#Nikki's Mysterious Moons / Interiors (Gorgonzola/Sorrow/Carnage, Slaughterhouse)
1 messages · Page 2 of 1
Bugsnax moon :3
i thought that was some ass
I still think it is
Please unmold
Eclipsed mode o3o
Unironically though the blue cheese mold kinda goes hard
It might be hard or very unoptimized to make as an event, I'm messing around with ideas with it though atm
Hard builds character
me too brah I was like "who up freaky in the gorg thread"
The consensus so far seems to be to keep it as the default in some areas of the moon
how abt making the mold the equivalent of mud patches or smth? idk if you're able to replace the texture for em
but it'd be funny
Cuz it just looks right, and matches actual Gorgonzola cheese more
That's planned too, but this would be for more lightly molded areas
yeh It looks goode
And then you'd have a slightly darker version of this texture for Rainy/Stormy quicksand
But that's a future update
all Gorgonzola will need after weather is custom scraps :3
i loooooove moon specific scraps. more reason to go to specific moons
then release a cheese skin pack for enemies
The mold is being molded into the general look of the moon at this point
I think it's fitting
oh that looks neat
gives it more of a cheesy visual
mannnnnn... but hey it do look great 😄
It just needs more cheese
My dirty brain
Gorgonzola 0.3.0 is looking spicy though
maggot cheese? XD
Should finally flesh out the moon from a gameplay standpoint and give players options with the new ||third fire exit||
Story Logs may also be officially coming with the next update
is this the story of cheesus
FUCK
🧀
Watch Gorgonzola v0.3.0 Teaser and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
oh my god it's the cheese warehouse
i always wanted this moon to have better colors and stuff so that would be sick to see remade
Okay so v0.3.0 is just about ready to push, should I update tomorrow and do custom scraps in the next week or so, or should I try to get custom scraps done and push them all as one update and skip straight to v0.4.0?
@fair zephyr
Separate
you can do an update now and just push another after that with more cheese
Gorgonzola 0.3.0
- Added a warehouse building with third fire exit
- Features a functional one-way garage door
- Features several posters and signs, some courtesy of Teserex
- Features several more cheese barrels
- Added Gorgonzola billboard, courtesy of Teserex
- Added blue cheese terrain
- Added broken garage door to main building
- Added new signs to main building (thanks again Teserex)
- Added Old Birds :)
- Added two new Story Logs (added CustomStoryLogs as a dependency)
- Added platform to main entrance
- Adjusted other terrain heights and layers a bit
- Adjusted a pipe
- Optimized file size significantly
- Updated a few normals, textures, etc.
Nice. I will wait to update for 0.4.0
mother--
Just for that 0.4.0 is cancelled
No cheese scraps for you

#dev-general message
Gorgonzola 0.3.1
- Added special route message
- Fixed Custom Story Logs
that's stupid
that's phenominal
thanks for always having my back
this is why generic moons are structured to be above harvest moons in my modpack
I WIN
I agree with this statement
fuck off grifter
Nicolette is a new one especially since my name isn't Nicole but I approve
fuck yes
no
who finna let me slap some gooner music on their luh moon type shit
Nikki needs cheese sounds
yes
specifically i would love to slap some gooner music on a luh moon
i have the perfect thing for this..
I'll have to get with you later
I just need a short little jingle for now
This sounds good tho
bett
generic moons look far too scary imo
Gorgonzola 0.3.2
- Fixed audio rolloff of garage door
If someone makes me a 3d model for this I'll add them fr
Not a ton of them but they'd help break up the terrain
thats straight 🧀 !
In other news: The second moon of Nikki's Mysterious Moons has begun development
Estimated release date is 2027


Nintendo announcing Metroid prime 4:
omg can't wait to play that after gta7
correct me im wrong…. but y’all known how Nikki Mystery Moon if it’s gonna be forever unless it released for that, marked my word.
😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍😍
this guy gets it
It'll probably need more cheese
Go and add more cubes to yours
They scare me :(
Also yeah Gorgonzola might be lacking in cheese
My thoughts exactly

this mod increased my testosterone
my muscle mass has increased by 8%
would recommend
Wait but I'm trying to get estrogen 
6 servings of Edamame 3 times a day
@icy obsidian I'll DM you
That’s unsanitary and will mold quickly due to exposure to bacteria
It's okay it's protected by the radiation
Mmmmm
Sometimes... I dream about cheese...
The only thing giving me will to live is this moon
noooooooooooooo
Okay it's fine, testing seems to indicate it was an interior issue, and Batby fixed it
That said, cheese scrap is just about ready to release
Okay so this was fixed
Phew
Correct
The change log required contextual knowledge of knowing what was actually wrong to know if it was fixed hahah
I read it and was like
But yeah, scraps are done, I'm waiting for a couple other small things before I update to v0.4.0
Heck yea
Watch THROW THE CHEESE! and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
Now add explosions
Like with the Brick
XD
Nahhh, it's just an asdfmovie reference to be able to throw it, don't wanna make it OP hehe
Lol I know XD
However I did learn it distracts dogs
So it does have some use
They like cheese, turns out
lol
The og 8 + the deleted scenes were the best
I still vibe with 9 and 10 tho
raxdflipnote's videos kind of givce old asdf movie vibes

Cheesetastic job!!
I'm gonna ban anyone who says the moon needs more cheese from my thread
Goon
the moon needs more cheese from my thread
Gorgonzola 0.4.0
- Added a moon model (visible with ShipWindows)
- Added 8 total custom scraps with various properties
- Added a special eclipse texture
- Added a trademark to the Gorgonzola billboard
- Adjusted eclipse lighting
- Adjusted vanilla scrap weights to account for custom scraps
- Adjusted WaterTriggers for future Ogopogo compatability
- Fixed Gorgonzola potentially altering the base-game sun (oops)
- Optimized file size even further
- Slightly reduced average and max spike trap numbers
Additionally, Nikki's Cosmetic Kingdom has been updated with a brand new scrap to celebrate the occasion: Cheese Sunglasses!
Has anyone found and read the lore logs on Gorgonzola, BTW? 
maybe if somebody would invite me to play, I would
I haven't really been playing lately, maybe soon. I've been developing mostly. Only time I played recently iirc is Lunxara's stream
sad weh noises
all moonmodels are also faintly visible on the second ship monitor while in orbit btw
mhm mhm
i played Gorgonzola just yesterday before the update, sadge
it was a cheesy turrethell
Interesting, the turrets should be relatively low most of the time but the curve has a pretty high max
Might've been unlucky
But I'm glad people are enjoying it 
Cheese 🧀
has more cheese been added in this update?
Yes
well it's not enough. add more cheese
I'm gonna start banning people who say this from my thread istg lmao
you could never ban me
Yeah, you're right, I'll just eject you out of the cruiser again 
MORE CHEESE BITES
Company cheeser
I only found one... Are there multiple?
I've scoured the entire island but couldn't find another one 😵💫
I like the way this man thinks
There's two 
Which one did you find? I can give you a hint for the other
||The one behind barrels at the distant fire exit||
||The other one is in the Warehouse||
?? >:O
||I've climbed all over the shelves top to bottom 😂||
Well, guess I have to be even more thorough on that one
If you absolutely can't find it let me know and I'll show you where 
Also v0.4.1 coming possibly today
Mostly fixing a minor issue with Earth Leviathans and the main building's roof
Gorgonzola 0.4.1
- Added a preview video for the terminal
- Adjusted main building navmesh to prevent Earth Leviathans from killing you while on the roof
- Adjusted pipe navmesh to allow crossing by Eyeless Dogs and Baboon Hawks occasionally
- Adjusted warehouse navmesh to prevent Earth Leviathans from killing you while inside
@twin badger fixed the bug 
woo
Has anyone had any issues with USC Vortex scraps not showing up for non-host players?
I had that issue today and can't replicate it
Can't say but I'll update you if our group manages to reach it
Not enough cheese
Trueee
Sadly a kastra LLL port wont ever happen
Dev didnt want to let anyone take over the project
fuuuuuuuuuck
did you see if they were going to?
From their response it seemed like a firm no
woooow.
bruh
oh well, we are going to release some more bangers soon(tm) 😛
Generic's interior is something i think many of you will love :3
I'm really not sure what changed recently tbh cuz this used to never happen, now I'm getting reports of it pretty frequently
I will look into it to my best ability but it may be a while for a fix
Sorry in advance ^^;
@cedar grove This is a super brand new problem, right? I'm not crazy? Lmao

Lol
I mean
I could
I need to figure out why the ship gets blocked sometimes at least though
I got sent this image the other day lmao
are you they SpawnableOutsideObjects?
Yeah they are, however they're not spawning entirely on the AI nodes like they're supposed to which I believe is an issue with the mesh
Ah... that's a tough fix then
you should move them a bit further from main entrances and from the ship
i spawn my trees the same way
I can see but I mean, you can look, there's a decent bit of distance already
Hmm I configured my ColorfulEnemyVariety to show only yellowish skins for enemies on Gorgo
I do believe it's something that should be an addon for people who're willing to go the extra megabytes and loading time for the ✨ aesthetic ✨
Like how WesleyInteriors or ColorfulEnemyVariety have addon mods too for stuff that's extra
https://youtu.be/Qh9cUWY_Bh0?si=Pc_nsjH27QXw-t4I
@upper mortar
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Omg this is glorious <3
I love Mithzan so seeing him play Gorgonzola makes me so happy
someone said this mod overwrote the default sun settings or somethign like that, how do i fix this? i uninstalled the mod but other moons are still too bright
It doesn't do that anymore, that was an old issue. Try disabling WeatherTweaks fog on Hydro
Either way that issue has been patched
Hydro's rainy lighting is just very bright tbh
yeah i figured that out and i'm not a fan that most of genericmoons look like this
Fair. I believe it's on @cedar grove's radar to adjust
But for now disable WeatherTweaks fog on Generic's moons @reef swan
It won't fix it entirely but it helps
that one moon being complete darkness is total whiplash 😂
icebound?
No Corrosion I presume
GOOD NEWS. Turns out the Kastra dev is porting it himself, whoever responed at first was some rando on his server answering for him
woo
Niki’s moons will receive an update soon
Theres a slight issue she has with the scraps (same thing Wesley did)
This sort of thing is exactly why I got so irritated in the moon dev channel when Musical Sleep was saying he wanted to have mooners/interior devs in another server. People don't know where to find you and all information about your mod becomes a game of telephone where I'm now hearing you say you heard somebody else say that they heard the dev say X, how useless is that to a user of the mod if they just want an update on how its going, not to mention the segmentation of moon related information is now in YET ANOTHER fucking server
Yeah, like that’s part of why stuff like server categories/threads/forums exist in Discord
I don't wanna spam up Nikki's thread complaining about it but I asked the biggest players in the server if they wanted their own actual categories and Generic, Wesley and Batby all declined. I didn't ask Tolian because I dunno why I didn't ask Tolian, tbh
Gorgonzola 0.4.2
- Slightly adjusted AI spawn nodes
- Slightly increased spawn weight of Cheese Wheel scrap
- Slightly optimized filesize and GPU instancing
- Updated ContentTags for Gorgonzola and custom scraps
- Updated to LLL 1.3.8 and moved scraps to LevelMatchingProperties
- This process was way more painful than it should have been
hooray
USC Vortex 1.1.3/1.1.4
-
Updated to 1.3.8 LethalLevelLoader to hopefully fix a recurring bug with custom scrap only appearing for host
-
Fixed dropship items dropping higher than they are supposed to
-
Fixed space being visible from the elevator shaft
-
Reduced chance of Forest Giants and Tulip Snakes
-
Reduced file size significantly
-
Slightly cleaned up the Navmesh, more improvements coming soon
-
Updated some lore on terminal to be in-line with xXenocage's universe and avoid copyright infringement
-
Added custom "Starship" tag for content matching with future mods
-
Adjusted scrap spawn weights to increase likelihood of rare and custom scraps
-
Increased the various packaged meal's average values
-
Updated ContentTags for USC Vortex and custom scraps
-
Updated to LLL 1.3.8 and moved scraps to LevelMatchingProperties
I forgot to post the patch notes for Vortex 1.1.3 here
USC Vortex 1.1.5
- Fixed an issue with the Plasma Sword not spawning
- Potentially fixed an issue with ladder triggers being visible in the green room
- Increased spawn rate of Gold Bar, Laser Pointer, Ballistic Photon Torpedo and Ion Propulsion Engine
- Decreased spawn rate of Numerical Sign
- Increased scrap value of Ammunition Crate, Antimatter Power Cell, Ballistic Photon Torpedo, Medical Supplies, PID, Plant Pot, Plasma Sword, and Security Cards
- Total changes should increase average scrap by about 300 with high variation, putting it above Titan but below Artifice as intended
@fiery needle Vortex should finally have reasonable scrap for the danger level of the moon 
I did some playtesting and it's definitely better than before
Noice ^^
Lmao
also @upper mortar towards that bridge where the guy's clip fell into, my enemy kinda freaked out tryign to path across it
it managed to get to the middle of the bridge and just didnt know where to go from there
Which enemy? And are you referring to the bridge as in the pipe?
You mean the cheese wedge? Lol
yeah
Yeah it's not technically a bridge cuz it's like a parkour
yeah but enemies can still path to it which brought a bit of a problem cuz they managed to path halfway and get stuck i think
not sure how they pathed to it to begin with since there are gaps but yeah
That has 2 off-mesh links and can be pathfinded by any enemy that can pathfind normally so I'm not entirely sure, I know I've had enemies chase me over it, perhaps your enemy didn't notice the second off-mesh link?
Yeah it's possible it couldn't see the other off-mesh link or something
I've had a weird issue with bees getting stuck on the middle gap so it can definitely happen sometimes but the exact cause I'm not 100% on
Since it's only ever happened for bees with me lmao
is navmesh generation weird there?
yeah that might help, my only suggestion is maybe making it wider in the middle
driad is dying again to teh acid
breh
watch the stream
lol
my enemy has a lot of acceleration, so im guessing it accelerated towards a place where there wasnt navmesh tbh
Possible
the solution is like giving it more of a navmesh buffer around the edges? idk how u guys assign navmesh in moons so idk
Yeah I usually just auto-generate the navmesh and add navmesh colliders to any problematic areas
the smooth edges might be rounded off in a way that allowed pathing but needs navmesh is my guess
lol for their modpack 100lbs is like 10lbs
Whenever the cheese-related enemy skins are made for Gorgonzola, should they be packaged with Gorgonzola (thus adding new dependencies), or should they be a separate, optional mod?
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2
Separate optional mod
❌
Watch Cheese rain teaser and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
👀 👀 👀
better to sink in the cheese than to cheese in the sink(?)
mold to cheese better the in
Gorgonzola 0.5.0 - It's Raining Cheese
- Added JLL as a dependency for custom weather vfx (thanks Jacob!)
- Mods that change weather during the game may not work properly, this has not been extensively tested
- Added volumetric clouds to the skybox
- Added custom cheese rain weather, featuring both liquid and solid cheese
- Added custom cheese storm weather, featuring even more cheese
- Added custom blue cheese quicksand
- Adjusted navmesh for cheese parkour to be more modded enemy friendly
- Adjusted foggy weather to be custom
- Adjusted overcast lighting
- Adjusted several AI nodes and removed several problematic nodes
- Adjusted Easter Egg song to loop cleanly and reduced file size
- Fixed the fog not reaching fully across the map
- Slightly optimized file size even further
so the new gorgonzola update might have an issue
Hmm, there might be a floating AI node or something. Otherwise not really sure what could cause that. I assume it happens even with just Gorgonzola?
seems to be one right next to the ship, had scp3199 standing there
I removed all of the ones close to the ship, you'll have to send me a screenshot of where
give me one sec
was inside this block of cheese closest
or maybe between the cheese blocks
Gotcha, okay, he might have gotten stuck in the cheese, which I'm not really sure how I would fix since I didn't change anything on that front, it sounds like the SCP dev needs to check for obstacles when spawning enemies since that doesn't happen with vanilla enemies
I'm not sure tbh
the cheese wasn't there the last time
The cheese are random props
not getting the error now
Like the rocks in the base game
yeah
Oh I see what you mean, hm
Okay let me know if you get it with any other enemies, it might still be an SCP issue
But I'll take a look at it tomorrow just to make sure the AI node there isn't floating
I will, just your mod just updated so might have been me assuming
sorry if it isn't
but the scp was floating a bit
Yeah that's fair, I don't think it's on my end but I know the feeling of "mod update and now broke"
If he was floating then either A. I put the AI node too high, or B. The SCP dev is spawning his enemy too high
Both are possible lol
yeah
@summer vale @fair zephyr I added more cheese
I'm an idiot, possibly
gorgonzola was not at v5, it had not updated on the profile I was playtesting
so possible disregard the navmesh
Don't look at me right now, I'm so embarrased
Yeah I thought I got rid of that specific AI node but I couldn't remember for sure 
Cuz that one in particular was causing issues with the ship
now I have to find another issue with gorgonzola to redeem myself
Please don't, I prefer when things just work

unless you consider 1 shyguy, 1 driftwood giant and 1 blob at 9am a bug I don't have any yet
There was this one issue I encountered where there was a severe lack of cheese
true, I haven't gotten the rain
it might need intergration for weatherregistry and BetaWeatherTweaksBeta
There's cheddar and mozzerella rain buring rainy and stormy weather
I encountered an issue
Yeah this is on either JLL or WeatherTweaks / WeatherRegistry to fix since I'm not a coder, sounds like WeatherTweaks forcibly enables objects during mixed weather which is the opposite of what JLL does
Instead of rain sfx it just plays "It's raining tacos" on loop outside
where's the cheese
LETTUCE AND SHELLS
CHEESE AND MEAT
IT'S RAINING TACOS!
It begins
What does unorthodox mean
Outdoor enemies inside and Indoor ones outside probably
in case this is yours
seems like driftwood giants are using old ai
Yeah that's not me lol
JLL's update is going to cause Gorgonzola to break for a moment until I update, hang tight! I'm working on screenshots and readme right now.
Gorgonzola 0.5.1
- Updated to v61
- Added StarlancerAIFix as a dependency
- Added custom skins which can be found here: GorgonzolaEnemyVariety
- Added a new scrap with a new vanilla mechanic
- Added Hygroderes to the outdoor spawn pool
- Added low chance for Barbers inside
- Added a high chance of the new enemy to the indoor spawn pool
- Added Wisonsin Division signs to the dropship
- Adjusted indoor spawns heavily
- Adjusted spawn curves a bit (reduced outdoor spawns earlier in the day, slightly increased indoor spawns)
- Adjusted spawn weights of Old Birds (slightly increased)
- Changed a puddle
- Changed interior spawn weights to be 75 Facility/150 Mineshaft/75 Mansion
- Decided to keep the gold panels on the dropship because they look neat
- Reduced max outside enemy power count to 10 (from 12)
- Slightly increased spawn rate of beehives
Oh I forgot to mention it in the new changelog but
- Updated the JLL build to the newest version, older versions of JLL will no longer work
Do I make the spawns on Gorgonzola a bit more unorthodox and add StarlancerAIFix as a dependency? (It will 100% be a dependency for my next moon regardless, so this only applies to Gorgonzola.)
16
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1
Yes
824087006116184094
check
#1196593708733321316 message
Similar poll for Vortex 
So will the cheese skins be used without using the gorgonzola enemy variety mod?
no
Is it possible to configure the mod though that the cheese variants only spawn on gorgonzola?
It's setup that way by default.
Oh
@upper mortar yo I remember you saying that there is a setting people should enable before repatching a project when there is a new update
it removes everything becoming purple
Not really a setting, just make sure you hit "Extract Project Information" before repatching
And then import that back in after the patcher is done
I can find that
cant
isnt that nom noms old patcher?
also how would I properley import the assets back in
Patch Assets From Other Projects...
and I don't believe so, I manually updated it

nah he has a whole new patcher called unity project patcher
its devolopment general pins
the github link
but thank you for the help tho!
if I try to actually use the old patcher it doesent even patch lol
gorgonzola has joined my pack
gouda good
USC Vortex 1.2.0
- Updated to v62
- Added CustomStoryLogs as a dependency for custom story logs
- Added JLL as a dependency for fire damage and weather fx
- Added StarlancerAIFix as a dependency for new spawns
- Added Plasma Sword sfx
- Added a few new vanilla scraps to the spawn pool
- Added a kill trigger under the elevator :)
- Added a new, mostly decorative room to USC Vortex
- Added a special surprise periodically on Eclipsed weather :)
- Added a wide variety of inside enemies as potential spawns outside, with low rates
- Added brand new lighting for Eclipsed weather
- Added feature where lighting changes after the Apparatus is pulled (no animation, yet)
- Added GPU instancing for the main material (FPS boosts, hopefully)
- Added more decoration to USC Vortex
- Added the Eyeless dog as a very small chance inside
- Added the new vanilla enemy as a high chance spawn inside
- Added the new vanilla enemy as a very small chance spawn outside
- Added two new story logs
- Added
mostlydecorative vents :) - Adjusted level description slightly
- Adjusted the elevator speed
- Adjusted the elevator to be smoother and carry scraps properly
- Adjusted the loading bay to allow the cruiser in
- Fixed a ladder, maybe
- Fixed a slight hole in the level
- Fixed doppler levels on the alarm sfx
- Fixed enemies not being able to go on the elevator :)
- Fixed fire triggers having a missing interact icon when looking at them
- Fixed fire triggers not doing damage due to old scripts
- Fixed the dropship spawning incorrectly
- Increased the spawn weight of Butlers from 11 to 18
- Increased the spawn weight of Gift Boxes from 22 to 32
- Optimized file size further than before
- Reduced the impact of Eclipsed slightly to account for new surprise
- Reduced the spawn weight of Hygroderes from 37 to 22
- Reduced the spawn weight of Nutcrackers from 45 to 30
- Reduced the spawn weight of Plasma Swords from 18 to 12
- Removed an AI node in the fire room
- Slightly increased min/max scrap to account for new scraps (by 1 each)
- Slightly increased the range of the fog
- Slightly reduced spawn curve of landmines (there were A LOT)
- Slightly reduced spawn curve of turrets (there were A LOT)
- Temporarily made the Plasma Sword do 2 damage until future updates adjust it
yeah the turrets and landmines were insane 😂
USC Vortex 1.2.1
- Fixed an issue where None was the forced weather
- Fixed an issue where the clock was visible inside
- Fixed an issue where there were no sounds for entering the facility
- Fixed the Plasma Sword being hard to grab when placed inside of a locker
I have heard rumors about cheesemines
They may eventually be coming but are not my priority atm
I have another project in the works atm
I see, I hope when Buttery gets chameleon to a state where people can use that to add custom interior variations we'll see a lot more like it
oooo
that would be sick
Watch slime and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
you're sick in the head for doing this

No Gorgonzola Enemy Variety
/j
we don't use enemy skin registry kit stuff in this modpack cuz of storage stuff
Gotcha. I still recommend it for Gorgonzola in particular, the Hygroderes look out of place without it, but that's ultimately up to you xD
Gotta have the Nachoderes
lmaooo nachoderes
yeah I don't think I will just cuz this group has had issues with enemyskinregistry before, for some reason
mainly just shit not installing properly
Hope you don't mind the ping but do you use custom content tags for Gorgonzola? @upper mortar
I do! Gorgonzola has the Cheese content tag, as well as Canyon and one other I think, but Cheese would be what you want for custom content
@upper mortar Would it be possible to make the cheese rain in Gorgonzola create yellow rain drops in the immersive visor mod?
Support for Immersive Visor won't happen due to it being deprecated
Immersive Visor still works like a charm though
well
at least it works for me
It was deprecated due to causing some problems with the visor infinitely cracking sometimes when dying on V64
ah
Dev has unfortunately moved on it seems at the very least they've been MIA with no way to contact them
RIP Cheese Rain Landing on visor
I've accepted the vanilla visor tbh
Yeah unfortunately even if I could I'd have no idea to do that
I have only the bare minimum of coding knowledge, everything custom for Gorgonzola is done via JLL
It would likely need to be a thing where the dev of ImmersiveVisor would need to return and add support, and ofc the mod is in need of bug fixing and code cleanup before any of that would be considered
If ImmersiveVisor is open source and can be hooked into it could be possible by a more experienced coder
But I'm not that individual lol
Then yeah, that has to be done on ImmersiveVisor's end
Mhm
Decompiling the code is technically possible but can have issues and is awful for trying to make compat
Known framerate issues on Gorgonzola from the WeatherRegistry and JLL updates, let me know if they still happen without WeatherRegistry installed, that'll help me know who's fault this is 
i have a suspect already 🥲
genius
honestly yeah that'd be cool
The main issue is that I don't have 3d models
If someone wants to make them and they feel like they fit I'd add them, but my modeling skills are not quite at string cheese level yet 
I've considered the idea before though
how about...
wait for it...
cheese rocks 😮
what if there was a lake that was molten cheese and it killed you 🤔

Monty that's already part of the moon my guy
||congratulations you understood the joke xD||
Well hold on
The dude has a point
What if actually
There was a moon that was made out of cheese
Like how some people say the moon looks like
And you can have like a bunch of different types of cheese on it
ok what about like a cheese, but its on a stick so its like a cheese hammer, chammer if you will
Oh I like that
Ohh yeah
There could be like a coilhead with a cheese instead of a head
Would go hard
as long as the cheese water is Ogopogo friendly, im happy 🙂
imagine coilhead but
Nikki's Mysterious Moons / Interiors (Gorgonzola, Slaughterhouse)
https://thunderstore.io/c/lethal-company/p/Nikki/Slaughterhouse/
https://thunderstore.io/c/lethal-company/p/Nikki/SlaughterhouseScraps/
*Company Database: The Slaughterhouse
Once a functional slaughterhouse used for processing meat, it changed forever after the events of a cult ritual.
While [REDACTED] is no longer here, there are still plenty of valuables that can be found inside.
The aftermath of the ritual could be dangerous, so be careful what you mess with. However, we still need you to collect the scrap inside.
Remember: The Company must stay happy.*
WATCH THE TRAILER HERE, MADE BY @summer vale AND I:
(LLL) A new bloody interior from hit game DEVOUR, with a new Lethal Company spin, special mechanics, and more!
(LLL) Extra scraps to spice up your Slaughterhouse experience! Pre-configured and balanced out of the box.
The Slaughterhouse interior was made by a good friend of mine and based on hit game Devour.
I only directed the trailer, but it's out now!
Make sure to check out the game as well. It's peak.
https://store.steampowered.com/app/1274570/DEVOUR/
https://thunderstore.io/c/lethal-company/p/Nikki/Slaughterhouse/
it's the thing!
@outer sluice If you would pin this new message for me, it'd be appreciated 
Interior
LET’S GOOOOOO
hell yeah
holy shit
I guess we're still waiting on Damon to fix Jeb?
Seems like it, apparently Wesley tried it yesterday
Jeb has been broken for months 💔
@split haven Any ETA on Jeb?
cooked w this 👁️
It's now live on Thunderstore 
jesus, great shit's been releasing left and right. a number of moons certainly needed this caliber of an interior
i go to gorgonzola for my cheese, slaughterhouse for my meat. where can i go to get some bread
for a nice sando
You gotta make that bread at the company building $$$
god you're so right
Alright just so everyone knows: I'm taking a break from Unity for a few days, barring any game-breaking issues
Been working on this for a month and a half and me tired

Nikki finally admits she's a cutie in 4k
whats the % for the slaughterhouse interior on regular moons?
?
like the interior weight?
Yeah
you can check it in the config for LethalLevelLoader
Oh ok thx
Yeah the % will vary based on other mods so it's best to check via simulate [moonName] in LethalLevelLoader for exact percentages in your pack. However it has the highest chance on Offense, Rend and Dine for vanilla moons, and has at least a small chance on all of them.
(via the simulate command on the terminal, just to clarify)
not sure what exactly is going on here, but Slaughterhouse seems to break the game when installed with the Zombies mod
I can't land the ship, just this endlessly
this is the entire modlist (those two mods + dependencies), and disabling either one fixes it
I'm assuming this is somehow Slaughterhouse's fault since Zombies hasn't updated for 3 days and had no issues prior, but 🤷
Slaughterhouse doesn't mess with Masked at all other than having a single enemy spawn point via JLL with a Spawn weight of 5 for Masked. It doesn't touch them code wise at all. If you don't have a log or any errors then I can't really diagnose it tbh. My only guess is that maybe Zombies doesn't like the empty placeholder Masked (which saves disk space) which would be on either the Zombies dev or @coarse trout to fix depending on which one is erroring
this pops up in BepInEx whenever I try to land the ship, so it looks like Zombies is erroring?
It's definitely a Zombies error, but have you tried it with other custom interiors or only mine?
Cuz right now it looks to me like Zombies is upset with something in RoundManager 
I had wesley's interiors and tomb as well, no issues with them
generic interiors too
so far just yours
Okay. Then it's not what I thought it was. In that case pass it on to the Zombies dev and see if they can figure it out, I don't really write code tbh, all I can tell is that it's supposedly erroring when it tries to patch something on level load
I will test and see if I can reproduce it in a couple of days if I haven't heard anything, so let me know if the Zombies dev still hasn't found the error and I'll try removing Masked from the JLL script to see if that fixes it. Just taking a short break after working on this nonstop for like a month. @bold geyser
got it, I'll mention the issue over on the zombies thread
Sounds good, my guess is that Zombies is erroring because of the empty Masked script included in one of the spawn nodes, so they may need to add a patch to check if the prefab of a Masked is null, and if so, ignore it
But I can't prove that right this second especially since I'm not looking at their code lol
huh?
Read over the conversation or don't, tldr Zombies mod throws an error and it's possibly caused by the empty Masked placeholders in the enemy spawn script, which is either a them issue or a you issue
my script spawns them with the vanilla round manager stuff so I unless they're doing some funky stuff idk what would be happening
Yeah fair
is it perhaps that you have a dummy EnemyType with a null prefab? Zombies appears to be searching for the MaskedPlayerEnemy's EnemyType, and the only thing that I think could be null there is the prefab
that's on them for not checking for null prefabs and also not stopping at the first successful enemy type, but I feel like maybe there's a better way of finding that too
Ah, if there's an empty Masked enemytype that would explain the error. It's erroring on a log debug that prints out information on the attached enemyprefab, so if that doesn't exist then yeah, error.
Shouldn't be difficult to fix
one way that should be pretty foolproof is to scan through each StartOfRound.Instance.levels[i].Enemies[j].enemyType until the first match is found
vanilla levels are always first in there, so it shouldn't end up with a mod's bundled dummy enemy type
Resources.FindObjectsOfTypeAll() might have a defined order based on the order the assets are loaded, but personally I wouldn't trust it
Gotcha
Yeah, had some issues with this block of code before due to LLL making duplicates of stuff during load, and well copying how another mod does it isn't always gonna give the best result
Thanks for the info
oh, it's not LLL
it's just the nature of making content mods unfortunately
all mods that reference vanilla stuff bundle that vanilla stuff in their asset bundles, without that there would be no data at runtime to associate things back to their actual vanilla instances
Ah
some mods put dummies with no data (that's preferred), and some just reference the vanilla stuff directly and copy meshes, materials, etc into their bundle
Good to know
Kinda made a purposeful effort to not need my own assets for my mod to keep it simpler, so never learned about that
yeah, I was that way for quite a while too
as long as you don't have to reference actual vanilla prefabs/scriptables, though, it's fine
or you can write your own code to resolve references without directly referencing them in editor
Awesome to hear
Yeah, the prefab is empty for the Masked enemytype since LLL replaces it with the vanilla one at runtime if everything else matches
Gotcha
We reached 1,000 downloads within 24 hours of release! Y'all are insane, thank you all so much for the support, it makes me feel like the work was worth it 
vents + mines 🥲
just jump over them 
||The vents are never the main path, only the smaller branches, so yes, vents + mines is intended. If you have a walkie and someone at the ship, they can be disabled, and if you have a throwable item or soccer ball you can set them off manually. But yes, it's evil and intentional. Hehe.||
no collision on a door lol
#BlameWesleyHeMadeThatDoor
#no
Mithzan is asking for bulletproof walls lol
he got shot through a wall
by a turret on the slaughter house
Yeah I know what happened
The walls are properly set up to stop turrets, but that only works if the turret spawns in the actual interior
This one spawned in a wall and I know exactly why, hotfix coming soon
Ya it's okay I have no issue with the mines, was just a silly picture to share
Though I do have an issue with that one room with the chair that blocks you as soon as you open the door lol
Which room? If you know I can include it in my patch I'm about to release but I don't know of any that should do that
Let me check
Kk
I probably forgot to specify an object as a blocker object lol
@raven tree How soon do you think you'll be able to release the patch for Zombies? If it'll be a bit I can temporarily remove the Masked from the spawn pool for my one spawn object until it's patched for compat
I'm looking at all my rooms atm and can't see any rooms like this 
Slaughterhouse 1.0.1
- Fixed a rare issue where turrets could spawn inside the wall
- Fixed Cowhide_Table giving errors about Read access
- Fixed the Garage Door Blocker not having collision
Any other non-breaking bugs will probably wait until Monday 
here it is
cant walk through here without jumping, doesnt feel nice
sorry took a while to find it
Oh okay. I know what that is. I'll fix it on Monday unless I feel like fixing it earlier, ik which chair that is
also if youre open to requests could you please add more places for scrap to spawn?
it feels a bit like that mental asylum map
Normally there's a table there if the door doesn't spawn, which is why the chair is there, but if the door spawns it removes the table, I forgot to remove the chair too
maybe im just getting bad seeds but it's like a lot of the tiles or whatever theyre called have no chance for scrap to spawn
so im just getting rooms with a ton of scrap and most of the rooms with nothing at all
So I did design it with a bit more of a loot room design in order to incentivize certain rooms and not just wander aimlessly
is it possible to just make it slightly possible not super common? like how the facility is
Yeah the hallways can all have scrap, it's just rare, only one spawn node per
Compared to 10-20 for some of the loot rooms
i see, well i would prefer it less extreme as it is demoralizing to walk through a mostly empty interior, walking through dozens of empty rooms and entire paths of nothingness.. and all of a sudden one room with a ton of scrap that you cant carry. but thats ultimately up to you.
its the same reason my group can no longer use Dantor's mental hospital
I'll keep it in mind, if it's a consistent complaint then I'll look into it but I personally prefer the loot-room style
But the feedback is still noted and appreciated

Next day or so assuming I figured it out correctly
honestly I do wish the slaughterhouse interior was more unique
most interiors have a gimmick and this one does feel just a slight bit empty. Though maybe there where rooms I missed
The trailer and the finished product didn't have similar aesethics. It just felt bland. But it is still cool, just hope it can be improved a bit.
||Interior currently has several features! Crawl through vents to avoid certain enemies, but beware the ones who can fit inside. Grind pigs, or your friends, for valuable meat cubes. Search piles of poo and maybe you'll find a gold bar! And be careful not to get locked in the freezer, especially if there's enemies inside.||
From the README
What does grind pigs mean? That mean with a shovel? Idk
I haven’t gotten a chance to play the interior yet so idk
Grinder
Oh my bad. I'll check it out later
It definitely has several gimmicks. Grinding pigs is in relation to the ||grinder room|| which is a special tile that is always found at the end of the main path
A couple of the gimmicks are centralized there
But there's also the searchable poos in the Pig Sty Rooms, the vents, and the freezers with the automatic timer doors
Pretty much every feature shown in the trailer is an actual feature except for the garage doors opening / closing, which is planned
Are you referring to the Max Shadow Requests?
Yeah
For most people it's not an issue if they're already using CullFactory, but it may still be a good thing for that extra stability for people with large packs and extra lights
Yeah that makes sense.
I don't know how you want to handle conflicts with other mods, but this is how it really should just boil down to.
mind the spelling mistakes. its 2am :3
Yeee it seems pretty simple but if nobody minds the extra dependency then I might as well just include it, LadyRaph does deserve credit for making the code in the first place 
Exactly 🤝
Their license is CC so I'd just include credits to LadyRaph for making that blurb of code if I did include it in the dll
But I also trust LadyRaph more than I trust myself if stuff breaks

should now be fixed

another alternative is to adjust the shadow fade distance so that they don't render as much
or, if you don't need your normal light fade distance to be as high, just adjust that so that the light and the shadows both stop rendering at a certain distance
shadow fade distance does make it so that lights start to shine through walls if you can see the lights from the distance where it starts the fading transition, so be wary of that if you test adjusting those values
but if you haven't set either fade value, then it would explain the issue, especially on larger dungeon lengths
We're also investigating a potential incompatibility with StarlancerEnemyEscape atm
If anyone has had lag while using that mod, please disable it and let me know if the lag is resolved
I may know the cause if that's the case but cannot confirm atm
at least its still above 30
i like the vibe and vent goodjob,
tho the main hallway is kinda wideeee
Main hallways being wide is intentional
Trying to match the feel of DEVOUR's Slaughterhouse
Would anyone be against adding DungeonGenerationPlus by LadyRaphtalia as a dependency in order to help fix the Max Shadow errors? I could try to alternatively code my own solution and add it to the dll, but I'm not an expert coder by any means.
19
19
1
Go for it
🔥
It's basically unity culling shadows when the game hits the max cap of shadows
the problem is, it tries to cull a shadow, and then because they're realtime, it immediately comes back
Resulting in log spam and lag
As well as visual flickers
If you have CullFactory then you'll be fine most of the time without it, but DungenPlus increases this max cap in order to prevent this from happening
Ohhhh okok
Also, so much for a break, about to push an update
Slaughterhouse 1.0.2
- Added DungeonGenerationPlus as a dependency to help reduce Max Shadow warnings
- Added culling to fly particles when far away from PigExcrement
- Added static batching for a potential small performance increase
- Fixed a chair that could block a doorway in the SmallButchery tile
- Fixed lockpicker positions
- Fixed log spam related to CowAudioTrigger when Carnophobia mode is inactive
- Increased culling on BeefCarcass prefab for performance
- Potentially fixed an incompatibility with StarlancerEnemyEscape that could cause Navmesh error spam (properly netcoded the main entrance)
- Removed unnecessary colliders on most walls
- Slightly decreased the number of branching paths in the interior
- Updated colliders for Pig Stys to potentially fix turrets shooting through them
unless something huge happens, take that break, fren. if it's just a little lag, disregard til yer ready again. it really isnt a big deal 
thanks for working super hard on this
Just tried this interior earlier on stream, really cool interior I love it! very nicely made. Will definitely be using it more in future, the detail and style kinda reminds me of Dantor's in a way? definitely hope to see more like this interior in future good job (✿◡‿◡)
Yeah I can definitely see the Dantor’s vibes
I don't see it being similar to Dantor's at all but then again I've played Devour
So
lol
I think it’s just the more realistic but dilapidated building
I tried to make it similar to Dantor's in terms of mechanical depth
you ever play phasmo? this had reminded me of the prison map
a prison interior would be cool
tho a new hospital would also be nice
Yeah, I've considered making a splice of Devour and Phasmo's Asylums, haven't really considered Prison cuz I feel like it's too simple but I can look into it. Unfortunately porting over stuff from another game is a lot of work cuz all the assets are usually in combined meshes and need to be individually separated, fixed, and arranged
id imagine lol, great work on the interior btw
another archtype off my checklist
I'm not exaggerating when I say Slaughterhouse took 1.5 months
sounds like a pain
Mhm. I love Prison from Phasmophobia though and it'd probably be simpler than Slaughterhouse was, so I'll think on it. I wish I got paid to do this sort of thing so I could justify the time I spent on it 
if you do want some funding hit me up 👀
ive been wanting to fund some mods but people have been busy
and currently all the project scp stuff is funded
Lol fair. I recently added a Kofi link to Slaughterhouse finally, now I need to update my other mods with said link
at least the currently WIP stuff for the mostpart
But considering I'm already kinda interested in potentially doing Prison, getting paid to do it would be dope 
wish phas had a mall map cause ive wanted a mall interior for ages
wanted to pair it with the rolling giant
Yeah a mall is an idea I've tossed around in my head but it would be hard
If I were to take a crack at porting a mall, it would likely be L4D2's mall tbh if possible
But malls are so big and open that I worry about performance
as someone with over 500 hours in the game, I think you're the first person I've ever seen say that they like prison lol
Legitimately my favorite map in Phasmo lol
Slaughterhouse 1.0.3
- Temporarily disabled the Grinder Room's Enemy Spawner script until a compatibility solution can be found
This will fix the lag and possibly fix the game not loading, caused by certain other mods not accounting for null EnemyPrefabs
@bleak sorrel this should fix the lag with Slaughterhouse you were encountering as well
random testing feedback, this should be alpha clipped so light can shine through it:
(or you can turn off shadow casting in the renderer, but in this case opaque alpha clipping makes more sense I think)
feels like these pipes should have a box collider under them so you don't clip through them and get stuck on the ceiling while sprint jumping
i got like 40-50+ extra fps from that being disabled 😂
didnt even know the grinder have spawner
Yeah there seems to be quite a few mods doing bad things in relation to that causing issues
Awesome! Thank you.
the slaughter house not only slaughters meat and employees but also frames lol
if there isnt already we need a butcher knife weapon from this interior
It shouldn't slaughter frames anymore
So I've considered including a Butcher Knife in SlaughterhouseScraps (coming soon™️), but the issue is that I've always found randomly lootable knives to be overpowered since you don't have to work for them like the Butler knives
And I'm not sure how I would balance that to fix it
the knife deals damage to you if you dont hit an enemy, it butchers you instead
could be interesting, making people use it wisely
it craves blood
@upper mortar I just died in a blood pit in Slaughterhouse because I couldn’t drink it fast enough. Can I request a straw to be added to assist in this endeavour?
I second the addition of big straw
i bet with a big straw i could drink a hygrodere
What do you think they taste like
I bit they’re rich with electrolytes
like melted insides
no i'm built different
mmmmm
So peak 

Slaughterhouse 1.0.4
- Added culling to FrozenAir particle
- Added GPU instancing to some additional materials
- Added size restriction, capping it at 2x generation size
- Fixed a missing collider on the Water Cooler
- Removed prewarming on FrozenAir particle
- This will be the last performance patch for a while so that I can work on other projects
grinder? like the dating app?
also i voted despite not playing the game, modders dont play the game
everyone knows this
@upper mortar Hey uh, is it a known issue that Slaughterhouse generates an empty config file (Nikki.Slaughterhouse.cfg) after and if an user happens to delete ALL their config files and launches the game to regenerate them? (The config seems to regenerate just fine when only deleting the Slaughterhouse config.) This issue still happens even if the only mods you have in your profile are Slaughterhouse and its dependencies. The map still seems to load without the config but seems to cause this... Schrödinger's carnophobia mode. Is this even a Slaughterhouse issue or is some other dependency failing somehow when deleting and regenerating configs? The odd thing is the profile (ANY profile after triggering the bug) seems to be permanently broken after this and the config refuses to generate properly even after reinstalling Slaughterhouse. The only way i got the config to generate properly again is to install the mod and its dependencies again on a new profile...
I use @coarse trout's JLL config generator, so there could be something weird going on with deleting the config for JLL and Slaughterhouse simultaneously. It could also just be a one-off bug with whatever mod manager you're using, hard to say.
I tried this with the latest versions of both r2modman and Gale multiple times across multiple profiles, the bug should be very reproduceable assuming my installations of Gale and r2modman work properly. (Which they seem to as far as i can tell.) There doesn't seem to be any differences on how the bug happens and functions between the two mod managers. (except that r2modman detects and shows the empty config in it's GUI when Gale does not. But the empty config file still does generate and exist where it should with both managers after triggering the bug if you go browsing for the file in a file manager.) Not quite sure who i should go bugging with this weird issue. I probably should report/ask Jacob about this too? (though i see you already pinged them.)
Kk, this might be a quirk with JLL then, I'll discuss with him later
Can you do me a favor and see if this happens with Wesley's Interiors as well? He uses JLL configs as well
Sure thing! But it's getting pretty late for me so i'll do that sometime tomorrow after i've slept as i think i've had enough headaches with troubleshooting my modlist for today. 
It's happened with mine too for a user
Gotcha. Alright, @coarse trout might have a small quirk to fix hehe
On an unrelated note, thank you all for 10,000 downloads! 
Alright so i tested Wesley's Interiors on a new profile with only the mod and its dependencies installed and the bug does still seem to happen to those configs as well. Though the different thing in this case is that Wesley's Interiors have some quirks generating their configs even on the initial installation on a fresh profile. (Generates 2 toystore configs with slightly different names, one of them has options and one of them is empty. This might be an error/typo on Wesley's side?) The config regeneration is also slightly different after triggering the bug on Wesley's Interiors. The config for "The Grand Armory" fails to regenerate at all, as in the file will not exist in the JLL config folder after trying to regenerate it after deletion. (Unlike with Slaughterhouse which regenerates the config every time, although empty.) I see no errors in the bepinex console and only 2 warnings regarding JLL's mod, though not sure if relevant. (see included pictures.)
"oneshotinteriors" right? I also tested this today and the bug happens and functions exactly the same as with Slaughterhouse.
And just to clarify the process for triggering the bug is:
- Download Slaughterhouse (or seemingly any other map mod dependent on JLL's config generator.) through your mod manager of choice. (Install and test on a new separate profile if you don't want to risk breaking your current one!)
- Launch the game modded and exit out when in the main menu.
- Delete ALL configs within the profile's config page (or manually through a file manager, does not seem to matter. Could also be possible to trigger the bug by deleting less configs like only JLL's and the downloaded maps config. Though i have not tested if the bug still triggers this way.)
- Relaunch the game modded and quit out at the main menu again to regenerate the configs.
- You're done. Any config file within the JLL config folder will now be empty or completely missing.
- After triggering this bug on a profile i have been unable to get to get JLL's config generator to generate the configs properly again on that profile. Seemingly breaking it permanently... (The only way i found out to get the config generator working again is to install the map mod and it's dependencies again on a brand new profile. And its of course it's possible to brick that profiles config generation again as well by going through the steps above again.)
it was UT99 interiors that got reported. Did deleting the JLL folder itself make a difference?
Oh, well either way. And to answer you question, no deleting the JLL folder itself makes no difference, the folder regenerates just fine if deleted manually or otherwise. (if that's what you're asking.)
weird
Have you had a chance to use the Grinder yet?
11
16
2
No, I haven't found it
911695852588920854
sadge
Heh. Nice.
Heh. Nice.
Heh. Nice.
|-|eh. N!ce.
|-|3|-|. |\|1C3.
ˈhe̞h. nɪ́js.
heh. gneiss.
one of the fire exits can get blocked by map objects. You can still enter and leave without issue
Ah yeah I've seen this, hrm. I'll make note of it but it's not super easy to fix because Fire Exits don't account for Blockers/Connectors set to the door socket, and if I put them in a Local Prop Set randomly choosing the Fire Exit or objects, then 50% of the time it will choose the Fire Exit, and then the Fire Exit still won't spawn, resulting in nothing being there. Only real fix might be removing that Fire Exit spot unfortunately.
woah graphics look pretty good, might have to try this interior soon fr
why tag me lol
Lmao
friend of mine thinks slaughterhouse is neato on Dine
Yay! Performance fine for y'all? I'm pretty sure most of the performance issues were isolated issues for glitch and Lunx, but wanna check anyways
Well most people doesnt care about turning off the default @ when replying lol. Reminds me if theres anyway to make the default to off
my pack is framey because it's unoptimized, it didn't feel any worse than usual if that helps
Haha fair enough then
As long as Slaughterhouse isn't really any worse than anything else, I'm happy xD
Slaughterhouse is always more framey for me than other interiors after I go through enough of it's tiles, still not sure what might be the cause of that
But since we fixed the main culprit of lag it's not that bad, just seems to get a bit stuttery
Yeah your pack is hard to diagnose cuz your pack also just runs a bit framier as the day goes on, Slaughterhouse just seems to make it a bit worse
But as long as it's not bad I'm done optimizing until 1.1.0
Which will be a bit
I do have some optimizations that I plan to release with 1.1.0 though 
May or may not help depending on the actual lag source for your pack lol
I think I need to remove the 3199's to fix that
They seem to cause issues once they spawn
Also believe it or not Lunar Lights was a big factor in hurting fps
We removed it cus 2 of the moons in that bundle have issues and it basically doubled the smoothness of the game
lol
Gotcha
Yeah
Have this clip of 2 people becoming meat for the slaughter house
Here at the Nikki DEVOUR Corporation, we take pride in our strides to find new and efficient ways to produce our meat product. Our latest technological advancement makes use of a standard industrial fan. Removing the back panel allows the device to not only cool the place down where necessary, but actively produce ground meat out of any poor soul stray livestock that wanders into the suction side. Innovation is our key to success in the carnivorous industry.
On what moons do you guys suggest putting this interior on?
I was thinking of Eve-M, but not sure
on every moon
- any horror themed moon (ex. Spectralis, Terminus, and Espira)
- any decaying city moon (ex. Budapest, Argent, and Thormina)
- any farm themed moon (ex. Plains and Fields)
- Bozoros
I don't think I have any moons in my pack that fits tbh lol
whatchu got
Bozoros is literally on there XD
Eve-M is a decent choice. i rember having Mental Hospital there back when it was actually stable, and i kinda miss it. Slaughterhouse fills that void well.
given Polarus' lore, im surprised i didnt put it on there yet
Acidir is also a horror themed moon
Yeah but Bozoros has it's own interior that's why I didn't consider it
I never went to Acidir yet so I don't know how it looks really. Maybe
its interior is not part of the current build
- Seichi
ehhh... hard for me to see that. unless Seichi's layout changes
we have Slauchi 
¿que?
Seichi changes when Slaughterhouse is present (you can also add Spookichi to the mix, the indoor lighting looks super cool in that interior)
^yknow its stackable
2 pics here
oh yeah Olympus and Arelion also have some weightnumbers by default for Slaughterhouse :p
50-100-150 for the three moons
i just set 300 for every custom interior unless im trying to negate the vanilla ones
Celest would give some cool contrast, beautiful flowery field with a slaughterhouse with cow carcasses hanging from meat hooks
now that you pointed that out yeah, the outside even looks like a kind of factor
I'm just smart asf and cool asf and bad ass like that what can I say
ok so, where does teraspace go XD
solarius
ah yeah, that moon was complete chaos last time i played it
but it fit
its not bad but ive been cutting back on moons
especially single moons
I have been too yeah
this is the list of moons in my pack currently (+ solarius)
kinda going for moons I haven't played much before
arcadia and vacuity are super mainstays for me though they're my faves
and even though synthesis' apparatus changes were kind of obtuse it makes for pretty interesting gameplay for the jetpack guy

so I enjoy it
Why is the e at the end of spectate so off?
rn on the chopping block are widerstein's, harvest, oneshot and distinct moon variety, rosie is off till the next moon pack update
I forgot to type it in initially and couldn't be bothered to actually line up the e so I made it a feature of the list
and possibly black mesa
this is on paint, btw this is not a .txt
due to being perf heavy
it's part of that one space map I did
still gotta make planet cherry (and kinda find a place to put it...)
im waiting on powerful to put his moons in a pack before I add them
they are essentially my replacement for widerstein
ong
cause I need my cruiser moons

I like quasara the most cuz it has both player and cruiser paths
there's a hole in the fence near the ship you can go thru if you wanna play on foot and a longer road for cruisers
all 3 of powerfuls are just what wider was trying to do but better
waaay better than widerstein's cruiser exclusive gameplay
I do think a few cruiser exlusive moons are fine tho
have only played on quasara cuz I was afraid of scallg being just super big since the snowy one was
but not too many
yeh
there's only three in the pack and they're playable without one, just harder
embrion, arcadia and quasara
really? the snow one was pretty straight forward for me
if it got a layout change that might've been just me playing an old version
oh yeah they have been improved a lot compared to older versions I played
but the snowy one was legit like 6 minutes on foot to the nearest entrance or smth last time I checked
probably more
stil a bit of a walk but less than that
sanordia is nice but only single moons I got rn are ones with custom scrap and or interiors
anyway quasara's cool, and fremist is also pretty neat
makes sense yea
As much as I like the harvest moons enemy varients I just dont like 3/4 of the moons
all that much
im the opposite honestly
I love all the moons I just wish the small dogs were not a thing
I love the small bois, if I ditch the moon pack im grabbing the mini dog mod
they are so cute
foul beasts
they dont bite 🙂
i'd do this to them if i could
thats what Id do to the fiend
these are the mainstays id not get rid of in my pack as of now
what is this?
just art I did of the moons in my modpack
also perhaps will be used for biodiversity lore. unsure lmao
would be awesome if that one lethal constellations mod had that to represent each moon group
Wait.
that is exactly what these are :3
i just realized that LMFAO
LOL
I renamed the constellations term to planets and put them in an "orbit" menu
like, you could choose what the sun could look like on the orbit menu
it could fit pretty well for moons that have a red sun for example
I actually picked the moons here based on lore tidbits from basegame and made sure to have the suns be accurate
oh ye def
peak much?
which is why there's two suns on summer lounge
since artifice's sun can be red or blue/baby blue/white depending on if it's eclipsed or not
spectator's sun white but it's close enough to the white dwarf that rend and dine have
thank you thank yuo...
It's preconfigured for a lot of moons that you likely already have
Also
Slaughterhouse Scraps v0.9.0
- Initial release
Hey why does the knife not pop butlers
#BlameGeneric
#kms
#dont
You should love yourself NOW!
get this, make a bunch of small white earth leviathans spawn on gorgonzola like maggot cheese lol
how would they function tho? cant imagine smaller earth levis OHKO'ing players
smaller radius means easier to avoid
though i do think string cheese trees would be peak and i might be interested in modeling them
@upper mortar we have a (might be) volunteer
wheres the cheese factory interior?
full of rats jumping into vats of cheese sauce
theyre busy jumping into vats of McNugget paste
If you modeled them and they look good in-game I wouldn't mind scattering some about, although I won't be turning Gorgonzola into a forest anytime soon, they'd be pretty sparse
they will be top of the line models, 4 million polys
decimates them to shit






