#Tolian's Moons and Interiors
1 messages · Page 6 of 1
I'll wait til you do the Celestria rename just so I won't have to regen my config after 😅
Btw @faint topaz any plans to migrate to using LethalToolbox at all?
Yes
Nice I look forward to it ^^
Yes optimization will need to be done
Yeah I expect an update later ^^
Yeah I think it was close to that, I just noticed those 3 were larger than your other moons ^^
Lemme double check 😂
Well I think I can Argent and Spectralis optimize but Crystallum will be quite hard to optimize as it is already optimized very much😂
Anyway, I'm gonna try
Haha it's actually a bit smaller, Argent is around 90 mb
Spectralis and Crystallum are the big ones
😂
Definitely one Spectralis weighs as much as 3 moons😂
😂 yeah it does lol
I'll keep the full moons bundle readded since you plan to update those, I'm sure my group will be glad for the optimizations. Poor @mild bramble yesterday 😭
Stuck importing for like an hour, tbf that could have been a Thunderstore issue though
and he mentioned internet problems
Which doesn't help
😂
Thunderstore.....
I'll do it
Yeah you got this king 🙏
They all using r2? I found thunderstore was just worse in every conceivable way...
Yeah he may have been using TMM
I have yet to have a download issue with r2, had them all the time when I used TMM
Thunderstore Mod Manager is a problematic experience, @gaunt topaz recently swapped to R2 and was so happy with the improvements
TMM is just plain bad imo, I am so glad I switched
Yeah it's cus of the ads and the extra bloat of needing Overwolf
and TMM is much more unstable and crash prone too
That was my guess
I've never had R2 crash on me knock on wood
r2 has saved me so much time just when testing things, the amount of time lost to bs is unreal XD
@faint topaz Do you have any other way to receive donations besides buymeacoffee? It uses Stripe, which I don't like.
nope
Oh well, okay
do u think you could make spectralis back to the darkness it had? i know someone said it was too dark but i thought it looked cooler that way then it does now
or maybe at least make it so it goes from light to dark over time?
Is there a way to disable some of the moons to be routed to in this pack? Whether it's a mod or config?
You can hide and/or lock the moon in the LLL config
thank you
I think so
Does Nyx have a issue with displaying the heads-up clock or is it just me?
Time still works
I'll fix it when I recover from losing part of the project....
awh man sad to hear, hope it goes well!
It is a bug with Nyx atm
@wind otter also had this bug
thanks for letting me know!
Yeah its the only moon i’ve encountered it on so far
Tolian is currently redoing his project to use LethalToolbox to try and fix the desync issues some people have been having so it might be a couple days or so before he pushes the new update
guessing "or so" is more likely. this king has 16 moons and counting to tend to
Yeah
take your time, tolian. we're in no hurry whatsoever. plus, with Toolbox, perhaps some custom lore tapes for each moon can be made ;3
The next update is gonna be quite a bit. @faint topaz can explain more🙃
Quick question, are these moons aimed at being more vanilla-esque or kinda goofy like Bozorus?
More Vanilla-Esque
But not all of them
Some of them have their own thing going which you'll either like or dislike
Fair
I prefer more vanilla+ kinda stuff usually but I’ll have to give this one a go
Been meaning to for a while
He's made moons specific for interiors too
ie
PsychSanctum for Dantor's Interior
I'd say give them a go, nothing feels completely out of place to me anyways
Sanguine for the lovely ScarletDevilMansion
I did test Harloth last night, it's weird having that trek to main entrance be so much smaller
lol
Oh ok, guess that’s a good excuse to try scarlet Devil as well
I'm in the process of rebuilding the project now, as I've lost 75% or so of the project, so it may take quite a while..
It's nice, also makes going to the fire exits less of a pain
Take all the time you need
Sorry to hear that, no rush!
Hope you can recover what you lost that's a big oof 😦
Well, one moon has been restored. Now it's just a matter of restoring the other 14
You got this ^^
Zenit is a good one
guess what happened
(it was fine btw I just walked off the map and it tp'd me back to the ship)
I'll fix it after I restore the project
its fiiiine the driftwoods LOVE throwing me out the map xD
I mean Driftwoods don't fit on that moon anyways, everything is too close together for them
XD
- 0.7.0 >>> 0.7.1 Updated Zenit
👀
How's it going with recovering the others?
💜
Also looks like Thunderstore hasn't registered you uploading it yet
XD
slowly and surely, I'll rebuild everything
You got this 🙏
at least I've figured out what the desynchronization problem is
Oh?
What was it?
Was it a weird conflict of some sort? 🤔
Cus for my pack they stopped after nuking the reserved items mods
removing some things in AudioReverbPresets solved the problem of microbloat when entering the game
;ooo
does desat know? 👀
but honestly, it's all kind of weird
Yeah Desat's moons are plagued with the same issue
but I think that was the problem
So probably same thing on his side
I mean if this solves it then good
@flat nexus
I guess it's time for the people who experienced desync issues to test new Zenit
I'll have to do the same and see if it behaves okay with Reserved Item Slots
So I should ask @faint topaz Were all your moons affected by this? Idk if the recent releases were or not
well all the moons were lost, so now I have to practically rebuild everything from scratch
Anyway, sooner or later I'll rebuild the project
You've got this
is the desync an issue with routing to moons?
ive use psychsanctum for a few weeks now, that was the only moon of yours i had, was working fine.
today added 2 more..
Azure and Spectralis.
we had a weird desync..
my friend routed us to Spectralis (clear).. for me it showed PsychSanctum (Stormy)
so i routed us to Spectralis (clear), for my friend it showed PsychSanctum (Stormy)
so, i landed on spectralis...
we got spectralis (clear) for me and Spectralis (stormy) for my friend. 🙂
tried Azure, also was PsychSanctum for the person not routing 🙂
fun bugs... but yeah, from my pov, seems 1 moon of yours at a time works fine.. but once you have more than one, it seemed to jump through hoops for me xD
Yeah this is the desync issue he's fixing.
ah, ok 🙂 will bear that in mind and turn off those moons for now then 🙂 thanks for letting me know
Yeah it happens with certain mod combinations, it's strange tbh
@faint topaz once you restore the project, could we also expect psychsanctum to get a ship navmesh update so dogs can actually get on board if they hear a sound inside it? Currently no A.I. knows how to get on board and just goes under the ship instead.
yes
based, thanks
CaltPrime currently has this same issue
Enemies can't pathfind onto the ship
so does Celest... and Atlas Abyss... odd that many moon authors run into this issue where either they forget the make sure ship navmesh works or it did upon release and breaks easily perhaps...
The restoration will make the moons harder-
He never confirmed what the difficulties were gonna be
Also Zenit already got it's restoration update and it doesn't say it was made harder
So as far as I'm aware you're spreading false information atm
I built my psychsanctum's scrap and enemy pools and spawning behavior from scratch with LethalQuantities because I'm obsessively detail oriented
so mine is already hard as balls from the default
It was a joke
Because the eyeless dogs will enter the ship
Ah lol
My friends and I, who frequently die of mud and even once the spore lizard, find this a feature lol
@faint topaz my favorite part of your moons is how a few where made to match popular interior mods, do you plan to do that for any other interiors?
What interiors do I still need to make moons for?
toy store would be cool
If I'm not mistaken, Wesley already has a moon for this interior?
i mean not exactly?
If you wanna make a stretch in terms of lore, etern fits the bill but not really in terms of actual looks, at least i think it doesnt
i always assumed that etern was a factory and was more facility based than what toy store looks like
which is like a cozy wooden almost abandoned place
just a suggestion im not holding you at gun point or anything lol
I'll do something for this interior
yooooooo
- 0.7.5 >>> 0.7.6 Updated Nyx
- 0.7.1 >>> 0.8.0 Updated Zenit
I didn't know of that! Is it written somewhere?
Psych sanctum I for the mental hospital interior, the doors even match
Also echelon is for the school interior mod
Idk, if they seem cool to you there's the pool room Interiors, as mentioned before Wesley's interior doesn't have a perfect moon. I like to pair maritopia with the office interior but you could always make a perfect match for that. I also like to use the sewer interior on harloth.
Argent feels coherent with Office. I'd match Maritopia with PoolRooms, but that's mainly due to the water.
How about ScarletDevilMansion, Bunker, Sewers, Castle?
Bunker would be Celestria perhaps
Scarlet devil mansion is very stylized and is from a pre existing franchise so that's a big no
Sanguine - SDM,
Still a good manor, it fits in LC!
Ahh yes!
Nyx,Spectralis - Castle?
Crystallum too maybe
Yeah, when the catacombs interior comes out I'm changing spectrallis to it
Zenit, Celestria - Bunker
I suppose we shouldn't take the interiors that already have their moons into account
Harloth - Sewers?
I like to do the star lancer interior fir Celestia
That's what I do
Crystallum is also good with SDM due to the crystal vibe
I'd say CaltPrime fits more, but that's just my opinion
I use it on both of those, I know tolian is working on a interior for calt
Nimbus and Spectralis crying in the corner
Oh wait you talked about Spectralis
Well, just Nimbus lol
I think Argent will get its own redesign as the moon looks pretty bad I think
Nimbus - probably a vanilla interior
Imo it's the best one
Azure - is probably more of a Castle thing
show me 👀
I think the layout should be re arranged the entrance being over to the side feels weird, also more verticality would be cool
Yeah a lot of your moons are the dungeon interior lol
except unfortunately configs dont work for celestria if you also have Celest atm
Used immersive scrap selection to make all the loot look like it fit the asylum interior, and set all the enemies to be something that prioritizes either jumpscares or stalking. Pretty pleased with my modpack so far, I can give y ou a code when it's complete if you wanna try it, been spending like 2 weeks rigorously fine-tuning and playtesting and balancing it. All the custom moons save for one will have a distinct gimmick or appeal to them so they have a reason to be visited beyond sight-seeing or raw loot pool value.
I thought it was one of the best moons in the pack tbh
yeah I noticed that when I was making my modpack config
we need other water interiors that aren't poolrooms
same
Thankfully more medieval style interiors are on the way, the Egypt tomb one will probably be the first to come out, it's been worked on for a few months now
The others are the very new catacombs interior
And this cave interior but those are super new and slow going
oh? I've never heard of that one
this ond
is there a thread for it?
on the contrary I think Argent is one of the better moons in the roster, mainly because I can actually see and there isn't blinding horrible fog everywhere that makes it difficult to appreciate the details and environment of the moon itself, and I also like it more than budapest because budapest has lower-quality building textures and details... and more detail-masking fog. If you do improve argent, be sure you aren't taking away from anything it already has going for it
I wish these moons didn't have any invisible walls
would make them way better imo
oops random reply my bad, meant to reply to you specifically that I agree lmao
but the prior is still true
Not on the this server I've only seen teaser images from others
just forgot to type the first part that related to it
oh interesting
well, if I don't know where to find updates, it's not much use to me right now
I like having them here in these threads
@faint topaz Added updated Zenit and Nyx to my pack so I can test them tonight for desync issues if reserved items and stuff is added let's hope nothing desyncs ^^
@faint topaz couple of issues
So 1 is that Zenit is a bit too bright compared to before, and 2 the scan nodes are bugged lol
Nyx also has bugged scan nodes and could use some optimization
But that ambient music
is peak.
I love it
One of the spots to jump over on the path to main is also missing on Nyx
Got it. I'll fix it
You got this king ^^ have you managed to restore anymore moons yet?
I did a little redesign of the moon
Ahhhh that explains it ^^
So then the main issue is the scan node being bugged, and it could use a bit of Optimization in terms of load time, it takes a bit to load when landing otherwise it performs well
and the Ambient Music is peak I love it
Yeah, I'll update three moons today
Ooh ^^
You got this Tolian, we believe in ya'!
thanks for going thru all this effort
if this means anything, yesterday i went to nimbus with one other person and we didnt have desync
If this means anything, yesterday 3 of us died from the mud in psychsanctum and we didn't have desync
I have to postpone the updates a bit as the moons are having some strange problems….
All good bud take all the time you need ^^
@faint topaz this might be some useful info, but I had some Physics.Physx errors in my log and disabling Nyx and Zenit made them go away, maybe that's why Nyx is a bit laggy when landing and leaving currently?
Hmm, yeah, maybe
Do you have a screenshot of this error?
Unfortunately no lol, I forgot to screenshot it
np
- 0.4.0 >>> 0.5.0 Updated Harloth
@prisma laurel ^^^^^^^^^^^^^^^^^^
god i wish i had time to test multiplayer today XD
- 0.7.5 >>> 0.8.0 Updated CaltPrime
- 0.4.0 >>> 0.5.0 Updated Azure
- 0.7.0 >>> 0.8.0 Updated Spectralis
- 0.8.0 >>> 0.8.1 Updated Zenit
- 0.8.0 >>> 0.8.1 Updated Nyx
- 0.7.0 >>> 0.8.0 Updated Crystallum
some feedback from a friend "I was really excited for PsychSanctum’s remake and I was pretty disappointed that the moon, while pretty, is just so boring now. It’s just a straight path to the building which is just like a box with a door iirc the old one had a secret thing in the woods and a whole courtyard and with two buildings
"
Spectralis and Crystallum 🩷 they are back and Harloth too 😄
wdym they are back?
He's been redoing them all to fix the desync issues
Rebuilding the project from the ground up.
ah
so its different now?
crystal I mean
It might be, he did talk about removing the dog spawns from Crystallum lol
Well, the old version is always available for download😉
although I may yet change PsychSanctum
Another change for PsychSanctum? ;o
That wouldn't be a bad thing actually
current PsychSantcum enemies can't pathfind onto the ship so if you grab bees they permanently roam
😂
idk yet
Btw no seperate update for EachoReach?
XD
in the process😂
😂
mmm
Hey the Optimization is better and no more Physx errors so that's good 😄 a bugged node isn't quite as bad XD
This just happened on Azure. Idk if it's worth reporting or not but I thought I'd post it here
from what i've gathered about HDlethal, is that is messes with a lot of stuff it shouldn't, and causes problems with mods or something. I think i've seen people mention using LcUltraWide instead
I could be wrong though
You're correct
HDLC also causes issues if you try to play on Summit with Rosie's pack
Due to touching things it shouldn't
oh am I dumb and summit isn't a tolian map?
Yeah no Summit is one of Rosie's Moons
is there a good interior poreset for this pack ?
how to get tolians moons to load?
Ehh, its more like its trying to find something that doesn't exist, and it doesnt have a check for that so it just stalls the game and never loads
tolian only on le core?
no, all of tolian's moons are using LLL
we played fine last night and now cant even host without getting walled.
do starlancer mess with tolians ?
Not that i know of
are there any known mods to mess with the pack ? or should i download them singularly
Interesting
Are you using r2modman?
I'll fix it
What's the exact issue?
Hey i was looking into some ol' classics. I was wondering about Celestria and EchoReach, ever thought about combining them? Or what is the plan if you have any? Just curious and interested
||for Celestia, I plan to add a transport to get around, and for EchoReach I plan to redesign||
badass
@faint topaz Spectralis is extremely dark while inside like when you originally first released the moon
Needs a fix bls
oops😅
I'll fix it
Yeah thought you should know hehe
https://i.gyazo.com/fc4d792355f5edf9162a6b3aa6f3a7df.jpg ah yes, my favorite main entrance is straight up in the air
the mist triggered my ptsd
A diversionary move😂
apparently the ship node wasnt on the ship either? dont have a screenshot of that, sadly
still on Harloth
I'll fix it
yer doin good, lad
I got a SS of the ship node
Lol
But @faint topaz you did fix the desync issues confirmed, PepsiMan had left and rejoined and never desynced lol
Hope to see the rest of the moons updated soon
Spectralis also has a bugged main entrance node that's going way behind the actual main entrance but I think the interior lighting being extremely dark should be the main priority lol
That's great
Yesss 😄
What moons of of Tolian’s don’t have very far away entrances some just seem like a long walk
Probably all but Celestria, Argent and Crystallum and maybe Maritopia?
I still have no idea what path to take to get to the facility on Maritopia lmao
Crystallum has a great vibe but I do think the walk there and back is a bit much
Haven’t gotten to Argent or Celestria yet
Crystallum is a lot better now
Cus no dogs XD
Well they can still spawn but I think their chance was lowered
No dogs? I can’t imagine trees can spawn, so does that just leave baboon hawks?
Dogs can still spawn I checked the config
But I think it's lower
They used to spawn and just camp the pathways
In my very limited time there we did encounter a dog on the way back lol, managed to juke it though so it wasn’t bad
Trees would be a nightmare
I've never heard anyone call Giants trees
lol
They don't even look like trees to me
They look like big tree men!
Not to me
Sort of
lol
The name is too engrained in me now so they will be trees lol
Speaking of trees, love the forest on Spectralis
I like Spectralis but I wouldn't say it's my favorite Tolian moon tbh
My favorites are probably PsychSanctum, Harloth, and Sanguine
Althoughhhh
I really love Nyx a lot more now as well with the eerie ambience
Nyx is very good
I also like the abandoned colony look that CaltPrime has
Lol
Warehouse is one of my favorite interiors
I want Sector-0's to get updated really badly 😦
Calt is kind of crazy though it’s so fast getting loot out of there and the spawns are just bonkers. So much easy money to be made
Crazy in a good way tho imo
@solemn sorrel
yippee
- 0.8.0 >>> 0.8.1 Updated CaltPrime
- 0.5.0 >>> 0.5.1 Updated Harloth
- 0.8.1>>> 0.8.2 Updated Zenit
- 0.8.0 >>> 0.8.1 Updated Spectralis
- 0.8.0 >>> 0.8.1 Updated Crystallum
- 0.8.1 >>> 0.8.2 Updated Nyx
- 0.5.0 >>> 0.5.1 Updated Azure
xd
What moon is this? lol
EchoReach
XD how did you manage to give it 2 suns?
I'm wondering how that happened myself😂
honestly maybe having some have 2 suns could be cool to indicate they are in a different solar system
kinda like some had in star wars
Did I do that?👀😅
possibly
I remember fixing the sun and the eclipsed sun, but I don't remember there being two suns😂
I don't hate it tho, looks good for the moon😁
It's not hard to fix, but it looks nice
You have my vote to keep it. I like the vibe
well, two suns, then
I just thought, what does it look like during an eclipse? Double eclipse?😂
hmm interesting
- 0.9.0 >>> 0.9.1 Updated Maritopia
- 0.7.6 >>> 0.8.3 Updated EchoReach
Great picture, can really see a lot👀😛
mrov fog experience
😄
lookin gewd
- 0.8.7 >>> 0.9.0 Updated Celestria
I am yet to try out all your moons, but oh my god I love how nice your stuff looks man. For some reason this one gives pokemon Sword and shield vibes, really nice stuff
0.4.0 >>> 0.4.1 Updated Sanguine
Some of these moons are built for custom interiors right?
correct
Sanguine for Scarlet Devil Mansion and Nyx for Castle
maybe CaltPrime for Starlancer Warehouse?
PsychSanctum for Mental Hospital
Echelon for the School interior (and maybe SleepsDungeon)
Nyx for Scoopy's Castle interior
Does Tolian’s assign the interiors if they’re installed or do you need to edit that via config?
You need to do it yourself
Scarlet Devil Mansion also works really well on Nyx
In fact I think I might recommend it over the Castle since as of V50 Masked enemies can't pathfind out of the Castle interior and get stuck camping the main entrance door
@faint topaz Sanguine is bugged
and also drop pod drops slightly into the ground, meaning contents land beneath the surface
https://i.gyazo.com/0b966e8f61735503292a68a89c570e46.jpg another screenshot for further proof
@faint topaz from the look of things I think you left the facility interior bundled with Sanguine
hmmm, im having an issue on spectralis where i am getting teleported to the bottom of the map. after crossing the first bridge and exiting the facility is when it is happening
@faint topaz does Argent have some sort of weird force-item-spawn thing built into the moon? I'm getting exactly 2 shopping carts every single time I land on argent despite setting them to be 0 spawn weight in Lategame Upgrade's configs
it's something else
Weird so it may have been Zenit then
Did anything stick out in the logs?
I mean if anything I'm glad this is the first time we got a desync, but now I'm wondering why lol
My only other guess is I wonder if the import flubbed up somehow
spam
yep
It could be? Not sure
I'll patch it, but I'm not sure it'll help
Yeah I'm confused why it only broke on his end
Well, I'll take the Nyx prefab and see what happens😂
😂
It may also be worth removing LethalLevelLoader.cfg
Maybe I need to downgrade LLL to 1.2.2 again, maybe the assets didn't load properly for him or something
Perhaps
very weird
Guess I'll just have to deal with SmartItemSaving causing me random crashing issues at the main menu lol, unless I can figure out what setting to disable that may fix that, or maybe I can make a PSA that says if someone has trouble to downgrade LLL to 1.2.2 boot the game up once, and then reupdate it
What do you guys prefer between SleepsDungeon and SchoolDungeon?
0.4.1 >>> 0.4.2 Updated Sanguine
think I figured it out... the Peeper trap meant to spawn in lategame's peepers was spawning in shopping carts... very odd but at least it isn't argent behavior doing it
Just noticed how close you are to getting the rest of the moons updated c; congrats I hope those last 5 don't give you any trouble 💜
- 1.3.0 >>> 1.4.0 Updated Budapest
I've done the maths and now the moons package weighs 818 mb
i have an idea for an interior
an edited version of the facility tiles
with blood over the walls, destroyed machinery and some laboratory-ish rooms
to make it look like an actual disaster happened, and they were actually doing stuff in there
I'll make a note of that idea for the future
:D
so my understanding of the Sanguine repatch is that you reused Nyx's prefab to fix the desync it made. if this is the case, perhaps using that prefab for the remainder of your moons will help prevent any more?
I'm already using one prefab
cool cool
Is there a way to prevent it from crashing at landing?
Did you try the latest version?
Yep, just did! But I've never been able to start this moon :(
I'll have to optimize it some more😔
No, I don't mean it lags, I mean it won't load, it just crashes. Independently of the computer used
the moon itself starts but because of the use of more mods it crashes - this makes it bad for modpacks, which means that I need to optimize this moon more
just played on spectralis, everyone fell through the floor (interior was wesley's toystore), just thought id let you know
i dont know when the others fell, but we all ended up alive under the map.
i fell through when leaving the interior.
best to provide a .log so Tolian can see if it's actually a thing with his moon
more accurate results can come from the client(s) affected
(apologies if i came off as rude with my gif ^^")
Did you add the full Moons bundle though or only the updated ones?
Only use the updated ones atm
The ones not yet updated will cause desync problems
oh
I'd like to see the logs
I'll try to replicate as log are likely lost, I didn't see anything in the console.and later forgot xD
there you go, same fall out of the map occured for me when i left the facility.
i will try again with less mods xD
was the problem on other moons? And did you use the latest version?
erm, the problem occured to everyone.. but, im now getting the same on assurance.. im very confused.. but yes, was using the latest version.
i think on assurance, its because im using imperium to remove everything from the level (hazards/loot/etc).. but its just weird it started occuring on a vanilla map too.
Must be a conflict of mods
nah, on assurance, it was just me deleting items in imperium, on Spectralis when i tested, its only spectralis.
i have it on etern as well xD the point is not the interior.. xD i used the standard facility, also fell out the map.
If it happens even on vanilla moons, I don't think Spectralis is to blame😅
He said it was cus of his Imperium settings with the vanilla moons
Where as with Spectralis he didn't have Imperium
no no you misunderstand.
Last night, only spectralis was had this occuring
this morning, i tested spectralis.. both with toystore interior, and vanilla interior.. both same thing, fell through the map when leaving the interior
now... i was just testing my mod.. and fell through the floor, but it was related to me using imperium to delete items xD completely unrelated.
Meaning he did an oopsie
Now it makes sense😂
yeah, sorry, i was literally testing my mod, saw you replied, read your reply.. looked back at my testing and map was gone, i was shocked 😄
Was testing out a modpack with friends with Tolian moons and one of my friends experienced that same glitch that Virus had, but this time on CaltPrime. The thing is that while I did have interior mods, CozyOffice and LC_Office, the dungeon generated was the regular factory one. The friend also saw the same factory inside from the enterance, but once he went through fire exit, he fell to his death. I'm not exactly sure if this is even the modded interiors fault since they never appeared on the moon. We also went on Zenit before and it worked smoothly, the inside was factory again and both enterance and fire exit worked.
I'm using a Nyx prefab to fix it
So like I download the moon Nyx?
Just wait for me to make a patch
I see
Whatever prefab you use for Nyx seems to be the magic you should use for the rest of your remaining moons that need updates too c;
PsychSanctum my beloved I need it to return 🥺
Today
Yay 😄
- 0.8.1 >>> 0.8.2 Updated Spectralis
- 0.9.5 >>> 1.0.0 Updated PsychSanctum
@gaunt topaz c;
Another restart? Did you swap out the prefab? ;o
yep
Can’t wait to try this out!
I was a little disappointed with the first redesign, as while it looked a lot better, there wasn’t really much substance outside of the visuals like the original had.
does psychsanctum load dantors on LLL 1.24.?
Yes if you set Dantor's up through the LLL config
so everything works on 1.2.4?
how would you go about putting them in the LLL config
all interiors work in v50, scoopy's ,sector 0 and cozy offices just have a small issue causing masked not to escape and instead camp near the entrance
and mental hospital has some performance issues
as in just lagging?
lag spikes yeah
you just set psych sanctum through the config file there tho if thats where you wanted to go
will the mask come outside???
ive seen similar on artifice
yeah, unless you pulla me and spend hours doing each moon in LQ
yeah those 4 interiors has then just rest near the entrance when trying to come outside
wont instant kill
just ambush
thyell come outside and camp out front too ?
if masked spawn outside they will come inside if they follow you
then be trapped
only applies to those 4 tho, rest of the modded interiors dont have that issue
ahhh ive just seen them make it to entracne and linger and then walked out front and lingered out front for awile until we left on art but this was long before the LE fallout
those 4?
the 4 interior I mentioned have that issue rn
scoopyu secor cozy n
yeah the only issue with them is the masked one
and have you tried or prefer loadstone??
mod causes me more issues than it helps but may need to try and config it
i was gonna say if you got to there chat , they have messed with its config quite a big
bit
may check it out later
but thunder is having a stroke rn
wait
its back
it was here earlier , gotta love the midwest
does anyone have a spread sheet to copy paste spreadsheet or anything to config LLL
im lazy lol
ask @zenith jay he gave me his I used as a base for mine before editing it
dafi scraps is the cause
I would recommend using the newest version of my spreadsheet, it's got enemies too if you want to do that
@sullen hedge ^^
enable content configuration before hand? and thanks for the heads up on dafi scrap and the fresh spreadsheet i really appreciate it
Yeah you'll have to, I'm setting it up for an upcoming config mod
so other than enabling content and injecting moons do i need to do anything else?
Are you using just the interiors?
im doing monsters too '
i like ur implementatioin
but i dont need to change anything but making content customiziblle
just that one yeah
no enemy settings for gordion unless its talking of actual company lol
Gordion is the company
zeek prob has something planned
those are def vanilla
wanna bet it has to do with the bomb at the company building
theres no dafis enemies on that ss c:
is there a way to search on a damn spreadsheet
ctrl F
wait so im supposed to add my own weights to enemy spawns or are they in there
I don't have it finished yet, but if you want to customize stuff yourself you can make a copy
It's all automatic, you just need to fill out the weight values
well damn i just copy pasted everything over so i gues none of my maps will have monsters now
Locker:0,Immortal Snail:0,Hoarder Queen:0,Hoarder Bugling:0,Shrimp:0,Masked:,Blob:,Butler:,Centipede:,Crawler:,Girl:,Flowerman:,Hoarding bug:,Jester:,Nutcracker:,Puffer:,Bunker Spider:,Spring:,SmallDog:0,Earth Leviathan:,Docile Locust Bees:,Red Locus Bees:,TreeMasked:
im assumingthe weight would go with these
Like I said, not finished
@faint topaz how did you implement the ambient music for some of your moons. Im having trouble figuring it out xD
What exactly is the problem?
@digital bluff
Dunno if anyone else has had this problem, but several moons have, uh... Less than fully cohesive map boundaries that I've seen. EchoReach and Spectralis are the absolute worst of the lot in that regard; I literally can't enter the facility without falling through the ground at different points.
Using the Tolian's Moons pack, rather than individual downloads
i can second this, specifically those two moons too
Spectralis has been fixed in the latest patch and EchoReach will be getting a patch soon
Alright, thank you
noice
If it happens again, let me know
@faint topaz you wouldn't happen to be employing any sort of custom monster spawning behavior that other custom moon authors typically don't, would you? I am having difficulties getting Lethal Quantities to actually apply it's custom spawning behavior on both of the moons I am using from you for my modpack, yet all other custom moons obey Lethal Quantities' custom spawn settings just fine. It's almost like your two moons are somehow overriding something and causing spawns to be blocked or put on a severe delay from normal spawn cycles or something. Is anything like this the case on your end for how you made PsychSanctum and Argent?
Argent itself is a bit broken right now, and PsychSanctum got a recent patch, did this happen on the latest version of PsychSanctum?
yes it did, it's a strictly monster spawns related issue, nothing to do with scrap or navmeshes (I assume) or anything else
weird thing is, I had it working in the past but when putting too many changes into a single Presets.json file, which is what Lethal Quantities uses as a master file to make any and all changes to your game (including for modded moons), suddenly it has this issue where spawns are missed entirely and then they try to catch back up later in the day, but it's only on your moons and none of the others, so I am still uncertain if it's a Lethal Quantities issue which you'd think would produce this effect on other custom moons, or if it's something to do with your moons setting up monster spawns with some unique methods that are altering or messing up LQ's or something
this second to last paragraph on this wiki page https://lethal.miraheze.org/wiki/Mechanics about how spawning works does raise an eyebrow for me, your moons behave as though certain enemies are not eligible for spawning even though they should be and according to Unity logs, the game IS attempting to spawn them in and claims to be adjusting power levels as a result, but in-game the enemies simply don't actually spawn at all until much later in the day despite the spawn curve and all other adjustable factors claiming enemies should be eligible for spawning right at the start of the day
This article is meant to give experienced employees an in-depth view behind various game mechanics such as entity spawning, game cycles, scrap collection and much more to come.
This article is still in its early stages and more information will be added in the future as our team gathers more behind the scenes intel. All the values and informatio...
it even blocks outside daytime monsters from spawning too, even though they should be by every visible value
I've had no issues with the new update for PsychSanctum
But I also don't use LethalQuantities
it seems like enemy spawns are blocked somehow but only early in the day. Roaming locusts only show up at the halfway point and no sooner, even though by the halfway point according to their spawn chance curve and the master spawn chance curve, they're eligible to spawn immediately, and circuit bees can ONLY spawn at the very first spawn cycle right as the map loads, yet they don't.
so I guess my technical question would be, is there anything about PsychSanctum and Argent that could be preventing early spawn cycles from being fired or somehow forcing ALL monsters during the first quarter of the day to be arbitrarily force-flagged as ineligible for spawning? I've been pulling my hair out for a few days trying to figure this out, I CANNOT reproduce it on any moons but yours
Do you use any of my other moons other than these two?
nope, just these
I take it you used the latest version of PsychSanctum?
is it possible your moons are taking the master spawn curve and starting it a bit to the left of the grid so it's actually starting at -0.3 instead of 0 for the start of the day? that would explain why it ignores early spawns, but then matches mid and late spawns by only being a few enemy counts off (spawn range accounted for)
yes I am testing the latest psychsanctum rn actually
however, since I am using LethalQuantities to customize scrap and monster spawning behavior, obviously it isn't the spawns you set for the moon
I'll take a look when I have time
ok thx
@gusty juniper maybe that's the problem?
no, that shouldn't do anything, all that means is at the start of the day enemy spawn chance is multiplied by 1 and at the end of the day it is also multiplied by 1, meaning there's no change to spawn chance for the entire day.
I discovered that setting the enemy composition back to its default for the moon makes the spawn curve work again, so I'm gonna run some tests today and just add to it one by one until the problem shows up to see if I can nail down what causes it with precision, then I'll get back to you. It could very well be Lethal Quantities and not your moons, that's still possible.
- 0.4.0 >>> 0.4.1 Updated Echelon
- 0.8.3 >>> 0.8.5 Updated EchoReach
okay according to my tests, setting the spawning curve for individual enemies to start in the negatives for the value (meaning it takes that enemy's rarity and multiplies it by a negative number, which I assumed would just prevent the enemy from spawning until the value went into the positives later in the day) is what was causing the broken spawning behavior, with more negative values for individual monster spawn curves exacerbating the issue until it somehow broke early spawning and caught up later in the day.
The reason I didn't think negative values would be an issue is because the vanilla game uses negative values for spawning curves already, particularly for the outdoor enemies master spawn curve, so I just assumed I could also use negative values for individual monster spawn curves as well, but apparently this isn't the case.
What's weirder is that I have used negative values for individual monster spawns through LQ on OTHER custom moons and it works perfectly fine and exactly as the numbers would suggest it would, but for some reason on my 2 Tolian moons PsychSanctum and Argent, negative values for the spawn curves tied to individual monsters breaks early spawning entirely. Perhaps the internal math has some sort of strange negative threshold and I was just happening to hit that threshold where it breaks for the Tolian moon custom monster spawning behavior but didn't reach that threshold on the other custom moons that also use negative values in monster spawning curves, so I am still not certain if it was somehow tied to Tolian moons specifically or perhaps just a quirk with Lethal Company I discovered by altering values in a way the game wasn't expecting from very specific spawning curves even though the vanilla game alters them this exact way for other spawning curves.
Never-the-less, it seems I've figured it out at least.
@faint topaz are Argent and Nimbus being updated soon? Been waiting for those before I reinstall the full moons bundle 🙏
tomorrow, I think
Okay 😄
is your new interior made for CaltPrime?
also is it wip or stable?
is not made for CaltPrime
i think it's more stable but still needs work
i dont know what moons id assign it to hm
I'll make him a moon
oh betttt
Gratar it would really fit on if you use Wesley's
It'd also fit on Triskelion and Auralis I feel like pretty well
From Starlancer's pack
https://i.gyazo.com/a0b3af05c4dfaac6dc2a46c06d36939e.jpg
https://i.gyazo.com/a1ec2dafe22f3b4f56fbe10af67219ea.jpg
fire exit grab boxes are thin and off center.
as for a suggestion, the doors definitely need to open quicker. current flow is just:
- walk
- wait
- walk
- wait
- 0.0.1 >>> 0.0.2 Updated HyperionStation
so while I figured out that negative values for monster spawn curves breaks spawning until they come back into positives, I am actually still getting different odd spawning behavior on PsychSanctum now where too many monsters are spawning too early, as though it's ignoring the master spawn curve.
this pic shows what I set the spawning curve, max power, and range to with Lethal Quantities for PsychSanctum and it results in about 18 enemies spawning before noon (which is before about 0.3 on the normalized time of day) but as you can see, even with range landing on a maximum of 2, it should be allowing no greater than 13 enemies by no later than 0.4 (about 3:00 pm).
Replicating these settings and the monster spawn roster to a T for Experimentation and testing it there results in much more expected monster spawn numbers, but using it on PsychSanctum causes a strange excess of monsters. The deadline was even the exact same (2 days remaining) for both of these tests, so it isn't some secret crazy-high deadline altering the range value under my nose or anything.
@faint topaz Is there perhaps something about PsychSanctum (and maybe also Argent, too) that essentially force-adds additional monster count to the master spawn curve that is only applicable when on that moon?
it seems to behave more consistently when using only 3 points instead of 4 for the master spawn chance curve, but the resulting monsters that spawn in are still only loosely following the set values beyond what the spawn amount range should allow at its max, and always preferring to spawn a few more than what it should. I guess getting very precise spawning behavior just won't be possible on PsychSanctum for now, but at least understanding it generally follows the spawning curve as a rough estimate can still allow for enough balance to be playable. Pretty sure this behavior extends to Argent too, but I'm gonna tailor that and find out for sure as well.
is it possible you are using a different spawning algorithm for your moons versus the one used by Zeekerss for vanilla moons, Tolian? I'm no Unity modder but I can only guess from all the tests I've done trying to nail down the spawning behavior discrepancies on your moons versus others
im using a vanilla algorithm
off topic question, do u know if theres any negative effects of configing the max sounds to the highest setting in LC max sounds fix mod?
cuz its weird that the default isnt the highest
It can hammer on the cpu and cause performance issues, I recommend increasing it from 128 to 256 that fixed all the sound related issues I had ^^
ok thanks
Mhm
I'll update the Argent along with Nimbus tomorrow when I find the time
Oooh you made it so much brighter I approve I approve
Did you fix the interior lighting too?
;o
@ruby gate 👀
amazing
Lean moon hell yeah
In theory
;o
Dang I finally rolled Hyperion on March and when I walked into the facility through a Fire Exit I clipped through the door and fell to my death out of bounds. So much for a first impression 😭
Hope that's not going to be a common issue
Yeah, that's one of the big problems so far
I'll fix it soon
I see, I was just about to say that it happened again
Among other things, some enemies may have trouble navigating the map. As I walked back towards the exit I saw a Bracken just standing at the end of the room. When he got angry I bolted for a random object sticking out next to the path and he could no longer find his way towards me. We had a delightful chat about the most interesting topics: mostly about the many ways he was going to kill me
A Snare Flea later spawned and seemed to have no trouble navigating its way out of the spot Bracken was chilling in though?
When I got bored I found an opportune moment to leave only to have a turret gun me down through a static prop [also not good]
The pathing was a little inconsistent with railings too :P
It was a 50/50 if he'd start charging me or stay still
- 0.4.0 >>> 0.4.1 Updated Argent
- 0.3.0 >>> 0.3.1 Updated Nimbus
just wanted to say hyperion station is awesome. love the automatic doors and tech sounds. also it seems very well optimized
In the latest TolianMoons update i updated all the moons, now theoretically there should be no desynchronization
your hard work is greatly appreciated, friend.
https://i.gyazo.com/e928b987c1d6b3d94fd11f31c1d8a9a0.jpg invisible object/extra collider around here in front of me on the path to main. hard to better describe it, really
HyperionStation has no spawan settings, or do they only appear on tolian moons?
look in LethalLevelLoader.cfg
ah thx
I noticed that the fire exit from the outside does not work on if the HyperionStation on moon.
- 0.8.2 >>> 0.8.3 Updated Nyx
- 0.3.1 >>> 0.3.2 Updated Nimbus
- 1.4.0 >>> 1.4.1 Updated Budapest
- 0.5.1 >>> 0.5.2 Updated Harloth
- 0.0.2 >>> 0.1.0 Updated HyperionStation
Nyx is bugged right now, whenever we go in as a team some of us get a different level of the map. Like, I can see people going up into the air as if there is a stair and go into walls as if there is an entrance, and there is those things for them, but for me it's a different layout.
actually, all the tolian maps have this issue right now, maybe it's getting in conflict with all other mods I have
do you have lcoffice?
Is this happening to other moons?
Can you drop your modpack code?
no
not happening to other moons, just to tolian's
yes, just a sec
018fd704-ed58-33b6-f429-cbb1df62250e
definitely
- 0.5.2 >>> 0.5.3 Updated Azure
Is Sanguine supposed to look like this?
If you mean the sun, yes
Even the black orb thing?
Pretty sure that's an eclipse
Understood thank you 🫡
stare into the eclipse and the eclipse will stare back
- 0.5.3 >>> 0.6.0 Updated Azure
finally gonna be trying out these moons
Im so lost 😭
I spent the entire day looking for the main entrance but never found it...
Is this a conflict with GI or is it just like that?
it's definitely not right
Zenit is kinda obnoxiously bright inside, Nimbus is the same way with the purple filter (tbh my main gripe is that scanning with the filter just kinda blue flashes your screen 💀)
absolutely gorgeous tho...
yeah even with GI scanner turned off its still like this :/
on what moon is this problem?
There's a knocked over pole, so probably Argent or Maritopia
Argent most likely
Yeah it's really hard to tell cus of the Fog, but I noticed the pole knocked over to the right XD
Argent yeah
I finally found main tho
scans normally
idk why it scans main there too
The problem is the moon
I'll fix that
wrath of the light gods
(Sanguine)
the custom ambiance and music is incredible
oh my god this is actually so peak
you're not supposed to do that. (Budapest)
Oh, i see the water broken😅
i'll fix that

these moons are really really nice... took way too long to try em out
gonna be bringing my friends through them :)
the fire exits for hyperion werent fixed for me. It kept saying the entrance was blocked when trying to get in
hyperion?
i fix it after the break
thanks
wait tolian picked up their moons??
celest and celestria has been undivorced 
its not rn
EHAT
big day for moon enjoyers
#1198736199297286196 message
is spacestation getting developed further?
not by Tolian (as far as i can tell). Spacestation and Dryad are part of the "Freedom DLC"
it... needed LOTS of work.
im more than happy with his moon collection and Hyperion Station
what was dryad like when it was still up
ik unfinished
Are you using LLL for all your interior configurations?
Yes
it was a facility desync btw
not a custom dungeon
What do you mean by that?
do you have any custom dungeons set to spawn for it?
Yes
for this desync we both had the default facility but with different rooms and corridors
I've never even seen that before👀
what mod affecting dungen do you have?
Don't think I have any apart from custom dungeons
- 0.1.1 >>> 0.1.5 Updated HyperionStation
@jolly schooner found a little bug on PsychSanctum. apparently, if there's quicksand beneath a fence, the sinking can occur on top of it
@faint topaz btw the new Xen Interior works perfectly with Zenit ^^ I think I would say it's even better for it than the Bunker one personally
Thats great
- 0.0.6 >>> 0.6.0 Updated TeraSpace
The new redesigned TeraSpace looks super cool! I know it's WIP but just in case: the elevator button calls it to the floor above the one you're currently standing on, so it just always skips one.
sometimes exits are blocked in teraspace atm
still cool to see you overhaul it
- 0.4.1 >>> 0.4.2 Updated Argent
- 0.8.3 >>> 0.8.3 Updated Zenit
- 0.8.1 >>> 0.8.4 Updated Crystallum
- 1.4.1 >>> 1.4.2 Updated Budapest
I should mention the bug happend specifically on march(didnt test on other moons)
maybe it has to do with the 3 exits?
Maybe, but so far the fire exits arent working at TeraSpace
Do you ever plan to fix enemies being unable to pathfind onto the ship on Nyx?
Well, i just remembered that now😅 , so yeah
Okay good ^^ I think there's a few other moons that have the issue too but I can't remember which off the top of my head lmao
I know CaltPrime is one of them
could have beena fluke, also this is just personal taste but maybe reducing the fog for terra would be good
- 0.8.5 >>> 0.9.9 Updated EchoReach
- 0.1.5 >>> 0.2.0 Updated HyperionStation
Yo @faint topaz did you ask if you could change the name of celest? Just adding any character in front would fix it since the issue is that celestria contains celest
a name change is already in order. boi's just busy is all
he's considering "FortCelestria"
Interesting
This isn't going to work, Tolian and I tested it. The only options are a complete rename of Celestria or a slight rename to Celest
why not just change the C to an S?
so, tested TeraSpace. i will be blunt here, that was hard for me to do.
https://i.gyazo.com/19c6660fdb438d82168627e56b9489c0.jpg
the lighting here is like im walking through a murky bioluminescent abyss. i could hardly see a few feet in front of me.
items can be scanned thru walls https://i.gyazo.com/69703268e653b51981a1bb90a72b2dbd.jpg
these elevator buttons either need their trigger radiuses increased, or their pedestal height increased https://i.gyazo.com/3bef13e4ead3a53dca31ce503872d67b.jpg
sfx were also nonexistent.
those are just my initial major takeaways
Hmmm, maybe its because of a lot of light sources, i ll try lowering
i ll fix that😂
i ll probably remove the sfdesat moons from the package🧐
Nope not its really convieniant XD
….why?
i think i should take a poll
I thought your the only one keeping them alive?
i just haven't figured out how to resolve it yet
i guess there's no point in removing the moons from the package.
But the Celest/Celestria problem
Id say just rename celest
Completely
Yeah it can be resolved easily
- rename either
- any character(s) in front of celest
- any character(s) after celest that aren’t ria
2 and 3 don’t work
I can try and see if i can whip something up later this week but no promises
Well that’s because you use contains
My config mod uses equals so it’s case specific
Their not gonna change their moon name because of your mod
I’m aware I use a contains check, it is intentional
will u make a moon that will blend with the new teraspace?
I'm a sucker for moons with unique dungeons fr
Yeah I go out of my way to make my configs user friendly and as stable as possible
It is quite odd how celest isn’t distinguished from celestria despite that one method using equals, I’ll have to check over it again hm
mmm
i ll think of something
what moons would you recomend for this interior
@faint topaz soooo
Nyx update seems to bring back the desync issue for clients
My friend saw PsychSanctum
☠️
oh
- 0.8.4 >>> 0.8.5 Updated Nyx
idk😅
Hey, something with "Tolian Moons" mod causes my game to bug, causing my cursor to be over the game. None of the buttons work and there's no sound
This is the error: [Info : Unity Log] soumdmanager: True; False
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LCOffice.Patches.PlayerElevatorCheck.Update () (at <ae502f15eb1d4b6e802341ba8da61c2d>:IL_0006)
Sounds like an issue with LC Office
Yeah, but without LC_Office, I get this:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
And the same glitch
Well I doubt it's Tolian's Moons but probably some other mod causing issues
Did anything update recently or did you add anything new recently?
Oh if I had to guess it might be Crystallum's update
I never tested that one today 
Tolian said he won't be able to do any updates for 2 weeks so I'd recommend just removing the Full Moons bundle for now and adding the ones you like besides Crystallum
Yeah I hope it works ^^
Is there any updated wisdom on how to remedy the desync issues?
It only seems to be Tolian moons that have this issue where my 2 buddies (non server hosts) fall through the floor when entering the dungeon. We've never gotten Argent or Budapest to work which is a real shame because they are some of the coolest moons available.
We've also had issues with Zenit and Echelon (and Harloth once or twice) where only 1 friend has desynced weather/interior and falls through the abyss (or it just says the door is blocked). The other friend works fine. It's happened to either one of them individually so it's not specific to either of their hardware.
We can always tell when we're going to have desync issues because the other 2 players will show a different weather on the screen after routing than I do.
It's likely Crystallum's update that did this
Nyx had it too
Other Tolian moons have generally worked fine since the desync fix updates. But I will corroborate with the user above that the Nyx update messed with something causing all the planets to get shuffled around (if we route to any Tolian moon the other 2 players see a different Tolian moon on the screen than the one I actually routed to). We have of course reverted the Nyx update so those other planets can continue to be playable.
I can provide any info needed and/or my pack code. I'd really like to get this fixed because I'd love to be able to run Argent and Budapest and not worry about this issue happening randomly on any of the other moons. I've tried just about everything I can think of to fix over the last few weeks with no luck, so any suggestions would be helpful.
But that was fixed cus I told him about it
I don't have Crystallum
🤷♀️
Just for clarity / troubleshooting purposes, the Tolian moons I have installed are: Argent, Budapest, Celestria, Echelon, EchoReach, Harloth, Nimbus, Nyx, Spectralis, Zenit, Maritopia, CaltPrime and Sanguine.
Pack Code:
01904c4d-3373-0dbc-8f09-068bf64b361e
interesting
Does it happen on version 0.8.5 Nyx?
I'm not sure. We reverted the Nyx update as soon as we noticed the emergence of the shuffling planets bug. So we never landed on Nyx after the update.
have you updated Nyx to the latest version?
I did and Nyx was fixed
i think its worth checking out the latest version🧐
Sorry, I was confused as to what you were asking. Yes it was on 0.8.5. We updated from 0.8.3 > 0.8.5 and then reverted back to 0.8.3. I never had 0.8.4 installed.
I thought you were asking if the interior desync happened on Nyx, which I never tested on that version. Nyx generally seems to work fine for us though. But all the planets getting shuffled was on 0.8.5
I think it's worth saying that the Nyx planet shuffling thing is much less of a priority. That may just have to do with how the update affected the LLL config or the order LLL puts the planets and could probably be fixed with a fresh install of LLL.
The main concern is the interior and weather desync that only seems to be a problem on Argent, Budapest, Zenit mostly. I wonder what it is about those planets that seems to be causing it. Anyone here been able to get those moons to work with multiple friends?
Another issue I haven't had, your pack might just be cursed 
I've been getting map desync with Factory
I can go back on my live stream but I think it happened with these moons
i wonder if its because of Crystallum or Nyx.....
I think you're Mayan Temple map got the same issue
The problems started after Crystallum and Nyx were updated
i love Nyx it feels like something that should be in Final Fantasy or Mortal Kombat
For me personally these maps have always had the desync issue. Many of them got fixed and stopped having the issue with updates but I've never gotten both of my buddies into the interior on Argent or Budapest. Nyx is actually one of the few that I don't think we've ever had desync on, along with Celestria and EchoReach.
But we're going to have a chance to play later today so I'll try disabling Nyx just to see if that changes anything.
I know @karmic marsh made some headway in figuring out what was causing desync in LLL broadly, so maybe they can be of use. Or maybe whoever ported the Wesley maps to LLL considering those don't seem to have the issue now either.
i think i'll fix Argent and Budapest
that was Wesley btw
I did initial ports to test the tool that was used but the released ones is homie
you wouldnt happen to be using CentralConfig, would you?
Nope. Never used it
Oh gotcha. I had heard someone else was working on it but I didn't know he took it back over
- 2.0.15 >>> 2.0.16 Updated EGypt
want me to give you a list of moons that desync
in my live stream
there the one from AZURE
happened there going twice first I hosted it the second time we went there I wasn't hosting it
https://clips.twitch.tv/HeartlessCrypticGerbilSwiftRage-AFQx4fij65_1rjjL https://clips.twitch.tv/IntelligentViscousAnteaterBabyRage-rdYRUC472UVleant
hop this helps
Nyx was ok
If I had to guess Crystallum is probably the root of it cus that one updated recently
Shoutout to the first LLL moon 🙏
Did Kay send you the wipes interior stuff by chance? 👀
in the process
End of 2024: “(LLL) Adds 80 new moons to the game”
yes
I'm gonna guess it stems from Crystallum somehow cus I never had desyncs with those other 2 moons before lol
But not certain
Yeah, that makes sense🧐
Of course
i wonder how much RAM that would consume😂
might not be a problem in the future 🙂
Are you cooking up something to prevent moons and interiors from using up ram? ;o
I'm excited for this
theres some ideas that can be played with
we makin it outa the shadow realm with this one
wait this woul change my lack of moons in my modpack forever
I WOULDNT HAVE TO LIMIT MYSELF AT ALL
sorry my d key is not working well
@faint topaz now that you are in charge of Egypt do you know how the progress on the custom tomb interior for it is looking? The community desperately needs another medieval type interior especially to pair with your moon pack.
in the process
so last night I've been to some moons with multiplayer and I did not get DEsync with Crystallu gone
Awesome I'm looking forward to it!
question for ya, Tolian. ever consider adding custom scrap items to your moons? .3.
it would be nice
perfectly
sometimes i think desync is a curse😂
With your school moon can make it easy to find were to go
i think im gonna redesign this moon
I think you could do that when v55 releases and have a driveway to the school
then ill dm some ideas my fren. not to take priority, just to put it on the table
once i get on break
I notice with hyperion station the radar map view of players, monsters, and scrap seems to be obscured, rendering it all but useless. Not sure what's going on there
interesting
It looked as if the floor or something was rendering as a layer on top of the players
or maybe the ceiling or something else? im not sure
ceiling i think
- 0.8.5 >>> 0.8.6 Updated Crystallum
- 0.9.3 >>> 0.9.4 Updated CaltPrime
- 1.4.2 >>> 1.4.3 Updated Budapest
- 0.9.0 >>> 0.9.5 Updated Celestria
- 0.8.3 >>> 0.8.4 Updated Zenit
- 0.5.2 >>> 0.5.3 Updated Harloth
hope the DEsync got fix
It did
He implemented the same AudioReverbTrigger fixes he did for Nyx
I did a bit of research but couldn't find much about this: I got a normal functioning modpack but when I add tolian moons, the office interior (something about the elevator according to the CLI) seems to not work and I can't load into a save file. Is this a combatibility issue coming from your moons or is it from the office interior?
when disabling office, I don't get an error, but I can't even get into the main menu. As soon as I disable tolian moons again, it works just fine. Are there any known incombatibilities?
Office is in the middle of getting a big update with the help of Batby so I would just remove it for now and wait
- 0.4.2 >>> 0.4.3 Updated Sanguine
- 0.9.5 >>> 0.9.6 Updated Spectralis
- 1.0.0 >>> 1.0.1 Updated PsychSanctum
- 0.3.2 >>> 0.3.3 Updated Nimbus
- 0.4.2 >>> 0.4.3 Updated Echelon
- 0.4.2 >>> 0.4.3 Updated Argent
- 0.8.4 >>> 0.8.5 Updated Zenit
help
e
non of the moons showing up in terminal
yeah so wahts the deal witht hat
that**
i am supposed to put the full file in plugins ryt?
all moon files must be located in BeplnEx/plugins/****
this is wrong?
it's weird that it doesn't work
are you using r2modman?
nope
i tired using
kept crashing for sum reasong
I got that from lc office and lethalthings, did you try without it?
bro i just deadass dmed the mod to zac asking if he heard of it 😭
- 0.3.3. >>> 0.5.0 Updated Nimbus
thanks for the reply. Do you by chance know if wesleys moons and tolian moons cause complications when used together? even without office, I can't use those 2 together
I have both in my modpack and have no issues🤷
- 0.1.0 >>> 0.1.3 Updated Tomb
I've got to play Tomb, v.0.1.0 so perhaps you already addressed these issues.
Interior feels cool, but perhaps this has to do with playing on Egypt, but it was real hard to find worthwhile loot. The traps are really simple until you get chased and they become really nasty. Perhaps too nasty as Egypt? has so many coil heads that I have to backwards jump the pits. Don't know if that's intended. Also because the rooms are too similar, I found myself lost a lot. Though this could be a lack of skill or the 30th coilhead chasing us as such I can't properly look around my surroundings.
Aka, interior too big, loot hard to find, coilheads real nasty, not enough room tile variety yet
Yes, i will rebalance the enemies, also i think i will add more tiles and traps
why is tomb a dependency for egypt now?
interior was created for egypt
ooooh ok
on the tera space interior theres a lot of times where me and my friend just cant hear eachother anymore in certain spots and then suddenly we can
elevator desync
also i went down on the elevator
i hit the call button even tho it was already down here
it went back up
thne i hit call again and it wont come down
so im stuck
there are empty tiles on the tomb interior
you just fall down the map if you walk into them
toban 
egpy doesn't have the ship scan node because uhh?
it should be called ScanNode (1)
I’n not dismissing your question here but just specifically pointing out that the name of gameobjects are not standardised in any way
yeah, I'm going through the doc rn to hand check each dev, hopefully they keep consistency between their own moons
Why
wdym why?
because it would be a pain in the ass if there is no consistency at all
Why
I assume you're trying to get access to every ship's scan node for vanilla and modded? If so, looking for them by gameobject name should be the last resort idea
What else is guaranteed to work?
Object.FindObjectsByType<ScanNodeProperties>()?
That’s on everything no?
It's guaranteed to find all scan nodes, you would just to filter the ship ones
