move to curseforge, so its also a bit of damage control. I do appreciate their transparency (now) and the fact that they are planning actual changes.
I'm happy to hear Thunderstore is planning to implement changes to reward the mod authors
I was saying on stream the other day that as someone who has made mods for Cyberpunk and like the Donation Points system Nexus has
Thunderstore should really have a system as well
he said that a reward model will take a while to implement and involves some internal changes. He also said that other, more user-focused, changes will take priority
So glad to hear Mythic is planning stuff
Yeah that's still good though, I didn't like the thought of having to move to CurseForge and have mods be split
Lethal Company has too many mods on Thunderstore at this point for that to happen imo
Hope he's coming up with something really good π
There are multiple reasons why I'm never going to switch to curseforge.
Most important reason: Their launcher doesn't even run on my OS π
exactly, and with better launchers for thunderstore being released (Gale) it is way more user friendly than curseforge to me
im all for mod makers gettin paid solely from their platform, but with accessibility being as limited as it is there, as well as TS already having the lion's share of the uploads, i just dont see it working out as well as some people think it will
and if CF decides to take a sharp turn and have the mod consumers pay for content, well we'll just have Bethesda Creation Club all over again
whats bethesda creation club?
Isn't that the thing that makes people pay for downloading mods?
im not a CF spokesperson, but i super highly doubt they're ognna start charging for people to download mods lol
I'm not saying that would happen, I just remember that issue
does CT still work with vanilla if u make it vanilla mode
it still needs BepInEx to work. And vanilla mode only changes the outside to what was intended for vanilla
i couldnt read it fast enough, but it should be client sided yes
except maybe the door opening, i havent tested it
speaking of bepinex, is that something you/batby are gonna add to CF?
A lot more mods have been uploaded onto curseforge, the app integration (auto modding etc) has not been launched yet
i'm having a little problem with moon on my modpack, recently i was searching for moons that i could add in my modpack and end up choosing Orion. But for some mysterious reason, my game just refuses to host a server.
I disabled Orion and worked normally, then i tried other moons and had the same problem, then i changed profile, deleted LethalLevelLoader cfg, and it worked the first time, but the second time didn't
I'm really confused
i also think it could be some problem with my pc, but then i need to confirm if other people can host without a problem
01902195-4082-c6f7-fe42-5e7b2396a605
i would be glad if someone tested that
i'll try it, can you send your LogOutput.Log file after you crash?
the code you send works for me. If you crash again, send your LogOutput.Log file
probably not going to find anything useful in the logs, but i can send it
a
i found a consistent way of hosting somehow, just delete cache, open the first time, close and open again, then it works
π wtf
is it no longer crashing at all?
i will have to try more times, but i hope it doesn't crash anymore
is it my impression or Orion is really lightweight compared to other moons? π€
it has very good performance
Orion sweep βΌοΈ
Are there any bugs i should fix or features i should add to any of my mods that you can think of or that i have forgotten about?
Not that i know, but i do have 2 questions
1ΒΊ How do CullFactory and ViewExtension interact with each other
2ΒΊ Could you make something about Celestial Tint transition between moons being very laggy on bad pcs (mine) π’
they should be compatible with each other, however I have heard CullFactory has the functionality that ViewExtension has. So if you have them both, you could probably only have cullfactory installed
i'll try some optimisations
then.... why is ViewExtension a dependency in Aquatis and Celest?
They do still need something that extends the view and its not guaranteed that Cullfactory is installed, but i'll add a note in the description
ok π
Its also not the default in Cull so
@halcyon ermine whatβs a desat?
Like what if celest was renamed to Desat or something
So it can be played safe in a pack
i'd riot
Hm?
nah I don't like the idea of changing celest's name
it's the Celest and Celestria issue, innit?
bro became a butler
forgot to publish some updates
ViewExtension [1.3.0]
-
Updated readme
-
Added: View Distance setting to the pausemenu
-
Added: Debugging config entry
-
Added: MenuOption config entry
-
Added: fallback for an invalid value in the config
-
Added: warning when an invalid value is used
-
Changed: View distance can now be between 200-2000 (vanilla: 400)
-
Changed: View distance can now be changed in realtime
Celestial Tint [1.5.2]
- Updated readme
- Fixed Null Reference when loading a second time
- Fixed Assetbundle loading error
- Code rewrite
I updated the timeline to include v55 beta https://time.graphics/line/901266
All events are represented on the interactive timeline and can be visualized. You can review all the cause-and-effect relations of timeline
does anyone know where desat got those manhole-type entrances from on Aquatis?
i'm trying to make a moon and it looks like it fits perfectly for what i'm going for
for w/e reason 71-gordon uses desert moon by default
how do I change it?
and to what moon
i think its a problem with LLL if i remember correctly. You can change it in the config with Gordion@Company
Does anyone have problems with aquatis? when im playing multiplayer, for some reason, its the only moon thats desynced for us, it shows up as different moons whenever any of us route to it. No problems in singleplayer whatsoever though, so we just dont know whats going on. We have multiple modded moons like orion as well
Does anyone have problems with Orion? For some of us when there's different "house" (not mansion or factory) when entering it spawn below map. It also happens with other moons
like a different interior?
Yeah, it also happened. Sometimes some of us just falls down under map, sometimes our interior is different to each other's
first off your not using lethal expansion right
How to use it right?
no liek do you have it in ur pack
But why for some of us there are no problems even tho they dont have it? Is it lethalexpensionmodpack by SomaZEV?
if you do have lethal expansion just remove it
None of us have it
Other potential mod that causes desync is certain configurations of LethalQuantities
Desync of the kind you're mentioning
I dont quite recall the specifics but there's some prob some workaround in #1213985212686532638
If you dont have LQ installed either then no clue
Nope we don't have it. But thanks for your time. It really sucks that we can't play some of the maps. They are really fun
I'd try to help look into it more but I won't be home for another... 9 hours or so
Best of luck with figuring out what might be causing problems
That's completely fine! Thank you again for your time. Appreciate that. We will try to dig more
chances are you guys have different configurations for your stuff
I guess I shouldve also asked, are you manually installing or going thru a mod manager like TSA/r2/Gale?
If manual, make sure whoever's playing with you also has config files that you do to reduce risk of desyncs
TSA/r2 lets you share profiles via code/file, profiles shared not only get what mods are present but includes the respective configs too
I have no familiarity with Gale so no comment
Oh that could be the case, because host has changed some of the moons configs, and for him moons work perfectly. We will try to tomorrow to sync configs. Thank you!
Ah yeah defo have the host send a copy of their LLL config to you and the other session participants then and it should (hopefully) fix your issue
If you use a mod manager, if the host sends a profile code/file after they've finalized all their config edits, that's a solid way to avoid desyncs due to config mismatches
I manage my group's pack and thankfully never had that kind of desync issue (I'm way too cautious about stuff being sync'd lols)
Honestly itβs best to send the whole entire configuration
Hm true, best to just have all the configs sync'd to be absolutely sure none may be a potential problem
Aquatis has a small glitch that at the start of the round, you can't see anything on the monitors, but after you enter and exit through a facility, you're able to see it again
(it could be also some weird interaction with Problematic Pilotry)
celestial tint?
idk why too, when i override the skybox with Ship Windows Space_HDRI the stars doesn't shine and the quality is worse too
maybe u have to download the 4k skybox from veri?
I believe you're taking over your moons again, Desat? If so, bit of an issue on Aquatis: The Boombox you can find on one of the islands has a negative weight currently (I assume it's probably set to 0 weight, which is -105 in-game), which causes your weight to increase when you drop the Boombox. Easily fixed by just setting its weight to either 1 if you want 0lbs, or whatever the vanilla value for the Boombox is.
Hi sorry for the @. I'm not using this mod but I am having this problem with the boombox and was wondering if you could help. I'm troubleshooting rn and will update if I find anything
Also for context I don't think I'm running any of these mods
Okay ngl I found a fix pretty quickly
for some reasons Boombox_Controller by KoderTeh is causing this problem
I don't know if this is the same problem you are having but your problem just sounded similar to mine
Ah interesting
Probably the same thing for me since I also have that mod <3 Appreciate it!
Yeah I haven't found a solution, so for now I just won't use boombox
Yeah it's likely something that has to be fixed by the dev
althrough is something silly, the view distance slider keeps appearing in the change keybinds menu from lethalcompany inputsutils
Hi, while palying with friends we noticed an issue with Aquatis, Celeste and Orion since the cruiser update : the store does not deliver to those planet anymore.
Does this happen to anyone else? we're also using Lategame Upgrades mod so maybe the issue comes from this.
You need this mod: https://thunderstore.io/c/lethal-company/p/DiFFoZ/CompanyCruiserFix/
I thought they would, Generic's doesn't need them
I was under the impression it was a really easy fix or smth
Idk I thought Desat's updated after v56 lmao
I have a question what are the best moon mods and why? why as in because it looks the best, plays the best or fits the vanilla narrative etc. (And no you don't need to say mine lol, be honest I'm just curious)
I'll update my moons to v60 btw
I'd prob put V0xx's moons as my top choice (Arcadia & Derelict) for a number of reasons:
-
Vanilla-esc aesthetics, and the themes of the biodomes (Arcadia) and junkyard (Derelict) are largely unique from other moons
-
Highly optimized (runs smoothly and each moon is around an astounding 30MB)
-
Custom events & obstacles (Arcadia's Heatwave & Derelict's Trash Dropper)
Only minimal gripe I have with the moon is this:
- Bloom effect persists indoors, making high emission interiors like Rosie's Sector-0 have many places where it's absolutely blinding
are those new? because i have never heard of them
Arcadia's existed for a decent while but Derelict's a newer-ish moon
Arcadia previously was pretty intensive resource-wise until the more recent optimization resolved that
Looking back at release dates Arcadia was v50 and Derelict was v55
they look absolutely amazing and are very feature rich. Maybe a little polish, but they are pretty much perfect
Ye that's how I feel about them, my group particularly likes Derelict
for me, the most important thing above all is that it fits in with the vanilla game. here are some that i feel do really well in this area:
If you havenβt tried Kast, I def recommend it. Very Vanilla feeling while simultaneously being very distinct
i do have kast but just haven't played on it yet so i didnt wanna recommend it
Kast is definitely one of my faves, feels like a nice little counterpart to Titan
Definitely!
I remember when I first played it (before LLL was around) I was shocked at how vanilla it felt
In my current pack I'm playing with friends I have Argent, Kast, Synthesis, Mantif, Auralis, Solace and Aperture - though I've fiddled with the spawns, loot rate, common interiors, price and all that. (Haven't tried your moons yet was just snooping the threads!)
I think it's important for moons to look like they could've come from the vanilla game in terms of artstyle - Auralis is the only Starlancer moon I have that includes those different keycard-button doors and that's a thing that slightly puts me off because it looks "too futuristic"
If anything is sci-fi it should feel like its the 'retro' sci-fi of Lethal Company - which is why I'm a big fan of how Mantif looks, for example. Or like, Aperture is just a reference moon but the Portal 2 aesthetics feel like they can belong in the Lethal Company setting
I actually don't want moons to look too good because the whole game looks kinda shitty and thats part of the charm, but I'm cool with different aesthetics done well, like Argent being an abandoned city - it's big, it's creepy to explore but it feels like it (and you, and the scrap) belong
Tho the way they play can def make them more fun, Kast is fun because of the tiny exterior, Synthesis is fun with the elevator apparatus gimmick and the terrain that feels very vanilla with the layout while still being pretty unique to traverse...
Tl;dr: To me the best moons are the ones that feel like they could be from basegame but try to offer something unique - being visually interesting or having clever platforming (shoutouts to the ice path on Auralis) or having some small gimmick (like the elevator in synthesis or the gate in mantif) doesn't hurt. When I download moons if I think the default way it plays (S+++ difficulty f.i. or too many giants with little cover, etc.) isn't very fun I'll just tweak it
Mostly looking for moons that will give me cool vibes and some unique terrain for me to decide the way they'll be most fun
Sorry for the text wall, had to kinda organize my thoughts there lmao
I like Affliction the most but it's a little big
For me, Wesley's Moons are peak because they seem like a perfect fit for vanilla. Each moon has a distinct theme built around a specific enemy along with map mechanics and hidden lore. High degree of polish included.
I hold Rosie's Moons in the same high regard for the same reasons. Though needs polishing in some aspects.
I also quite like Harvest Moons, they may not be as impressive in terms of visual appeal but the gameplay on these provides a delightful endurance challenge. The soundscape is awesome too
But Gloom is my top favourite of all time. The sense of horror it evokes is unparalleled by any other
Gorgonzola best moon 
I wanted to mention it too but that would end up with me rambling way too much xD
noticed a little issue in my list I have, Im seeing 2 celest & 2 orion on the terminal moons list
I noticed if I look higher up in my bepinex log
and another only for aquatis
taking a stab, do you have tolians moon bundle installed as well?
niceu, easy fix.
ty haha just came back after a while seems some bigger changes have happened
are celestial tint & view extension included in tolians bundle? or just the moons?
just the moons, I believe
πͺ awesome thanks man
old asf but lemme chime in:
Submersion (Generic Moons)
Arcadia
Synthesis (from what i've seen)
All of em are really cool with some interesting gimmicks, look real nice, have some interesting balancing and are fine to play for a long time
I've been encountering this a lot with Celestial Tint, Going to the company moon before the planet loads causes it to not render its sky, so it still shows the space which makes the lighting flicker a lot that is absolutely a pain in the eyes
Same thing as when im spectating someone it stops rendering the sky when they go to an interior sometimes
But that one could be unrelated
You have a mod breaking Celestial Tint however if you don't need Celestial Tint I would recommend removing it tbh as it has some optimization issues and the dev isn't active atm
But you should try to find what mod is breaking it first if you use Imperium that will cause this for example
The thing is, It disables that forever when they go outside which makes me unable to see everything when spectating, Not sure if thats a bug with vanilla
Oh and I dont have imperium installed
not sure tbh
Removing the mod seems to have solved these for me
You still should find out what mod was causing the skybox to not change, cus whatever mod is doing that is hooking into things it shouldn't
Is there a reason to why Celestial Tint decreases FPS on moons? I just can't understand... if I just have my modpack and Ship Windows Space_HDRI I get near 40~45 fps on orbit, but if I have Celestial Tint i get 24~28 fps on orbit + less fps on moons (-4 or-5)
(Not accounting to my 1 fps every time the transitions between moons happens while in orbit)
Celestial Tint is cool but I can't take that much of performance hit π
I removed Celestial Tint personally
It's nice but it's unoptimized and Desat is inactive
Wrong actually
Oh?
Haven't seen them active for a bit but if there's a way they could push an optimization update that would be great
Things being performance heavy != optimized
Things having room for improvement != optimized
stop making declarations about mods you don't work on
I wasn't trying to say anything bad about the mod it's a mod I really like, it's just a mod I opted to remove while trying to find mods that caused overhead and lowered overall fps of the game. I'm sorry if I came off the wrong way about things I very much can see the mod being improved upon once Desat returns
I just woke up from a nap so I may phrase some stuff poorly atm I mean no harm or bad feeling at all towards this mod
I very much can see the mod being improved upon once Desat returns
But the issue is no you can't
I appreciate your activity in the community and communication with so many authors but that doesn't mean you can assume things about codebases you are not familar with
The issue isn't that your inherently being rude it's that you keep speaking on the behalf of other authors about their work that you don't always understand
Yeah I wasn't trying to assume anything or speak for them but I get how it could come off that way, my knowledge of the optimizations of the mod only really extends from what DiFFoZ found when profiling my pack a while back
If I remember it was the skybox that used a lot of gc allocation? But I'm not certain on that
This kinda thing is why I wish there was some kind of resource for mod info that wasnβt either a mods own page or a thread where stuff can be easily lost within minutes
Yeah and I admit sometimes I'll word things bad in a way where it comes off that I'm trying to speak for others when I don't mean to come off that way
Isn't improving code literally optimization tho?
Not necessarily.
I have discovered that acquiring free modded moon exterior items such as the shovels and spraycan on Aquatis doesn't actually save into the ship's item pool when quitting the game. Upon reloading the save, they are gone.
Happens on any moon that gives free stuff force-spawned to have a 100% chance to be there outside. Is this a known issue? Any possible way to fix it?
what mod adds that hp number
Treys Health Text
hello! i don't know if it's Aquatis that's entirely causing it - but I have had a bug where my bestiary reads "[currentScannedEnemiesList]" whenever i pull it up on the terminal. Did some testing on a fresh save and it seemed to break when i scanned the crab. Any idea for how i could fix it?
talk to tolian about that as he is the one managing these moons as of now
#1208849588539101294
ah ty!
Celestial Tint has the bug of falling into eternity behind the terminal
(If open doors enabled)
And one time also happend on the other side (where the small ladder is)
Anyone else having this issue with CT's vanilla planet mode?
Anyone else having an issue of items not being delivered on Aquatis?
@cursive cove Do you have this installed?
https://thunderstore.io/c/lethal-company/p/DiFFoZ/CompanyCruiserFix/
Seems Aquatis (and other sfDesat moons) might've not been updated for v55+, which is when the Cruiser was added
I don't. It's not really a game breaking issue, we can still play Aquatis as long as we get our ordered items on the previous reg map
tl;dr
Moon not updated for v55+? It won't know how to deliver the cruiser, which means nothing delivered
This mod fixes that said problem so items/cruiser can be delivered
use it
it fixes that issue
Thank you guys! I really appreciate the help π Getting it downloaded now
A while back, I tried out Celest and it seems like no matter how many times I scan with right-click, I can't find the ship again from the facility entrance, then I just got lost and the ship left without me. Would there at least be a way to pave a path from the ship to the facility without ruining the beautiful design too much?
you can walk in a straight line to and from entrance, and there Are scan node mods
I have a mod that's supposed to increase the range of the scan nodes being scanned, but they just didn't work for some reason. Plus don't the trees have collision?
something is messing with your scanner or your cfg isnt set up to what youd need. and no the treeline doesnt have collision but the trees do
its not a hard wall
Yeah, I just get turned around easily in the whole thing. I thought I was headed back in the right direction but I ended up hitting the edge of the map.
its directly right from main door facing out
like if you come out, turn 90 to the right and walk youll hit ship eventually
devious...
I found an issue when using the Wider Ship mod with Celestial Tint. After removing Celestial Ting, the brightness was gone. I also reported this issue in the Wider Ship channel, just in case.
Donβt report wider ship mod issues in non wider ship mod threads
Respectfully
Itβs not on them to change anything
Oh okay. Thanks for responding anyway!
do you have chameleon? if so disable planet preview in its config
I will try
I don't know why exactly but it worked. Thank you!
its due to an overlapping feature they have
- **Aquatis 2.2.4 **
- v69 support
- Updated LethalLevelLoader 1.2.4 >>> 1.4.6
- The crabs have been disabled
peak
crab is kil
Crab got 
- **Orion 2.1.5 / Celest 1.1.5 **
- v69 support
- Updated LethalLevelLoader 1.2.4 >>> 1.4.6
Naur the carbs
It this something planned to be rolled back at some point or are they gone for good?
Is there a Gamma issue for anyone else when on the ship in orbit? I think it might have something to do with Celestial Tint
It's unusually bright
Do you have Chameleon?
If so, uncheck this
- **Orion 2.1.6 / Celest 1.1.6 / Aquatis 2.2.5 **
- Optimization
- fixed main entrance trigger(Celest)
- fixed ladder trigger(Celest)
Mud looks like this on Aquatis
Also there's this floating white line
on the right side of the ship
Do you use imperium?
That usually appears when using imperium
The White line I mean
In this profile yes, but when I played the other night with friends no
and I'm pretty sure the whiteline was there too
I'll go look again
Well perhaps I remembered it wrong, the white line isn't there without Imperium
Mud is still sqaure shaped tho
Yeah, that's an issue
When you say mud, do you mean Quicksand?
yeah
Oh, I would never freaking know since I removed that entirely from the game.
It's a really bullcrap mechanic, especially when it can appear outside of rainy days and the visual difference is completely unnoticeable.
Especially under certain lighting
Apparently this can help, never tried it tho
https://thunderstore.io/c/lethal-company/p/mattymatty/QuickSandColor/
And when it's right next to the ship
I really hate it when it's next to the ship.
Also do outside enemies get stuck in it like players do?
No
See? Now that's even worse
If you're gonna have a world hazard, at least make it interact with all moving things
Like FairAI making enemies blow up on landmines
yeah with default settings, you cant miss quicksand, its almost luminous yellow.. still the risk you accidently walk in it while running from something though.. so its helpful, but doesnt make quicksand safe π
Well I mean that should be a feature added by FairAI though, it's kinda in the same allignment
Well.. should be vanilla but yeah
The concept of Fair AI only works if enemies avoid hazards, which they don't
I mean enemies don't avoid spike traps and them killing enemies is in basegame
True, but a percentage of spike traps are also only triggered by players
fair (ai) yeah
Either way I feel FairAI ultimately just makes the game easier and is something I prefer to not be vanilla for as long as enemies don't avoid landmines and such. Heck, I don't even want every enemy to avoid them, but smarter enemies like Bracken, Masked, etc. should actively attempt to
Also, iirc "Trap" is a Navmesh area type added by the spike trap that causes enemies to only move to it if no other path is available to their selected point
So they do avoid it a bit from my understanding
But like Titan for example is heavily nerfed by Fair AI, it goes from a moon with a ton of different threats to basically only turrets / unkillable enemies, everything else will die by turret fire
It's a neat mod but not a balanced experience
i'm pretty sure turrets are disabled for targetting enemies when using fairAI
unless they recently added it back, since it was pretty buggy and conflicted w/some other mods
they added it back
oh coolio
imo its fine if it only applies to landmines
it can lead to some issues but can add strategy
like many time I will try and trick enemies into landmines
to varying results
@wanton vessel Pinging you in case you didn't see it (Sorry if you did)
imperium
Did you fix it or are you saying its an issue on my end?
Because I tried with an almost empty profile and the quicksand was still square only on Aquatis
the problem is on your side
Ill try to figure it out when coming back home then
try clearing the cache
Will do
Fresh profile + cache cleared
The quicksand is still square shaped
Also, how come you have a cloudy skybox in your screenshot?
I thought only stormy had that skybox
oh, the same happens to me, i thought it was like that, didn't know it was a bug
because of Imperium teleporting
not sure if this should be redirected into the tolian thread, but this is still here so I guess I'll use it for now.
@wanton vessel A few issues with Aquatis to report:
-
The "square" quicksand issue reported above happens consistently for me as well, even with the bare minimum installed mods (plus JLL and simplecommands), I'm curious what setup you're using to make it appear correctly (see my attached mod list). I tried replacing those two extra mods with Imperium just in case, but the issue still reproduces
-
The shovel and boombox equipment items on the moon aren't registered properly, so they become invisible and generally buggy when leaving the moon. This is the same type of issue as previously reported with the apparatus from the Tomb interior
-
The scrap item weights on the moon are generally very low (with the exception of the fish at 70), but because of the way Lethal handles scrap spawning, the high weight of the fish doesnt mean it takes up every spawn, so any rare scrap spawns added by other mods will appear much more frequently on Aquatis. This is more subjective, but I would suggest increasing the weights of other items a little bit or adding more scrap items to the list
Sorry to trouble you with this and thank you for all the work you do maintaining these moons
Also with the boombox and shovel, they do dissapear after going in orbit, and if you are using smth like lethal sponge with the LODs feature instead of disappearing they transform into missing object and if you grab them it softlocks your game
Wait, the square shaped quicksand is unintentional? Lol
I always just accepted it as part of it
hmmm
i did that too xD, even from the first time i played the moon a year ago it still was cube shaped so i just thought it was a really weird quicksand but didnt bother me too much
i'll look into it when i have time, i have a couple of ideas on how to fix this bug
would anyone know how to tag celestial tint to outpost 31? No combo I've tried adds the tundra/snowy moon look
I haven't updated Outpost 31 in a very long time, last update was before tags were even really a thing
It's on my list of stuff to do, I just haven't gotten around to it since other projects have occupied my time
That and I'd have to rebuild Outpost 31 from the beginning again π
dang, there's a couple moons I'd like to also tag but outpost was my favorite of the bunch to reach out about
not sure if the others would have the same sort of issue
Is celestial tint abandoned? It hasnt update in 1 year
still works
dev isnt working on mods atm
his moons are maintained by tolian
Yea i was waiting for more moon tags , thanks for answering though
It still works?
It still , just doesnt update anymore like more planet type and stuff
ah
this shit is so fucking nostalgic to me it's crazy
for real..
Wondering similar about Celestial tint. I assume those are 3D models rendered? Would love to build off of it if I could, though I'd need an example of the raw plugin asset.
Well I meant the prefab decompiled, haha. Unless I"m misunderstanding something
i made a planet in blender using a tutorial
i will look into mimicking ceslestial tint a bit closer
still working on it lol i'm new to blender. i assume i just export the assets to unity but have no cluenif its nearly that easy. we will see!
if you wanna add more to it, then yeah
wdym
i just mean like umm idk if stuff like clouds and lighting will render as they did in blender in unity engine
i animated da clouds and added some atmosphere (still working on the outer glow) but so far im feelingnsorta confident anyways :3
celetial tint 2?? frfr
we'll see....... we' will see....
π€
Took some work but it's in unity now! Sad I can't get the same colors but it is what it is
oh wow so it's this whole system
i mean i looked into decompiling asset bundles and iirc online says its not possible so if you want to send it to me. i can still generate the textures and stuff lol
nvm figured iotu
i'll send it when i have time
dw I think I've got it. Thank you for the help
tysm big dawg
@wanton vessel hey sorry to bug you again. What version of Unity was Celestial Tint made on? I'm getting script errors because they changed the uhh sky thing in unity 6 but I'm getting even more errors opening it in 2023.2.22
I've been able to get the sun and skybox to render but the planet isn't because OrbitController uses a different version of Unity I'm 90% sure. (I figured that was the right version cuz that's what Zeekers uses but I'm guessing it isn't)
2022.3.9f1
What's the status of Celestial Tint for v73+? I'd really like to get back into this game but the lighting bug means I can't use CT, and at this point that mod feels essential to the experience.
It works completely fine
it works fine
just turn off planet preview in chameleon if you have that mod
Oh interesting. I saw someone saying they had the same issue on the CurseForge page so I assumed it was an ongoing issue. But you were right that it was just Chameleon. Thank you!
why tf are you on curseforge π
there are like almost no mods there
I haven't downloaded anything from there but that's w here sfDesat's Celestial page on Thunderstore and Github redirects to.
sfDesat posted and shared his thought of being more willing to use curseforge in the future than thunderstore, that's why
I believe you can even read that on one of his mods page on Thunderstore but I don't remember on which mod this figures, or maybe even in here
but true too, curseforge is a desert for LC mods
its way too late at this point
soo uhh
how new are you to blender
modeling in general
new-ish, ive been drawing for years tho. made some stuff on nomad app. why do u ask
i realize blender and unity dont work together like that im making a thing in unity << #1450705300461060137 message
this is probably better than anything iβve ever done and iβve been doing blender for 3 years
Thatβs insane
lol it was just follow a tutorial using the nodes and a mat. i appreciate it though
i'm honestly trying to learn rigging and having a very hard time with vertices so i wanna figure that out eventually
'Sup, any news regarding sfDesat's moons?
They're being maintained by Tolian atm I believe
Yes they are
They currently work, since they had custom main entrances aquatis and orion work just like normal
celest needs a patch so its main entrance is animated
what if the manholes opened tho π§
would be cool
but I dont think tol would do that haha
tho ya never know, he did cosider replacing the ship
i'm 99% sure that's a 3d scan model so I doubt you'd be able to animate that without modifying it heavily
with a model from salted beef if I remember right
yeah I'd love to see anims for the manholes but either way I just hope to see them updated, would love to see some of the new enemies added even if at small weights to not influence spawns too much