#Tolian's Moons and Interiors
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I'm not saying it isn't possible of course, I suppose if the collider with the bridge is a bit buggy the meteor might have avoided killing me and just sent me under the map
There was what appeared to be a permanently floating meteor in the background
[21:36:52.4720783] [Info : Unity Log] Loaded vehicle ID: 0 [21:36:52.4768330] [Warning: Unity Log] StopIgnition is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The InteractTrigger component was skipped during spawn! [21:36:52.4898676] [Error :CruiserImproved] Exception caught loading saved Cruiser data: System.InvalidOperationException: Sequence contains no matching element at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] predicate) [0x00011] in <dab7f68612224ba3ae40f651d44f9d4c>:IL_0011 at kirby.cruiser_additions.pst1 (VehicleController __instance, System.Boolean& setOn) [0x0002e] in <5075457d7e7e4961840e587ade917cf0>:IL_002E at VehicleController.SetFrontCabinLightOn (System.Boolean setOn) [0x00046] in <122f259c9fbb4abb860fff3220c8e262>:IL_0046 at VehicleController.SetIgnition (System.Boolean started) [0x00007] in <122f259c9fbb4abb860fff3220c8e262>:IL_0007 at CruiserImproved.Patches.StartOfRoundPatches.LoadAttachedVehicle_Postfix (StartOfRound __instance) [0x000bc] in /home/runner/work/CruiserImproved/CruiserImproved/source/Patches/StartOfRound.cs:112
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@arctic shadow any idea what happened here?
i think i got a report about an incompatibility with Cruiser Additions once before
this error can be avoided by turning off CruiserImproved 'Save Cruiser Values' config
the error shouldn''t have any lasting effects on the save tho, this error will only stop the cruiser values from loading
I believe I have that all turned off on Cruiser Additions' side which makes it weirder that it's still firing anything to cause an incompat
@tough elbow might be worth looking into fixing this
Turning this off won't cause clients to have the bug where it's not on the magnet right? My main concern is the effects of disabling it lol
nah that's always fixed, all the setting does is save the precise positioning of the cruiser (which is still synced to clients, it'll just be in the default position), the turbos, and the engine on status
I just dunno why Cruiser Additions is breaking it cus I don't see why it should be touching it lol
Ah okay
it's because as part of the loading sequence i turn the cruiser's engine on if it was on before, but this is quite early in the load sequence and something Cruiser Additions does at that point is not yet set up
That makes sense
something to do with the front cabin's light
i should be able to refactor the setup so it turns the engine on a bit later
Yeah that would most likely be the best fix for compat
I'm guessing due to how Digg described this btw, it means the error happened when we reloaded the lobby
So unrelated to Harloth making the Cruiser explode

yeah this error should have no lasting effect, other than aborting the loading of the cruiser values so it'll likely forget it's turbos and engine status
well, that was the only thing i found in the logs
i'll do a patch today, maybe that will fix the problem
@prisma laurel i didn't know about this error thanks for telling me, i found why is cruiser improved patches loadattachedvehicle to call setignition which calls setfrontcabinlight which is what i patch to turn on the storage light and or speedometer, but loadattachedvehicle is before i've added the light/speedometer to the cruiser so my list.First()'s in setfrontcabinlight doesn't find them and errors (oh they already mentioned that i cant read)
tldr is easy for me to fix it
Hi, when loading into TeraSpace I get this
And ingame I get stuck on loading random seed
can i get the full log?
The log doesn't include the error shown for some reason
I've still got the game open and the console is still spitting out those errors, but the log hasn't updated for a few minutes now.
0193171b-8667-7b63-071a-736b81e8c40f
The code, if you need it.
i tried out teraspace before and no enemies spawned
idk if i just got unlucky or if there aren't vents for them to spawn from
[Message:FixPluginTypesSerialization] Not using the config cache [Info :FixPluginTypesSerialization] Downloading : http://symbolserver.unity3d.com/UnityPlayer_Win64_player_mono_x64.pdb\8C09BC2213204B18A647FD90F53236701\UnityPlayer_Win64_player_mono_x64.pd_ This pdb file is needed for the plugin to work properly. This may take a while, relax, modding is coming. [Error :FixPluginTypesSerialization] Failed to initialize plugin types serialization fix: (System.Net.Http.HttpRequestException) An error occurred while sending the request. Some plugins may not work properly. [Error :FixPluginTypesSerialization] System.Net.Http.HttpRequestException: An error occurred while sending the request ---> System.Net.WebException: Invalid status code: 308 ---> System.Net.ProtocolViolationException: Invalid status code: 308 at System.Net.HttpWebRequest.Redirect (System.Net.HttpStatusCode code, System.Net.WebResponse response) [0x000e2] in <d054a9182977441aa432503a474315ba>:0 at System.Net.HttpWebRequest.CheckFinalStatus (System.Net.HttpWebResponse response) [0x0016f] in <d054a9182977441aa432503a474315ba>:0 at System.Net.HttpWebRequest.GetResponseFromData (System.Net.WebResponseStream stream, System.Threading.CancellationToken cancellationToken) [0x0006f] in <d054a9182977441aa432503a474315ba>:0 at System.Net.HttpWebRequest.MyGetResponseAsync (System.Threading.CancellationToken cancellationToken) [0x00307] in <d054a9182977441aa432503a474315ba>:0
interestingš§
Yeah, I don't know what any of that means
@obtuse basin any idea what the problem is?
Nope, sorry ^^;
can i get the modpack code?
Check the config for the soundsapi mod and make sure multithreading is disabled. Found that it was causing crashes but I don't remember if I found that out before or after that code...
i realise this is a frequent problem, i think we should wait for a fix
try putting it in the config folder
it worked for me
The issue seems that it was changed to https which the current code doesn't handle.
does teraspace need a redesign?
9
11
1
yep
š
well
Hey, I have a question. Is there any chance you would change the tomb's apparatus color to a slightly more pale or slightly more brown ish color? I like how it's an app that stands up but I feel a new color would make it pop out more. You don't have to, just a suggestion
yep
Yep as in you will? All I did was ask haha.
yeah, i'll change the colour
Thanks a ton!! Me and my friend love apparatuses so it'll definitely be a nice addition to our colorful collection!
you'll also need to inquire on how to make it not disappear after reentering a lobby
wdym?
yooo, Spectralis update?
yep
banger
be sure to sit down with some interior devs in order to iron out a ton of wrinkles before release, friend
is this a teraspace or hyperion revamp
teraspace
||we out here turning lethal company into alien isolation||
now I hope the xenomorph mod get made
I saw someone was working on that im pretty sure
If you could make everything (especially metal) less shiny in the hyperstation that would be awesome)
But idk what people think about it
if spray paint could be used on the tiles.. that would be great.. last i checked only interior that could have spray paint used was the egypt one š¦
I'll just be a reminder about the tomb thing lol. Hope all is going well with the new hyperion
Looking insane so far
Is Hadal still being worked on?
Probably
For now, i'm burned out and have put the project off until next week
I found nyx theme
A 1 hour long dark and mysterious ambient playlist for writing and creativity or Dnd / RPG ambience. The name of this track is called Hallowed Grounds which is from my album Mysterious Places, that you can buy from bandcamp at the link below:
š Buy my Music Here:
https://arondightstudios.bandcamp.com
ā Subscribe to my channel for more music li...
Lol
I'm having an issue where I can't seem to land on Aquatis no matter what I do - I get stuck in the air loading a seed and then the game errors ad infinitum. Some help would be appreciated. š
Code: 01936b6a-a0e4-7944-ca83-d61db55ab67c
heyo is aquatis working atm?
I haven't played on it in a while and am building a pack
am unsure, from what I gather wider ship might be causing a hiccup, but otherwise is accessible
last I checked it was fine
Works fine for our group too. But the crab entities when scanned will break your Bestiary. Also, there are a couple of items that can be found outside: nothing substantial but I've noticed they may have some odd beahaviors. Best treat them as set pieces. ||there's a spray can, a boombox, and some dirt cheap scrap iirc||
tbh the crabs shouldnt be scannable
Is that so? I haven't checked so it's possible that it was updated, not that it matters too much
now that im realizing all your moons use lethaltoolbox, will you switch someday?
oh wait nvm
nah I was saying like they SHOULD be
just wondering, do you plan to switch off of Lethaltoolbox? besides wesley's you are one of the few who still use it it seems and he is supposedly getting rid of it as well
Why does that matter
Im just trimming off mods and was just wondering, dont really care either way
So far i have had enough of the lethaltoolbox functionality for now
Alright, have a good day
Glad to hear you'll be switching to JLL it really is worth it
Not to hurt Batby's fefe's of course
LTB was great for it's time it's just JLL has surpassed it
bruh I remember when pinnacle came out and I downloaded it and was like UGH , ANOTHER api that will only be used by 3 mods then forgotten about
I sure was wrong
Maybe someday
You can really do some great things with it if you ever get interested in it
i'll try using JLL for the hadal
@faint topaz I don't really have logs to show for this error, and I apologise in advance - at this point, two of my friends are unable to properly download your moon pack and they are unsure as to why. they don't think it's a size on disc issue, but there just seems to be something hanging for them when they try and download your moon pack, be it via my mod code or manually from the store.
Prolly just Thunderstore being Thunderstore atm if it's happening right now
Usually a restart of the mod manager fixes this
Talking about the api
ohhhh
not the mod managers
that is a possibility, ye
But usually restarting the mod manager fixes it
So can Tolian's Moons survive without Company Cruiser Fix because CCF is depreciated right now
you can just... keep using it
some of the moons will work without CCF and some will need it
Thank you. They really gotta make clear what is truly depreciated and what's not cause when that red warning shows up I think, this shit ain't gonna work chief. Turn it off
does Budapest work without it?
yep
cool
CCF is needed for Crystallum, Nimbus, Maritopia, Sanguine, Nyx, Echelon
thanks
well deprecated =/= broken
deprecated just means it's no longer receiving updates or is unnecessary to use now. nothing about being broken
Well in my experience. When things become depreciated. They usually end up not working
Its not inherently mean broken
just suspect them first if stuff does break
I use several deprecated mods and have no issues
Hello, I just downloaded the hyperion interior, and when trying to open a door, the sound plays, but the door doesn't move.
In the console there is this error :
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
HyperionStation.DotHskDoorSlider.moveTo (System.Single newPos) (at <6542640230c64de3aefd3db4be6ced13>:IL_005B)
HyperionStation.DotHskDoorSlider.Update () (at <6542640230c64de3aefd3db4be6ced13>:IL_0080)```
I hope it's the right channel
can i get the full log?
Info :FixPluginTypesSerialization] Downloading : http://symbolserver.unity3d.com/UnityPlayer_Win64_player_mono_x64.pdb\8C09BC2213204B18A647FD90F53236701\UnityPlayer_Win64_player_mono_x64.pd_ This pdb file is needed for the plugin to work properly. This may take a while, relax, modding is coming. [Error :FixPluginTypesSerialization] Failed to initialize plugin types serialization fix: (System.Net.Http.HttpRequestException) An error occurred while sending the request. Some plugins may not work properly. [Error :FixPluginTypesSerialization] System.Net.Http.HttpRequestException: An error occurred while sending the request ---> System.Net.WebException: Invalid status code: 308 ---> System.Net.ProtocolViolationException: Invalid status code: 308 at System.Net.HttpWebRequest.Redirect (System.Net.HttpStatusCode code, System.Net.WebResponse response) [0x000e2] in <d054a9182977441aa432503a474315ba>:0 at System.Net.HttpWebRequest.CheckFinalStatus (System.Net.HttpWebResponse response) [0x0016f] in <d054a9182977441aa432503a474315ba>:0 at System.Net.HttpWebRequest.GetResponseFromData (System.Net.WebResponseStream stream, System.Threading.CancellationToken cancellationToken) [0x0006f] in <d054a9182977441aa432503a474315ba>:0 at System.Net.HttpWebRequest.MyGetResponseAsync (System.Threading.CancellationToken cancellationToken) [0x00307] in <d054a9182977441aa432503a474315ba>:0
Is it caused by that ?
I don't know how to fix this error though..
.
oh thanks
as i remember it is a problem of FixPluginTypesSerialisation itself
Yea that solved it thanks a lot ! ā¤ļø
So I've got a real doozy of an issue, and it only seems to be present on moons in Tolian's pack.
On certain moons, every enemy that spawns indoors gets stuck, but not in a way that throws errors to the console. Depending on the interior, they'll either be standing sideways on walls, or stuck in walls, or seem as if they're moving normally but be unable to move out of the interior tile they spawn in- if they try to, it looks like they're bumping into invisible walls. It's a little hard to explain, so I can record a clip of it happening if necessary. It's extremely consistent, and happens every time with every interior type on those moons for me.
I've gone through several attempts to diagnose what the problem is, because it seems like I'm the only one who has it. Googling around has produced no useful results. I think it has to be some kind of issue with the navmesh, but no errors ever show up in the console. I've tried installing the mod that kills enemies who can't find a navmesh, with no effect whatsoever. I've uninstalled every mod I have except for the moon pack and its dependencies, and the bug is still there. I've even uninstalled the moon pack itself, and only installed Kast separately, and the bug is still there. I've even tried running the moons without StarlancerAiFix, and no results. I'm at a complete loss as to what's doing this or how to fix it, especially because it seems as if I'm the only one who's ever had this issue.
Kast, Calt Prime, Celestria, Argent, Azure, Budapest, Harloth, Zenit, and Sanguine are all broken for me. However, Sanguine wasn't broken until the latest update (the pack's 2.2.6 and Sanguine's 0.9.8). Outdoor enemies work fine. All vanilla moons work fine, and all other modded moons I have work fine, as well as any in Tolian's pack that aren't listed here.
So, uh... does this sound familiar to anyone at all?
what's your modpack lookin like?
0193b163-a9f5-f07d-ca29-c2c2965b2217
Code is for what I typically use, but the bug also happens if I try running on a blank profile with only the broken moons installed & no other mods (except required dependencies)
oh man that's weird then
I know right
It feels like the moons themselves are broken, but that doesn't make any sense at all because I'm the only person who has this problem
The only legitimate guess I have is that something at my hardware level might be causing those ones to generate wrong, but I'm not sure if that makes sense either
Here's some footage to see if this helps anyone recognize what's going on here. This is the "unable to move out of their spawn tile" thing I was talking about- it's like they can't find a navmesh that isn't the room/tile they immediately spawn in. (I have no idea how accurate that is, I don't know unity at all. It also doesn't throw any navmesh errors to the console.)
This is footage taken with no other mods than Tolian_Moons v2.2.6 and its dependencies (7 other items). It's from Azure, on the first day of a fresh save file.
I have this issue as well and tested it a bit a week ago
Used imperium to check the navmesh and it seemed to be missing between tiles
So enemies canāt go to other tiles
Also in the mines the navmesh was on the walls?
Iāve seen things walking on the walls in the mines and mansion
Noticed it happened on moons updated in like the last 2 months
Try maritopia
That one didnāt have issues
Maritopia works perfectly fine yeah
Sanguine just broke for me after it got updated last week
I think part of the update notes for it was āupdated navmeshā
yeah this is almost exactly my list too
I havenāt been to sanguine since the update but it worked before it
It worked before it for me too
After things were getting stuck and walking on walls in the mansion
You can download imperium and view the navmesh yourself if you want to get a video
It also happens to my friends too
So itās not that isolated of an issue I think
Well Iām kind of relieved itās not just me
Iām about to sleep but after I wake up Iāll download imperium and see if I can get some footage with that
Thanks for your help
Yea np
do you have any of the mods that change the ship
this happens without imperium correct?
Nah no mods
Yea happens without imperium
Just the tolian moon pack and itās dependents
may wanna clear cache then delete and reinstall the mod
i'll have to see if there's anything i missedš§
Can i get the log?
Sure, give me a few minutes and I can go get a log (but I donāt think itāll show anything)
Will use same setup as where I got that footage from (Azure, fresh save, etc.)
a bunch of "average velocity" outputs from tulip snakes clogs up the middle of this, but it's a log
The only other thing I had installed during this is BepInEx_GUI which just makes it easier to work with the console for me
Found a broken thumper and walked up to him, which is at the bottom of the log
footage of the thumper
Will also download imperium now and take some footage with that
I got some Imperium footage
So Imperium displays walkable navmesh as pink. I took some control footage from Experimentation, and this is what one's supposed to look like:
(sorry about my discord pings in the background)
And this second one is Azure's- you can see it's just slightly off in some places, and there's no navmesh at all between rooms or tiles
These were both recorded with only the moon pack, imperium, and bepinex_gui
I have no idea what would cause the navmesh to not spawn correctly on about half of Tolian's moons, especially when it's just the indoor one (but i'm not a mod developer so I wouldn't know)
And again, it's only the moons that Alipheese and I listed, all others in the pack and any other modded moons I use work fine.
Now that I know it's not just me, if I had to guess I'd say it was whatever was done to Sanguine in its last update a week ago. It was working before that, and post-update it's broken.
Some more footage of Azure that I think really shows the separated navmesh tiles
Spectralis can be added to my list of broken moons, I just tried it. I also remember it working at one point.
Which would track, because it also got updated fairly recently
didn't seem to work unfortunately
Also didn't work for me. I even tried installing just the moon pack on a completely different PC, and the navmesh is still broken
Not rushing or anything of the sort, just a reminder of the tomb app color change
Hope all is well
did a little more testing with the navmash to see if custom interiors would be affected as well
I used the scarlet mansion interior for this
navmesh on sanguine
navmesh while on dine
Sanguine is borked for me. Out of all the moons, it keeps softlocking consistently. I got it to work a grand total of 2 times out of 10 attempts
maybe i should revert back to the old DunGen valuesš§
i think i should repatch the project to version 69, that should fix it
I would be very surprised if the core problem here wasnāt whatever was changed in the last sanguine update, and thatās probably the same thing causing issues on all the broken ones
Because it was fine, and then it started having the same issues as all the other moons that donāt work right for us
Thank you for looking into it Tolian, I really want to be able to use the other half of your moons because theyāre cool lol
Anyway, i'll be doing a repatch of moons to version 69 in the near future
I have a problem, sometimes moons that I disconnected appear in the terminal, you can not fly on them, just their names appear
After installing Tolian Moons I disabled the unneeded moons, everything seemed fine, some moons remained in the terminal list, I switched back on and off, they were gone. I installed Tolian_Interiors and they all appeared in the terminal again. I have an assumption that after installing mods they somehow appear in the terminal even when they are all turned off in the settings.
@sleek crater hmmm
no
oh uhh
shouldn't..
maybe another mod?
first im hearing about it and it's been abit since it's been a feature so somewhat skeptical
a mod that breaks LLL? Hmm, the only one i can remember is LE
Can i get the modpack code?
Hey I know I mentioned the apparatus color being changed but idk why but it already looks like a different color. last time I went to it I remember it being just normal yellow but it looks like it has the slightest orange hue and to me resembles the torches in the interior. I didn't know this was in, so tbh I like the way the apparatus color is atm. If you still have the need to change it Idm, but as it is, it looks pretty good and fitting for the tomb interior!
I should've been more attentive mb. It's just I have it for only egypt and I haven't been to that moon in a long time.
0193d9b3-611f-ed96-fb43-5d7226c995d
Such a problem I mainly met before only in the mod tolians moons, long ago such a problem met with the mod Wesleys_Moons, but it was solved very quickly and no longer occurred
To avoid searching, here is a list of which moons have problems and which I have disabled but they are still in the list: Nyx, Aquatis, Azure, Argent, Crystallum, Spectralis, Budapest, Harloth, Nimbus
@faint topaz Any luck figuring out what the problem might be?
u use r2modman?
Gale
this code for r2modman
r2modman
0193dac1-4a9f-8a7b-edce-1b051a7a6238
what do you use to hide the moons?
LethalLevelLoader.cfg
Enable Content Configuration: true. General Settings - Does Planet Have Time/General Settings - Is Level Registered In Terminal - false. General Settings - Is Level Hidden In Terminal - true
looks like an LLL problem because theoretically it should hide the moons
have you tried deleting the cfg?
exactly the moons I'm hiding?
probably not. But it's just weird that I'm seeing this problem with your moons.
whole cfg
but you'll have to enter all the values again
Maybe it is because i use one Extended file for all moonsš§
it might be a good idea not to use the moon package just yet
I don't know where this configuration is, but I am concerned that after installing new moons or interiors this problem may return. Because somehow managed to hide these moons, but after installing interiors it came back
you mean pac moons?
EgyptApparatus does seem to have unique color already and it fits the color scheme of the interior. Just mentioning this in case my last message wasn't seen. š Have a good day
i assume that the problem is in LLL and that this function does not work 100 percent
Yeah it might make sense, but it's not very convenient to load multiple moons when you can load a pak and it won't clog up the mod sheet
I'll know
What's the problem with Aquatis?
Is there a fix or a workaround for the crabs messing up the bestiary? Idek how to disallow their spawning since they're hardcoded into the map
@faint topaz are the crabs likely to get a fix?
@flat nexus
Thanks Tolian, I didn't realise that was one of sfDesat's collection and idk who's managing what moon/moons
is Nyx and CaltPrime update with the Cruiser drop vehicle fix
theoretically he should be back if not, i'll update it when i finish working on some projects
Okay! No stress/rush, just noticed it in my modpack and knew it was the crabs doing it
updated all the moons listed ā
^u^
oh, i wonder how it would look on other moonsš
This is mine, voxx sent me this since Im not near my pc, its super good and the deep snow is really a nice touch to it
i don't remember the exterior on sanguine having a sun like this. did it change or is it due to the many bugs i am currently experiencing (please ignore Ame)
Aight Iāll test them again probably around the dead of night today or tomorrow around noon
It's always had a large sun
Weird that the people playing with me also didn't remember that... huh.
I don't remember it being that bright though but I also don't really play with his stuff anymore lol
Guess it's been a whjle
Yeah, the interior was also extremely red. The new update might have changed some shader stuff?
Probably
Well
The Interior always had some weird lighting on Sanguine
and I remember it always bothered me
It's cool just a bit oversaturated
Tested all the moons and the all seem to be working for facility at least cause thatās all I rolled
Tested celestria with mansion and mineshaft after forcing it to spawn and they both seem to work so Iām just gonna assume both interiors work on all moons for now
Good job on the fix
Sanguine has this weird floating texture near the cabin
they look like flat rocks or something
Is the Teraspace revamp out yet or do we have to wait some more? (I'm asking because I genuinely don't know, last time I checked the mod was like 3 months ago)
whats the last version you saw
cause the newest teaser was about 1 1/2 months ago
but thats liek the 3rd overhaul
The one that was a very claustrophobic futuristic spaceship and no enemies could spawn because of how tight the entire thing was
If you're asking for the version number I gen have no idea
well the enemy issues were fixed but its getting a new overhaul
not out yet
Yeah this is the image that made me want to ask for it
Ah I see
What I did was searching in the Discord search bar to see if anything of the map changed and then I saw that teaser and that's when I asked hehe
idk exactly what but ik tolian is cooking up something rn
he just updated his moons and also has the underwater interior in the works
An underwater interior sounds truly cool
its actually him picking up a mod that was from really early on in LC but never got finished and finishing it
he the goat like that
I remember hearing something about it, I assumed it was either cancelled or still indev
in other news did you see the new wesleys trailer
Yyyep
we out here in the uscss nostromo
I've been out of the modding space for a while but coming back feels more refreshing than before. Mods have stopped being pumped out like crazy and that's honestly a good thing. The current modding space feels even higher quality than before
Btw scoopies is coming back : ) (im commissioning him)
Yep I saw that too
You're all goated my bros
š
If I cant take the mental strain of coding ill take the mental strain of spending money so stuff gets made XD
scoopys' is coming back, pool rooms are coming back, lethalthings is getting reworked, so many good things happening this month
Wait pool rooms? You mean coming back in the form of Liminal Pools or is the actual mod coming back?
oh shit didnt know this one
then there is demonmae always releasing peak
š
ofc demonmae is goated
u also goated fr
Isn't demonmae a more newer guy that makes lots of interiors and moons?
yeah
Epic
Excited to get some stuff cooking
15 moons and 15 interiors
I tried his deltarune interiors some hours ago
I think DemonMae is a she
both the moons and interiors are really good
halation and gray apartments are two of my favorites
tbh not an issue correcting them just wanted to say personally I use guys no matter the gender(unless they are uncomfortable with that) XD
i use they/them as a catch-all unless someone asks me to do otherwise
I would always use they/them by default
is Tolian a he, a she or a they?
tolian is tol/ian
Lmao
Actually I realized I got the context wrong, I usually use guys when refering to a group of people
idk why I thought that had to do with what you said
maybe im just tired
from the holidays lol XD
It's Christmas after all
since you are the one whos tasked to keep desat's moons, will aquatis' crabs be fixed some day?
yep
alright awesome.....
i also forgot to mention the "getting stuck on generating seed" bug
can i see the log?
i dont have the logs, ive seen some people complain about getting stuck generating the seed
idk if its still a ongoing issue, but just to make sure i asked you about it
theoretically it should not happen, but it can happen due to incompatibility of mods, etc
i see......
ill enable aquatis in my modpack, if i see something out of the normal (aside the crabs), i will let you know
just checking, hadal is gonne be added to the interior pack correct
Btw was testing rn and ran into a few bugs
when elevator is going up I phased thru it
then another time it teleported me and the elevator 2 floors higher Then when I got off it the elevator continued to go up
and are the bulkheads supposed to be not openable
hmm strange i tested recently and didn't notice such problems, i'll recheck in a while
yep
got it
even though I haven't tried it yet, the screenshots look AWESOME!
Oh boi hadal is chonki
Got stuck on the random seed screen. Seems like an issue with diversity but it only happens semi-often on maritopia and not on your other moons like azure for example
Maritopia uses as i see the LC_Office interior, are there any other moons that use lc_office?
Alright I just tested on Tunere and it's definetly a diversity and LCOffice issue
Sorry for the false positive š
it happens because diversity tries to assign a door for the walker which breaks on LCOffice
np
Fixed my issue. It was neither of the mods. Loadstone just broke it. Sorry again.
Happy new year!
Happy new year to you aswell!
So what was the fix? Disabling loadstone?
Did more testing and it still sometimes happens š
I guess whenever it picks a door on LCoffice or not is just up to blind luck
Greeeeeat š
i'll check tomorrow, theoretically it should be
Hey! Just checking in to say that i've come across some strange issue on Harloth, when playing on the moon sometimes audio just cuts out for some players, it's not consistent but one person will be mute for another player but maybe audible by someone else, we're not getting this on other moons or other Tolian moons like CaltPrime :(
can i get a log?
Yeah sure, could you point me to the location that would be? Sorry it's been a while
C:\Users\????\AppData\LocalLow\ZeekerssRBLX\Lethal Company\Player.log
This is a fairly big log dude, if it's any help on narrowing it down I did leave to the main menu to fix the audio issues, so that could help narrow down the days where that moon was played
i'll look at it tomorrow
Combined Gordion icon
Company = Main building, left side
Sector-0 = Main building, right side
Gordion Abyss = Leftmost landmark
Tenebrous = Bottommost landmark
Lemme go find 7 more gordion moons 
https://i.gyazo.com/4960ef91f858f61d6e5a8fa011acef7b.jpg intersecting tiles. result: trapped
the logs n stuff (if even necessary)
forgot to mention it earlier, items don't parent to Hadal's elevator so they stay at the bottom when you go up
is this happening in the latest version?
yes
NullReferenceException: Object reference not set to an instance of an object
at ItemDropship.Update () [0x00000] in <bdf6a080e98a49fd84b92b24894f768c>:IL_0000
Download this mod to fix this spam
It may be caused by Shyhud as it reports errors but i need to check it out
Hoping it's not Shyhud, love that mod. What I can do is a couple tests on Harloth with that mod disabled, also thanks for the link, I removed that mod from the pack once it was dep'd because I thought the spam was fixed
Would be good if you can try a couple of test with ShyHud disabled
Hello Tolian! I have a really weird bug to report
Somehow having YesFox with some moons installed causes the kidnapper fox to spawn purple with no textures
I created a new profile with only Imperium and YesFox to test, and the fox could spawn with the normal textures
But as soon as I installed Argent and I host a lobby I get this error
at YesFox.HarmonyPatches.GenerateWeedEnemiesList () [0x0014b] in ./Plugin.cs:261```
and the fox became purple without textures
don't even need to go to the moon in question, it becomes "naked" on all moons after the error. I didn't even need to turn on the "all moons" spawn option on YesFox config for it to error
I tested with all moons on Tolian Moons pack, and it seems like it happens with only Argent and Sanguine; but its reproducible 100% of the time
As the other moons are fine I suppose its somehow something with these two moons, and not with YesFox itself, althought @steel sorrel may know something? (sorry for the ping btw š
)
Added a pic of the purple perpetrator on experimentation, it spawns with the correct textures not having argent/sanguine installed
Argent probably had the fox included in it by mistake
It's not been updated in a long time tbh
That makes sense, but it was updated a few weeks ago no?
Anyway its still sad argent/sanguine breaks the fox if you have it and the moon collection
ngl I wish his in game name was the purple purpetrator now
i'm gonna have to turn off fox
i think this will fix it
Heyo, just in the middle of testing it, also got Foggy on Harloth and the interior has fog?
new to vanilla. interiors have a rare chance to be foggy
Oh my bad, i've been out of the loop for a while, forgot that halloween update
Anyways @faint topaz I couldn't reproduce the issue on one quota with shyhud enabled or disabled, i'll do more thorough tests with that mod disabled with a long playthrough
prank
It's soo cringe
if you can reproduce the problem let me know
hey look whos back haha https://thunderstore.io/c/lethal-company/p/RealeStudios/Skytops/
now let's get the 2 from that dev that actually matter to me:
- Io
- 511Davida
š
what's the actual page for Io? it's impossible to search for since 'io' is like in every word xD
found it
thanks for gettin that
archive
perfectly
I'm on it
@ancient crane are you porting w/ creative content comverter?
Haven't tried using that yet as the ones I've done so far didn't do anything fancy, but I was just given the original project files for Ether, so I'm definitely going to try out the converter
Ah noice
Thanks a lot for making that. Looks like it's gonna make it pretty easy
Hopefully! Havenāt touched it in agesss
Well then I suppose I'll let you know!
is hadal water facility stable now?
Not yetš
There's more Gordon related moon mods?
https://thunderstore.io/c/lethal-company/p/RosiePies/Gordion_Sect0/
https://thunderstore.io/c/lethal-company/p/LustrousLuna/Lunar_Lights/ (Tenebrous)
https://thunderstore.io/c/lethal-company/p/Tolian/Hadal_Laboratories/
all 3 are stationed on Gordion
lemme make 17 gordion moons so you gotta make a monstrous abomination of an icon
or make 0 and keep the icon within its 25x25 constraints 
you wish š
btw fixed the sizes on the oneshot ones haha
Idk why but that screenshot seems like something that would be in a creepypasta to me
thx for fixing
Hello! It seems that the tomb interior is breaking with the Facility Meltdown mod. Whenever I go into orbit after taking the apparatus my game freezes. This is the only interior causing this issues in my modpack and I don't know why. Xiaolan suggested that it might be due to improperly set up AI nodes and lights. Here is the console errors
wanna say I love the mod and cant wait for it to get hotloading support
could anybody tell me what is that mean? I was trying to land at Tolian moons, and that message appear
it failed to translate something
dont trust my word on it though
it can make a problem?
well i didn't get an issue with that thing.
I'm korean so im using auto translator, and text it to translate. is that a problem...?
then its all fine, must've been an error log that didn't get translated
Heya, is this something I can fix on my end? It seems that some of the Tolian moons are resetting to their original risk level while others aren't. Azure is displaying right here with a D while Echelon is not right and should also be D. I've used LethalQuantities for this but figured since the risk level is resetting for only some of the moons that it must be how they're coded somehow? https://puu.sh/KnjsY/a5e04743dd.png
Can i get the log?
Just wondering, is file size optimization planned?, due to the size of the files even on more barebones packs the perfromance on the moons is worse than most other moon packs including wesleys
it will be hard to optimize the moons without losing quality, but maybe i'll find something else to optimize
yeah that's why I'm confused, because a lot of the moons work just fine 
i see that Starlancer moons and S1ckboy moons are also not working
Atlass Abyss,Bozoros....
interestingš§
Atlas Abyss and Bozoros are fine haha
the moons that don't seem to take hold are Echelon, Triskelion, EchoReach, Nimbus, Psychsanctum, Olympus, Sanguine, Budapest, Spectralis, Seichi, Arelion, Argent, CaltPrime, Auralis, Celestria, StarlancerZero
so this yeah
not really gamebreaking in any way but quite mysterious 
This gets spammed on CALT
most likely DunGen has generated a very large number of tiles
Also the reflections spaz out a but btw
Om calt
i'm optimizing the moons now, and then i'll do that
Great!
the pack still over 1 GB

but good that you do
Will Spectralis finally be under 100mb? Lol
it is unlikely that it will be optimized that well without removing modelsš
Maybe i'll think of something
By updating 10/21 moons - the package weight has dropped from 1241MB >> 984MB
niiiiiiiice
On CaltPrime 1.0.2, does entrance randomization differ for every player when you land or is it supposed to be different in general for each landing (Same Main, FE1, and FE2 for everyone, but swaps each day)?
My friends and I were testing it and found that host has been getting all 3 entrances, where as non-host has gotten only 1.
Same Main, FE1, and FE2 for everyone, but swaps each day
can i get a log of non host and host and also are you using the same modpack?
@faint topaz I'm the one who looks for mods in my friend group and then I export the file to them, so we just the exact same mods. We also use Scannable Fire Exit and his only entrance was Fire Exit, but it was Main for both my friends.
celest is completely broken. Main entrance doesn't work, all ladders don't work, and the fire escape doesn't show up on scanner.
also is shows up twice on the terminal list.
I played on Celest a while ago, I remember Main can only be entered on the left side of the entrance you see. If you move your mouse around the left side, you should find it.
fixed
Hello! i'm not sure if this is already known but I fell through the wall of Hyperion station the other day: https://www.twitch.tv/bananas4dragons/clip/LazyTriumphantSwanSpicyBoy-EU7jWPlrX8rYNA5E
Figured the video might be helpful so you can see where it was!
it's kind of weird because that wall has a colliderš§
i'll check it out a little later
Oh yeah small bug I should mention for hyperion, in the hallway tiles scrap can spawn in the walls
mainly the straight ones, they will be in the little side slope sections
i've looked at the logs, there are a lot of errors going on, i still have to try to reproduce it myself
I'm not sure if this is my own stuff being incompatible but teraspace is gigabuggy for me. Fire exits seem to randomly send you different places, the elevators are desyncy and teleport people around, and when people are inside often you see a copy of the player outside the ship (who you can hear, but to them they can't hear you). Lots of other desync jank happening that I maybe wasn't even catching.
Absolutely gorgeous interior though which is why I'm mentioning it! I'd love for it to be more playable. Super cool to have on space station maps.
Teraspace will get a redesign when i finish my other projects
uhhhh time to redo the Explorations modpack
does anyone have any ideas what moons could be added to the modpack?
Switching out the independent releases for tolian moons pack seems like an easy start
ahah
no
so many new moons on thunderstore....
in that case i'll look for some good ones
Summit and Vacuity are some of my favorites, and Wither is a new one that is pretty good
Sorrow (by Nikki)
the mood there is exquisite
||as for moons i object against, any of Tony's. super mass produced and undercooked||
we are already having mass produced moons its so over š
decided bout a week ago that i aint makin icons for em.
there's like 2 new ones every week, there's always a noticeable flaw(s), and i shit you not, they ALL take place in what's essentially an enormous crater in an otherwise flat landscape.
i remember reporting an issue on one for having a crater wall clip harshly into the ship on departure; one that can easily push an entire crew out. they said they didn't really playtest it.
few moons later, same problem occurs
bonk.
I tried Wither for the first time today - i totally agree it's great
Wither is FANTASTIC. definitely a good choice to include
love the moons, but definitely needs a splitting for Explorations inclusion. sampler aint truly a sampler if there's a dominance of 1 flavor
can i get a link?
atmosphere is bliss, and even has exclusive scraps
its so funny he links "images" and its just a pic of the moon icon lol
yeppers
Mycordytum v2?
id say much better
even tho I have a soft spot for Mycordytum
Mycordytum's alright, but very jarring
its fun but wacky asf
Terminus however is definitely the more savory option of the overhaul moons
I prefer espira but its been ages since ive been to term
both are Trick or Treaty, but Terminus is full on graveyard and not just isolated house
nah peak moon is ebstein island
wuh
at one point there was an ebstein island LE moon
pretty good but Nephrite was the only one that really stood out to me
Reign is neat in that it's mountainous, but you descend to the facility rather than climb
Nephrite's pretty nice, too
have you checked out moons of otherworldly oddity
or nightmare moons
Flicker is definitely my nomination for Nightmare. the other 2 are nice, too
Haven't seen it yet
hmm
id say sanoradia, powerfull's and jacob's pinnacle
not so sure about sano though
its been eons since it got updated
but it kinda stands out since its a desert bus moon lol
dev's last moon was immediately deprecated and they fell off the grid. looked to be another haunted moon
ferangdalion from powerfull's pack is probably one of my favorite cruiser moons ever
it's so well designed
the effort there shows rather impressively
none of those are separated
ik
i wish tenebrous was separated
forgot
trust me, i wouldve advocated for Tenebrous, too
if tenebrous was separated it would make the trifecta of gordion moons, sector 0, tenebrous, and hadal
already made an icon incorporating all 3 AND the sell point
nice
if i was at my pc, id share
the staging of tenebrous honestly reminds me of kamino from star wars, obviously the architecture is nowhere near the same but the general atmosphere of it feels that way
i enjoy the oceanic bridged platforming aesthetic. specific, but reminds me of Raft
yup
Wither is another peak moon :]
yeyeye
Is Wither good?
very
@faint topaz speaking of Tomb appy, it still disappears when reloading a save file. may wanna communicate with wes, lancer, or mae about that process
i know part of it involves a rename
i think i should remove the sandstorm on Celestria?
10
14
2
Minimise
š§
may wanna add this to the eygpt page
possibly
Got a couple questions for you. Are the remaining moons PsychSanctum, Nimbus, Echelon, Crystallum, and Nyx gonna be updated soon? And my other question is are all the updated ones compatible with LLL Hotloading? š„ŗ
I would assume they are since they all target LLL 1.4.6
I at least hope to see PsychSanctum get updated, perfect moon for the Rubber Rooms imo but it needs that optimization and HotLoading update
Maritopia - 80%
Nyx - 90%
Crystallum - 10%
Echelon - 0%
PsychSanctum - 90%
Nimbus - 70%
9-Celestria - 0%
all moons with LLL 1.4.6 update include hotloading
i think i'll update Nyx/PsychSanctum soon
- 1.0.3 >>> 1.0.4 Updated PsychSanctum
based
best part, the interior PS was made for also made a return semi recently. that + Rubber Rooms makes this update much more appreciated
Mhm

I do miss Nyx and we have a few interiors that will work well on it now
I love nyx but wish the fucking bricks just didnt pop in from nowhere
its so distracting
LODs in the game are funky lol
Please add the ability to disable the bird chirping on Budapest in the next update. I don't even know if it is supposed to persist when you go inside or not, but it is just so distracting lol.
Tomb works really good for me
@faint topaz the Bloom on Sanguine is blindingly bright
- 1.0.0 >>> 1.0.1 Updated Sanguine @prisma laurel
- 1.4.7 >>> 1.4.8 Updated Budapest @weak salmon
That was fast 
Well I imported manually and ran a test, it's better but the ship lights are still kinda bright. I also went to fly a Jetpack to main to test how indoor lighting was and there's some invisible collider in the sky after the new update that started damaging me constantly til I died 
Idk why the lights are so bright, it seems to be specifically the fog coming off of the lights
i tried to reduce the bloom on the outside, the inside of the bloom was completely removed
Got ya, Idk why the fog on the ship lights is still so bright then, the invisible collider in the sky is what I'm most worried about XD
- 1.0.1 >>> 1.0.2 Updated Sanguine
fixed the invisible collider
i just forgot to switch off the colliderš
š
Thanks!
Some teasers for a upcoming interior I'm helping @faint topaz with š
9K quality inteiror lol
are there ai nodes in the center of the big water room? traps and scrap were able to spawn in the middle where a player can't reach them
can you also help him get the Tomb's Apparatus to not despawn on when leaving a file? .3.
@faint topaz Time to make me another git repoš š
š
are there any errors in the log?
Yoy need to register it properly as a custom Apparatus to fix the issue, this sort of thing wouldn't cause errors the game is just refusing to save it to the save file cus it's not registered properly so it gets deleted upon a save reload
I enjoy the idea of tomb having a custom Apparatus model with a custom name anyways tbh if it's gonna have one :3
model and glow color are fine. i just wanna be able to keep the reward.
||hate to become the next chill_guy, but i love growing my glowing collection||
i'll try to fix it today
You need to have a network object at the root of the prefab, and also register it as an ExtendedItem with LLL
That's it
it's all theoretically done, i'll send screenshots when i get home
I low-key could see it benefitting from having a more rustic feel to it to fit being inside a tomb more, the glow color is fine
but maybe a bit of rust with some moss on it could be a sick
Or just an ancient crystal
Yeah that could be cooler
It also depends on how the item and extended item is setup
I'll just show how it's for sector beta
This doesn't have an off version of the apparutus, but it should be similar i presume
i have it set up like this
Ok it seems like based on the vanilla version, the turned off version shouldn't be registered as a separate item at all. Instead, in the interior tile where apparatus spawns turned on prefab should be assigned in Spawned Synced Objects script, but in the relevant Item scriptable object in the "Spawn prefab" field a turned off version should be assigned.
Also you can remove the reference to the RadMech enemy in the LungProp script, it doesn't do anything for custom appies but inflate the file size
i did that and now i get this error
but the aparatus doesn't disappear
the aparatus also doesn't disappear in the real version, well, or at least i couldn't make it disappear
both on:
- quit and reenter
- restart game in full
?
yeah, i checked both options
nice nice
this is not from an apparatus, it's from the moon scene, so unrelated
it's that bug from lll when you need to load a save on a vanilla scene and only then route to a custom one
- 0.3.0 >>> 0.3.1 Updated Tomb
- 2.0.22 >>> 2.0.23 Updated Egypt
š
@snow iris i noticed that the machine gets removed if you disable the story mode and it kinda feels off
maybe have another lootbug statue replace the machine to make it consistent
thread
what thread are we in?
^
is company cruiser fix still working despite being depritcated?, i noticed it was after downloading tolian's moons so was just wondering?
sorry let me rephrase is it ok to disable it while using tolians moons or is still necessary despite being depricated?
You can still use it
CCF was deprecated because a majority of moons were updated to v55 at least, so it isn't needed on them anymore
There are still some edge cases mostly involving older moons that would require CCF though
All of tolian's except crystallum and like 1 or 2 others have been updated and do not need CCF
ty i'll keep it on :)
Nimbus,Echelon,Crystallum,Nyx
since this took place on Sanguine...
https://medal.tv/games/lethal-company/clips/jRWXtgsUkfILPqB7S ( @golden oriole clipped this)
Watch The Point of the Mask and millions of other Lethal Company videos captured using Medal.
strangely
twas a fun time
hello hello! I has a question, is the Tomb Apparatus meant to disappear after a while or something if not pulled? In a game saw it near the entrance, but when we went to pull it later that day it just wasn't there anymore. Unsure if a Yipee can take it away to begin with, we using facility meltdown also.
Sounds like a bug anyway
bug
can i get a log?
I don't have the log of the session where that happened I don't think ;; I'll soon try to reproduce the error and get the logs if it happens again tho
modding general
noted
tolian journeys when
dont think that'd work as well since deep lore was already present in Wesley's projects
The only lore prior to the Wesley's journey thing was that people were looking for cosmocos
And like got shot down by that one ai
Why not? Just because someone else made deep lore doesnāt mean someone after them canāt
im unk
lmfao
I do be the master of baiting as they say 
That's a pretty cool idea, but then i'd need to create 5-6 more moons
That is fair
If a lore/journey update were to ever be done, I think the pricing of some moons would likely have to be lowered, at least by a little.
On Sanguine, just now, I heard a faint noise that sounded just like the low-fear effect, but there was nothing there.
Is that a Sanguine ambiant or is the men-stalker inviting itself to my sessions again?
multiplayer or singleplayer?
Singleplayer.
Could be! I didn't see nor hear anything, but they are sneaky.
Also, wanted to say I love Budapest's look.
Only issue imo is that, much like on Sanguine, it's easy to go off the desired path and see low textures all of a sudden.
I tend to snoop around a lot when first going to a moon (which on some means "getting lost").
Speaking of Sanguine, I didn't take a screenshot, but is it normal for stars to appear alongside the sun even though it's daytime? Noticed the same on Maritopia (which I remember being a lot foggier, as well). It wasn't like that before though.
sky redesign
i can't do anything about thatš
Noted, thanks!
I was wondering if it was a bug on my part (I'm starting to have a lot of mods, so I'm expecting things to get wonky).
second option
No problem at all ^^!
And interesting, glad to know it wasn't ambient. Must have either been a sneaky bracken from afar the game registered as spotted but I didn't, or that.
is it just me or does Argent's lighting look basically the same at mid-day as it does at 12:00 AM when the ship is leaving?
I swear it used to have nighttime lighting in previous versions, I remember it I thought... why does it seem like perpetual evening lighting now?
in the very last day of this game session the issue happened again, however was able to Clip what went on, seems like after all a Yippee took the apparatus away but that shouldn't be intended?
The yippee taking the apparatus happened to me before, too. It's funny rather than anything imo, but it can be bewildering.
I also wonder what happens if you pick it up afterwards, since the yippee stealing it doesn't trigger the radiation warning.
It triggers radiation warning/facility meltdown when one does pick it up afterwards as seen in the clip yea, which doesn't make sense since technically it's been already been pulled
I see! And indeed, must be because coding-wise it only recognizes when a player pulls it.
The drawback of apparatuses being on the ground (still hilarious though).
i feel like you kinda undersold hadal's optimization haha
in newest update it runs smooth 120 fps in my pack
i think its the only moon that does that in my profile
great stuff tolian
The one downside I have with Hadal Labs is the elevator being wonky with items placed on it, but otherwise I love the moon and interior.
how so? i didn't see any problems just now, i put something down on it and it was parented correctly
Oh that's great to hear! Must have been fixed after I played it.
A month or two ago the items would be left behind, glad to hear it works now.
it might be in some weird spots but either i put it in the right spot or he fixed it
It got a few updates since the last time I used the elevator, must be it.
Out of all his interiors it's by far my favourite one. Very great atmosphere.
Ik im crazy but I think hadal fits asteroid 13
Honestly? I could see it.
The buildings have the same style
I put it on Atlantica on my end.
Thalasso though is too ancient for its atmosphere I think.
Oh indeed!
i think it would work more on asteroid if the glass was completely opaque
maybe a JLL thing that could be done?
Would be nice!
And yeah whenever an interior has no doors it automatically makes coilheads, jesters, thumpers, brackens and men-stalkers a lot scarier.
The tight corridors section is also one of the most unnerving out of all modded interiors imo.
prior to this update, i saw a streamer play on Hadal. apparently they had some desync issues. may attempt to reproduce when my group and i play next, thus making a couple logs to go off of
i'll add this idea to the list of future updates
Theoretically there is still a problem, so the elevator will be redesigned completely
i actually just got this right now
so yeah its not fixed
i got lucky the first time lol
Noted š !
Went on Zenit again today!
While I do really like the layout and looks of the moon, the bloom is a bit too overkill on it for me. It makes movements look very blurry.
With White Fog from BetterFog though, it looks astoundingly pretty.
Eclipsed Azure is very pretty as well.
I like that it feels different, more lit-up, than Eclipsed Sanguine (which in itself is also stunning).
- 1.0.4 >>> 1.0.5 Updated Zenit
- 1.1.0 >>> 1.1.1 Updated Kast
š !
Is hadal's newest update to fix items not parenting to the elevator sometimes?
yea
now it should work
Awesome
I think that was the only bug left (that I'm aware of)?
Genuinely amazing work getting this moon/interior to run as well as it does
That's great to hear!
And agreed.
there's another bug if you spam the elevator button
holy shiet???
old penumbra vibes
so beautiful
It is!
@faint topaz Is this still needed as a dependency and if not can it be removed? https://thunderstore.io/c/lethal-company/p/DiFFoZ/CompanyCruiserFix/
@proper fable
these moons have not been updated yet
so they still need CCF
Why dont they get fixed then
cus tolian hasn't gotten to them yet
he has at least 20 moons he's maintaining right now
oh they are, ok
Soon
@faint topaz ? sorry for a ping just need to know for my video
it's bundled only. dont know if it's included in the interior pack
Its not in the main moon pack
correct
just needed to know ifll be added since id just make a vid on it now before it gets added
as far as i understand, the moon and interior are a package deal.
with the interior being the main focus
ight ill save it when I get to single moons then
if i had to guess, the moon is also part of the interior all in one pack. if both that and the moon pack were installed, and Hadal were in both, there'd be issues
all I needed to know is is if id be in the moonpack xd
lol
but I assume not
i also assume noy
yea
probably won't be in the moon package
Maybe i should take a vote on thisš§
both
imo an interior pack shouldnt have a moon but yeah id have a vote
thats just my opinion
imo
since the hadal interior is included in the interior package already
the hadal moon should be in the moons package
so that it doesn't cause problems if people wanna use both of those combined packages
and then keep the hadal moon + interior package as is
will cause problems if two of these packages are used
to avoid these problems i have to add moon to the moon package and also make it a standalone version
yeah thats what i mean
if people want to use Tolian Moons package and Tolian Interiors package, they will have the hadal interior but not the moon
so they will install the standalone for the moon and it causes problems
because now there is a duplicate of the interior
if "No"š„ wins then the Hadal moon will be removed from the Hadal Laboratories mod and the Standalone version will be released and the moon will be added to the moon pack,
if **Yes **š© wins then everything will remain as it is now
yea
i guess while i'm here i should ask
did you find anything that might be causing the entrance teleport to fail on hadal?
i did testing with another interior that is also saying the door is blocked
and in that one, main is still generating, and the teleport to the outside is working
just the teleport to the inside isn't working
this is the first time i've heard of this problem
does this happen in the latest version?
yes
it was the issue mentioned in the hadal thread
that glitch and i had
in my case at least i was able to get past the softlock he was having
but entrance teleport stopped working
0196026c-e368-0de9-32b1-337b2fff4a6a my log and code if you want to try it yourself
#1191943294612156436 message
[22:19:02.8092395] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: (wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnMapObjects>(RoundManager) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::SpawnMapObjects>?279637216(RoundManager) LethalLib.Modules.MapObjects.RoundManager_SpawnMapObjects (On.RoundManager+orig_SpawnMapObjects orig, RoundManager self) (at ./Modules/MapObjects.cs:39) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::SpawnMapObjects>?2028564332(RoundManager) (wrapper dynamic-method) RoundManager.DMD<RoundManager::GeneratedFloorPostProcessing>(RoundManager) (wrapper dynamic-method) RoundManager+<LoadNewLevelWait>d__131.DMD<RoundManager+<LoadNewLevelWait>d__131::MoveNext>(RoundManager/<LoadNewLevelWait>d__131) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Now i get it
thats good
i've got a couple of ideas on how to solve this, so i'll have to experiment with itš§
i'm gonna see if i can get what diffoz said when this was happening with sector alpha
this one
dunno if it applies here
i tested without LP to see if it was an entrance teleport issue like sector alpha, and got the softlock instead (with the lethallib error above)
so i'm not sure if thats the issue here
are there any differences between 1 session and the other in terms of whether clients are present or not?
i think it's random
problem on my side
gotcha
i've got a couple of ideas, but i need to experiment
š
@faint topaz Can you remove the Motion Blur from Zenit? It's set a bit high š
I generally prefer to just configure that with Riski's mod lol
.
in the last update, i reduced the blur
although Motion Blur can still be high
Also the interior lighting I noticed can be a bit dark, I really love Beanie's Vehicle hangar on the moon though lol
Any known conflicts that might be causing clients to not be able to enter any doors on CaltPrime?
the main entrance changes each time you land I think so maybe that part desynced
There isn't a visual indication of which doors are active, is there? I've never been host in tests, so I've just assumed when the host entered that it's straight broken for me. (Loading up now to go check things.)
only indication is which one has the main entrance scan node
Since when
pre fire exit scan node if you have a mod that add that
It's never done that when I played on it
idk ive seen it happen
But also, I like the idea, but I've never seen the doors sync, and I'm not bringing the moon to my group games unless that's fixed, but I don't know what would cause it.
unless its the scan node buggin out
Oh, what's the mod for that?
That would be good for testing.
I use the general improvements version but there is also a solo mod for it
I didn't want to slog through GI to vanillize it. No issues with it, but I'm tailoring a specific experience right now. ^^;;
I say 90% of its changes are vanilla
here is the one
Thank you.
I modify the cfg so I can scan the entrances and exits from the whole map
I dont use it for normal gameplay ofc
ehh, guess iāll have to remove the entrance randomization...
Will you? I do like the idea, honestly. I was just wondering if the problem is on my side.
Can it be added to configs as an option instead?
i think it's a JLL problem
if you disable/enable entrances - that would do it. To make it work you need only one set of active entrances and then just change their positions to whatever you want on scene load.
Should the Hadal moon come with its interior as one package?
8
14
2
No
š„
it's a bug in the moon textures, i'll fix it when i have time
King k kool
Question:
What is less resource-heavy, adding some moons individually (thus giving the modpack technically more mods), or downloading the whole set of moons?
neither
they both use the same amount of resources
but if you're not gonna use every moon in the moonpack get the individuals
it'll save on your storage
Alrighty! Thanks š
Really looking forward to the hadal laboratories (which moon was supposed to work with it btw?)
Haven't tried Teraspace and Hyperion Station in a while (too many bugs) but will try again at some point
Meanwhile we're mainly having fun with Egypt + Tomb and Sanguine (with SDM) in this pack x)
Hadal laboratories comes with its own moon but right now it's being reworked because it sometimes fails to generate and softlocks
just checking but are there supposed to be 2 celests šæ
Theres celest the standalone, & celest in the tolian all in 1 pack. Did you download both?
nah, i just used the pack
magic
just wonder if the issues with Lethal Performance are being worked on
(with tomb and hadal)
canāt access my laptop atm, so no idea when i can continue working on the mod
np
just wanted to know if you were aware
Hello!
I don't want to bother too much but
You did a Wesley (uploaded a Repo mod in Lethal)
https://thunderstore.io/c/lethal-company/p/Tolian/Tolian_Levels/
uhh
I was wondering if that's for lethal LMAO
uhhh
@faint topaz I don't know if this was said already but I remember that 2 or 3 of your moons still need Company Cruiser Fix although there was a way to make it not needed anymore. Could you update them?
https://thunderstore.io/c/lethal-company/p/DiFFoZ/CompanyCruiserFix/
thanks so much for updating hadal, it works great now. though i noticed 1 thing with an end tile in the pipe rooms, it's not aligned
iāll fix it when i find the time
thanks for the reminder
Is this just me? Did it merge with the others? Idk man
it was auto rejected for a little while and then got approved
Ohh ok
nice
mm
HE LIVES
- 0.8.5 >>> 0.8.6 Updated Nyx
š
Always when downloading the whole "Tolian Moons" moon pack my game doesn't launch properly. Can only make use of the moons when downloading some specifical ones separately
you prob have one of the moons in the pack as a single mod already
that would cause it not to launch
bc I got the whole pack and it launches fine
Orion(SfDesat)
Celest(SfDesat)
Aquatis(SfDesat)
Egypt(KayNetsua)
Kast(Ceelery)
have any of these?
they were added to the pack after tolian took over development of them
if not send me your modpack code
What you pointed out is actually the case. I'll remove the single moons and try launching it only with the pack
The only question I still have is if I should keep that deprecated mod that comes with it or if it isn't needed anymore
cruiser fix
yeah you need it for a few of the moons
its only deprecated bc most mods have patched to not need it
tolian still has a few moons left to patch
(mod was a bandaid fix that fixes moons not updated to support the cuiser, which also broke the dropship)
Thx for the information. š«”
Is the strange visual glitch caused by quicksand on Aquatis a known issue?
I know it's a sfDesat moon, but modpage says all questions should be towards Tolian
i'll fix it when i get to it
toil-head or something idk
ayy, why bro standing like that
I'm making a modpack for me and my friends. Got a bunch of moons in it too. But when I installed the Tolian Moons modpack, not only do I not see the Tolian modded moons, but also almost all of the other custom moons I added to my modpack are gone from my terminal!
There a way to fix this?
remove Tolian's solo moons
remove solo EGypt
remove solo Aquatis
remove solo Celest
remove solo Orion
remove solo Kast
all of the above are in the main pack
Thx! Worked out!
Haven't tested outside of my modpack yet, but delivery shuttle can't land on Echelon and spams the console with errors @faint topaz
Haven't encountered the issue on any other moon though
Also the water on EGypt doesn't actually kill you so if you fail the parkour you just get stuck
Ah yeah that looks promising, ty
just wanted to remind you tomb and hadal need fixes for compatibiity with the newer versions of lethal performance
(entrance caching makes the interiors entrances get blocked)
well
hope to see this fixed as in the future this feature will not be able to be disabled
i need to think about how to fix this
from another mod thread that had this issue
- 0.3.1 >>> 0.3.2 Updated Tomb
cant wait to use the interiors again man
Yippeee!!!!!!!!
thank you for reminding me about the problem, as i haven't been following LC lately
its fine, happy to see you found out how it works
- 0.0.9 >>> 0.1.0 Updated Hadal Laboratories
and then there were 2
I assume you're talking about Sector Alpha and Starlancer's Warehouse?
the other 2 interiors tolian has