#Nikki's Mysterious Moons / Interiors (Gorgonzola/Sorrow/Carnage, Slaughterhouse)

1 messages · Page 2 of 1

muted rivet
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A bread moon called Khobz

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Everything is bread

rancid finch
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Bugsnax moon :3

cedar grove
fair zephyr
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I still think it is

upper mortar
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I accidentally molded the moon

summer vale
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Please unmold

upper mortar
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This is the future

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You cannot stop it

fair zephyr
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Looks fire

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Still needs more cheese tho

twin badger
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Eclipsed mode o3o

upper mortar
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Unironically though the blue cheese mold kinda goes hard

muted rivet
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Make it an event

upper mortar
white pelican
upper mortar
white pelican
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but it'd be funny

upper mortar
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Cuz it just looks right, and matches actual Gorgonzola cheese more

upper mortar
white pelican
upper mortar
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And then you'd have a slightly darker version of this texture for Rainy/Stormy quicksand

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But that's a future update

strong mist
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peak

twin badger
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all Gorgonzola will need after weather is custom scraps :3
i loooooove moon specific scraps. more reason to go to specific moons

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then release a cheese skin pack for enemies

upper mortar
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I think it's fitting

strong mist
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gives it more of a cheesy visual

twin badger
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mannnnnn... but hey it do look great 😄

fair zephyr
muted rivet
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Omg customer scrap idea for Gorgonzola

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A sandwich

fair zephyr
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My dirty brain

upper mortar
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Gorgonzola 0.3.0 is looking spicy though

static cradle
upper mortar
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Should finally flesh out the moon from a gameplay standpoint and give players options with the new ||third fire exit||

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Story Logs may also be officially coming with the next update

static cradle
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FUCK

muted rivet
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So mysterious

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So mischievous

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So naughty

frozen sinew
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🧀

upper mortar
upper mortar
cold lantern
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oh my god it's the cheese warehouse

fast loom
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i always wanted this moon to have better colors and stuff so that would be sick to see remade

upper mortar
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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?

upper mortar
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@fair zephyr

fair zephyr
upper mortar
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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.
muted rivet
upper mortar
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Just for that 0.4.0 is cancelled

upper mortar
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No cheese scraps for you

fair zephyr
muted rivet
upper mortar
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Okay so lore logs are bugged atm

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Gonna release a hotfix

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I already know why

muted rivet
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Thanks nicolette

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will update

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this is why i waited

upper mortar
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Gorgonzola 0.3.1

  • Added special route message
  • Fixed Custom Story Logs
barren linden
cedar grove
muted rivet
cedar grove
muted rivet
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this is why generic moons are structured to be above harvest moons in my modpack

cedar grove
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I WIN

summer vale
cedar grove
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fuck off grifter

upper mortar
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Nicolette is a new one especially since my name isn't Nicole but I approve

summer vale
cedar grove
muted rivet
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who finna let me slap some gooner music on their luh moon type shit

upper mortar
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woodroach do you make music

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you wanna make a jingle

fair zephyr
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Nikki needs cheese sounds

muted rivet
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specifically i would love to slap some gooner music on a luh moon

muted rivet
upper mortar
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I'll have to get with you later

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I just need a short little jingle for now

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This sounds good tho

muted rivet
muted rivet
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shoutout v0.3.1

cedar grove
muted rivet
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generic moons look far too scary imo

upper mortar
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Oh shit idk if I fixed the 3d sound for the garage door

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I'll check tomorrow

upper mortar
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Gorgonzola 0.3.2

  • Fixed audio rolloff of garage door
upper mortar
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If someone makes me a 3d model for this I'll add them fr

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Not a ton of them but they'd help break up the terrain

fair zephyr
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thats straight 🧀 !

upper mortar
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@summer vale

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Wesley makes 3d models so you should all bug him :) /j

summer vale
upper mortar
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In other news: The second moon of Nikki's Mysterious Moons has begun development

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Estimated release date is 2027

fair zephyr
edgy bronze
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Nintendo announcing Metroid prime 4:

cedar grove
summer vale
#

omg can't wait to play that after gta7

muted rivet
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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.

muted rivet
fair zephyr
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Next Nikki’s moon is going to be crazy

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Mark

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My

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Words

muted rivet
summer vale
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It'll probably need more cheese

fair zephyr
summer vale
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They scare me :(

fair zephyr
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Also yeah Gorgonzola might be lacking in cheese

summer vale
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My thoughts exactly

fair zephyr
muted rivet
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this mod increased my testosterone

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my muscle mass has increased by 8%

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would recommend

cedar grove
upper mortar
cedar grove
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oh no

muted rivet
icy obsidian
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cheez interior when

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even a yellow retextured facility would be cool

upper mortar
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@icy obsidian I'll DM you

cedar grove
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😭

upper mortar
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It has begun

muted rivet
# upper mortar

That’s unsanitary and will mold quickly due to exposure to bacteria

edgy bronze
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mmmnmfgnhmmnmmm ;;

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chees

upper mortar
muted rivet
cold lantern
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Sometimes... I dream about cheese...

twin badger
muted rivet
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The only thing giving me will to live is this moon

upper mortar
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Apparently LLL may have broken it

muted rivet
upper mortar
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Need to do more testing

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Lunxara had a crash landing on it

upper mortar
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That said, cheese scrap is just about ready to release

upper mortar
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Correct

muted rivet
# upper mortar Correct

The change log required contextual knowledge of knowing what was actually wrong to know if it was fixed hahah

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I read it and was like

upper mortar
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But yeah, scraps are done, I'm waiting for a couple other small things before I update to v0.4.0

upper mortar
fiery needle
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Like with the Brick

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XD

upper mortar
upper mortar
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However I did learn it distracts dogs

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So it does have some use

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They like cheese, turns out

fiery needle
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lol

fiery needle
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Old ASDF movies were great

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The newest one didn't have the same vibe

static cradle
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I still vibe with 9 and 10 tho

fast loom
upper mortar
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Credit to Teserex for the poster~

mellow echo
cold lantern
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Cheesetastic job!!

summer vale
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Has enough cheese

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The moon itself needs some more though

upper mortar
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I'm gonna ban anyone who says the moon needs more cheese from my thread

muted rivet
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Goon

strong frigate
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the moon needs more cheese from my thread

upper mortar
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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
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Additionally, Nikki's Cosmetic Kingdom has been updated with a brand new scrap to celebrate the occasion: Cheese Sunglasses!

upper mortar
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Has anyone found and read the lore logs on Gorgonzola, BTW? AyameSadPout

outer sluice
upper mortar
outer sluice
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sad weh noises

reef swan
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all moonmodels are also faintly visible on the second ship monitor while in orbit btw

white pelican
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mhm mhm

reef swan
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i played Gorgonzola just yesterday before the update, sadge

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it was a cheesy turrethell

upper mortar
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Interesting, the turrets should be relatively low most of the time but the curve has a pretty high max

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Might've been unlucky

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But I'm glad people are enjoying it wolfVibe

barren linden
upper mortar
barren linden
upper mortar
barren linden
upper mortar
strong frigate
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MORE CHEESE BITES

cold lantern
edgy bronze
upper mortar
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Which one did you find? I can give you a hint for the other

cold lantern
upper mortar
cold lantern
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?? >:O

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||I've climbed all over the shelves top to bottom 😂||

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Well, guess I have to be even more thorough on that one

upper mortar
upper mortar
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Also v0.4.1 coming possibly today

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Mostly fixing a minor issue with Earth Leviathans and the main building's roof

upper mortar
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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
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@twin badger fixed the bug wolfVibe

twin badger
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woo

upper mortar
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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

cold lantern
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Can't say but I'll update you if our group manages to reach it

summer vale
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Trueee

outer sluice
static cradle
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Dev didnt want to let anyone take over the project

twin badger
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fuuuuuuuuuck

twin badger
static cradle
twin badger
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woooow.

fair zephyr
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bruh

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oh well, we are going to release some more bangers soon(tm) 😛

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Generic's interior is something i think many of you will love :3

cold lantern
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I know I will, love what it looks like

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Perfectly generic 😜

twin badger
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i'd better see randomized cat posters here and there

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(/hj)

cold lantern
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awkward :v

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a slice of cheese blocking the entrance xD

upper mortar
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I'm really not sure what changed recently tbh cuz this used to never happen, now I'm getting reports of it pretty frequently

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I will look into it to my best ability but it may be a while for a fix

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Sorry in advance ^^;

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@cedar grove This is a super brand new problem, right? I'm not crazy? Lmao

cedar grove
cold lantern
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nah nah nah

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keep it

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for the funnies

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:))))

upper mortar
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Lol

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I mean

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I could

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I need to figure out why the ship gets blocked sometimes at least though

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I got sent this image the other day lmao

fair zephyr
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are you they SpawnableOutsideObjects?

upper mortar
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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

fair zephyr
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noo its how they are

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they spawn somewhere near the AI nodes

upper mortar
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Ah... that's a tough fix then

fair zephyr
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you should move them a bit further from main entrances and from the ship

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i spawn my trees the same way

upper mortar
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I can see but I mean, you can look, there's a decent bit of distance already

fair zephyr
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true i'll take a look

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kinda forgor peepoGiggles

upper mortar
outer sluice
cold lantern
# upper mortar

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

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Like how WesleyInteriors or ColorfulEnemyVariety have addon mods too for stuff that's extra

strong frigate
#

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upper mortar
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I love Mithzan so seeing him play Gorgonzola makes me so happy

reef swan
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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

upper mortar
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Either way that issue has been patched

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Hydro's rainy lighting is just very bright tbh

reef swan
upper mortar
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Fair. I believe it's on @cedar grove's radar to adjust

cedar grove
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let me work on my interior in peace i know 😭

upper mortar
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But for now disable WeatherTweaks fog on Generic's moons @reef swan

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It won't fix it entirely but it helps

reef swan
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that one moon being complete darkness is total whiplash 😂

upper mortar
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No Corrosion I presume

white pelican
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ooh yeah

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I mean both are dark as hell heheh

static cradle
twin badger
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woo

fair zephyr
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Niki’s moons will receive an update soon

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Theres a slight issue she has with the scraps (same thing Wesley did)

outer sluice
# static cradle GOOD NEWS. Turns out the Kastra dev is porting it himself, whoever responed at f...

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

edgy bronze
outer sluice
#

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

upper mortar
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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
cinder fossil
#

hooray

upper mortar
#

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

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I forgot to post the patch notes for Vortex 1.1.3 here

upper mortar
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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
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@fiery needle Vortex should finally have reasonable scrap for the danger level of the moon KEK

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I did some playtesting and it's definitely better than before

strong frigate
upper mortar
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Lmao

strong frigate
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also @upper mortar towards that bridge where the guy's clip fell into, my enemy kinda freaked out tryign to path across it

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it managed to get to the middle of the bridge and just didnt know where to go from there

upper mortar
strong frigate
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the bridge between the cheese acid

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i assumed that was just a block of cheese

upper mortar
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You mean the cheese wedge? Lol

strong frigate
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yeah

upper mortar
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Yeah it's not technically a bridge cuz it's like a parkour

strong frigate
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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

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not sure how they pathed to it to begin with since there are gaps but yeah

upper mortar
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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?

strong frigate
#

ic

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it was pathing towards main entrance, stopped midway through the cheese wedge

upper mortar
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Yeah it's possible it couldn't see the other off-mesh link or something

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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

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Since it's only ever happened for bees with me lmao

strong frigate
#

is navmesh generation weird there?

upper mortar
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Not as far as I know

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I can send you a screenshot of the navmesh and off-mesh links

strong frigate
#

yeah that might help, my only suggestion is maybe making it wider in the middle

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driad is dying again to teh acid

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breh

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watch the stream

upper mortar
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I see that xD

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I am lol

strong frigate
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lol

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my enemy has a lot of acceleration, so im guessing it accelerated towards a place where there wasnt navmesh tbh

upper mortar
#

Possible

strong frigate
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the solution is like giving it more of a navmesh buffer around the edges? idk how u guys assign navmesh in moons so idk

upper mortar
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Yeah I usually just auto-generate the navmesh and add navmesh colliders to any problematic areas

strong frigate
#

the smooth edges might be rounded off in a way that allowed pathing but needs navmesh is my guess

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lol for their modpack 100lbs is like 10lbs

upper mortar
# upper mortar
poll_question_text

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?

victor_answer_votes

13

total_votes

22

victor_answer_id

2

victor_answer_text

Separate optional mod

victor_answer_emoji_name

upper mortar
twin badger
#

better to sink in the cheese than to cheese in the sink(?)

summer vale
#

uh

#

yeah that checks out

white pelican
#

mold to cheese better the in

upper mortar
#

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
topaz fable
upper mortar
topaz fable
#

seems to be one right next to the ship, had scp3199 standing there

upper mortar
#

I removed all of the ones close to the ship, you'll have to send me a screenshot of where

topaz fable
#

give me one sec

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was inside this block of cheese closest

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or maybe between the cheese blocks

upper mortar
#

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

topaz fable
#

the cheese wasn't there the last time

upper mortar
#

The cheese are random props

topaz fable
#

not getting the error now

upper mortar
#

Like the rocks in the base game

topaz fable
#

yeah

upper mortar
#

Oh I see what you mean, hm

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Okay let me know if you get it with any other enemies, it might still be an SCP issue

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But I'll take a look at it tomorrow just to make sure the AI node there isn't floating

topaz fable
#

I will, just your mod just updated so might have been me assuming

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sorry if it isn't

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but the scp was floating a bit

upper mortar
#

Yeah that's fair, I don't think it's on my end but I know the feeling of "mod update and now broke"

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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

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Both are possible lol

topaz fable
#

yeah

upper mortar
summer vale
#

You know what

#

Needs more cheese

upper mortar
#

Yeah

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Anyways

topaz fable
#

so possible disregard the navmesh

upper mortar
#

LMAO

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Oops

topaz fable
#

Don't look at me right now, I'm so embarrased

upper mortar
#

Cuz that one in particular was causing issues with the ship

topaz fable
#

now I have to find another issue with gorgonzola to redeem myself

upper mortar
topaz fable
#

unless you consider 1 shyguy, 1 driftwood giant and 1 blob at 9am a bug I don't have any yet

summer vale
#

There was this one issue I encountered where there was a severe lack of cheese

topaz fable
#

true, I haven't gotten the rain

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it might need intergration for weatherregistry and BetaWeatherTweaksBeta

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There's cheddar and mozzerella rain buring rainy and stormy weather

fair zephyr
strong frigate
#

lemme guess

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not enough cheese?

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cuz i agree

fair zephyr
#

thats true

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but i also am missing a gas torch to melt my cheese scraps to perfection

upper mortar
cinder fossil
#

taco moon with taco rain when?

coarse trout
#

Instead of rain sfx it just plays "It's raining tacos" on loop outside

bronze apex
#

where's the cheese

cursive beacon
#

LETTUCE AND SHELLS
CHEESE AND MEAT
IT'S RAINING TACOS!

upper mortar
#

It begins

upper mortar
strong frigate
#

What does unorthodox mean

fiery needle
topaz fable
#

in case this is yours

topaz fable
#

seems like driftwood giants are using old ai

upper mortar
#

Yeah that's not me lol

upper mortar
#

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.

upper mortar
#

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
upper mortar
# upper mortar
poll_question_text

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.)

victor_answer_votes

16

total_votes

17

victor_answer_id

1

victor_answer_text

Yes

victor_answer_emoji_id

824087006116184094

victor_answer_emoji_name

check

#

#1196593708733321316 message

#

Similar poll for Vortex wolfVibe

opaque trench
#

So will the cheese skins be used without using the gorgonzola enemy variety mod?

opaque trench
#

Is it possible to configure the mod though that the cheese variants only spawn on gorgonzola?

fiery needle
opaque trench
#

Oh

icy obsidian
#

@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

upper mortar
#

And then import that back in after the patcher is done

upper mortar
icy obsidian
#

also how would I properley import the assets back in

upper mortar
#

Patch Assets From Other Projects...

#

and I don't believe so, I manually updated it

icy obsidian
#

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!

icy obsidian
upper mortar
#

¯_(ツ)_/¯

#

It patched my stuff

fair zephyr
#

Ye i still use the old patcher then ig lol

#

It worked fine for me 🤷‍♂️

static cradle
twin badger
#

gouda good

upper mortar
#

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 mostly decorative 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
cinder fossil
#

yeah the turrets and landmines were insane 😂

upper mortar
#

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
topaz fable
upper mortar
#

I have another project in the works atm

topaz fable
#

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

white pelican
#

you're sick in the head for doing this

twin badger
upper mortar
white pelican
upper mortar
#

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

white pelican
#

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

upper mortar
#

Weird

#

Sounds like a skill issue KEK

warm tapir
#

Hope you don't mind the ping but do you use custom content tags for Gorgonzola? @upper mortar

upper mortar
obsidian pier
#

@upper mortar Would it be possible to make the cheese rain in Gorgonzola create yellow rain drops in the immersive visor mod?

fiery needle
obsidian pier
#

well

#

at least it works for me

fiery needle
#

It was deprecated due to causing some problems with the visor infinitely cracking sometimes when dying on V64

obsidian pier
#

ah

fiery needle
#

Dev has unfortunately moved on it seems at the very least they've been MIA with no way to contact them

obsidian pier
#

RIP Cheese Rain Landing on visor

fiery needle
#

I've accepted the vanilla visor tbh

upper mortar
#

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

fiery needle
upper mortar
#

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

fiery needle
#

It's not open source

#

and it has no license

upper mortar
#

Then yeah, that has to be done on ImmersiveVisor's end

fiery needle
#

Mhm

upper mortar
#

Decompiling the code is technically possible but can have issues and is awful for trying to make compat

fiery needle
#

It used to have a github but the dev took it down for some reason dunno why

#

Mhm

upper mortar
#

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 KEK

wise elm
#

i have a suspect already 🥲

vapid dagger
#

When will we get string cheese trees?

#

So i can eat them

cinder fossil
#

genius

barren linden
upper mortar
#

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 KEK

#

I've considered the idea before though

twin badger
#

how about...
wait for it...
cheese rocks 😮

white pelican
#

what if there was a lake that was molten cheese and it killed you 🤔

vapid dagger
#

Drippy cheese lake

#

Because i like my cheese drippy bruh

cinder fossil
upper mortar
white pelican
bronze apex
#

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

cinder fossil
#

now what if on that moon the enemies would have cheese themed skins

#

genius

bronze apex
#

Maybe it can have like cheese themed enemies too

#

RIGHT

fair zephyr
#

hmm

#

it would defo need cheese items

#

maybe weapons too

bronze apex
#

Well yeah ofc

#

Probably like

#

A factory or smth

cinder fossil
#

ok what about like a cheese, but its on a stick so its like a cheese hammer, chammer if you will

summer vale
#

Would go hard

twin badger
#

as long as the cheese water is Ogopogo friendly, im happy 🙂

marble crag
#

imagine coilhead but

upper mortar
#

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:

https://youtu.be/zEyPebmioCE

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/

▶ Play video
coarse trout
#

it's the thing!

upper mortar
#

@outer sluice If you would pin this new message for me, it'd be appreciated wolfVibe

cedar grove
#

Interior

edgy bronze
#

LET’S GOOOOOO

marble crag
#

hell yeah

wise elm
#

holy shit

outer sluice
#

I guess we're still waiting on Damon to fix Jeb?

upper mortar
#

Seems like it, apparently Wesley tried it yesterday

cedar grove
outer sluice
#

@split haven Any ETA on Jeb?

upper mortar
#

It's now live on Thunderstore NODDERS

spark bane
#

COOKED

twin badger
#

jesus, great shit's been releasing left and right. a number of moons certainly needed this caliber of an interior

marble crag
#

i go to gorgonzola for my cheese, slaughterhouse for my meat. where can i go to get some bread

#

for a nice sando

edgy bronze
marble crag
#

god you're so right

upper mortar
#

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

outer sluice
eternal coral
#

whats the % for the slaughterhouse interior on regular moons?

bronze apex
#

like the interior weight?

eternal coral
#

Yeah

bronze apex
#

you can check it in the config for LethalLevelLoader

eternal coral
#

Oh ok thx

upper mortar
white pelican
bold geyser
#

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 🤷

upper mortar
# bold geyser I'm assuming this is somehow Slaughterhouse's fault since Zombies hasn't updated...

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

bold geyser
#

this pops up in BepInEx whenever I try to land the ship, so it looks like Zombies is erroring?

upper mortar
#

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 hmm

bold geyser
#

I had wesley's interiors and tomb as well, no issues with them

#

generic interiors too

#

so far just yours

upper mortar
#

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

bold geyser
#

got it, I'll mention the issue over on the zombies thread

upper mortar
#

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

upper mortar
# coarse trout 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

coarse trout
#

my script spawns them with the vanilla round manager stuff so I unless they're doing some funky stuff idk what would be happening

upper mortar
#

Yeah fair

median bear
#

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

raven tree
median bear
#

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

raven tree
#

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

median bear
#

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

raven tree
#

Ah

median bear
#

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

raven tree
#

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

median bear
#

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

upper mortar
raven tree
#

Gotcha

upper mortar
#

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 NatsukiSpin

vapid dagger
#

i just love me a good meaty interior

timber meteor
#

vents + mines 🥲

twin badger
#

just jump over them beevil

timber meteor
#

good idea

#

if i make it alive ill report back

twin badger
upper mortar
#

||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.||

vapid dagger
#

no collision on a door lol

upper mortar
#

#BlameWesleyHeMadeThatDoor

summer vale
#

#no

vapid dagger
#

Mithzan is asking for bulletproof walls lol

#

he got shot through a wall

#

by a turret on the slaughter house

upper mortar
#

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

timber meteor
#

Though I do have an issue with that one room with the chair that blocks you as soon as you open the door lol

upper mortar
timber meteor
#

Let me check

upper mortar
#

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

upper mortar
upper mortar
#

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 NODDERS

timber meteor
#

here it is

#

cant walk through here without jumping, doesnt feel nice

#

sorry took a while to find it

upper mortar
#

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

timber meteor
#

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

upper mortar
#

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

timber meteor
#

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

upper mortar
#

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

timber meteor
#

is it possible to just make it slightly possible not super common? like how the facility is

upper mortar
#

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

timber meteor
#

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

upper mortar
#

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

raven tree
sturdy void
#

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.

edgy bronze
#

From the README

sturdy void
edgy bronze
#

I haven’t gotten a chance to play the interior yet so idk

coarse trout
#

Grinder

sturdy void
#

Oh my bad. I'll check it out later

upper mortar
#

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

upper mortar
snow sparrow
#

Are you referring to the Max Shadow Requests?

upper mortar
#

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

snow sparrow
#

mind the spelling mistakes. its 2am :3

upper mortar
#

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 NODDERS

snow sparrow
#

Exactly 🤝

upper mortar
#

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

snow sparrow
#

MOOD

#

"It works on my computer" Catscream

raven tree
upper mortar
median bear
#

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

upper mortar
#

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

main trench
#

normalcat at least its still above 30
i like the vibe and vent goodjob,
tho the main hallway is kinda wideeee

upper mortar
upper mortar
# upper mortar
poll_question_text

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.

victor_answer_votes

19

total_votes

19

victor_answer_id

1

victor_answer_text

Go for it

victor_answer_emoji_name

🔥

sturdy void
#

What are the max shadow errors? Just curious

#

like what do they do

upper mortar
#

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

sturdy void
#

Ohhhh okok

upper mortar
#

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
twin badger
#

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 yoiled

#

thanks for working super hard on this

gray vessel
#

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 (✿◡‿◡)

edgy bronze
fiery needle
#

I don't see it being similar to Dantor's at all but then again I've played Devour

#

So

#

lol

edgy bronze
#

I think it’s just the more realistic but dilapidated building

upper mortar
#

I tried to make it similar to Dantor's in terms of mechanical depth

static cradle
#

a prison interior would be cool

#

tho a new hospital would also be nice

upper mortar
# static cradle you ever play phasmo? this had reminded me of the prison map

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

static cradle
#

another archtype off my checklist

upper mortar
#

I'm not exaggerating when I say Slaughterhouse took 1.5 months

static cradle
upper mortar
#

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 KEK

static cradle
static cradle
#

and currently all the project scp stuff is funded

upper mortar
#

Lol fair. I recently added a Kofi link to Slaughterhouse finally, now I need to update my other mods with said link

static cradle
#

at least the currently WIP stuff for the mostpart

upper mortar
#

But considering I'm already kinda interested in potentially doing Prison, getting paid to do it would be dope NODDERS

static cradle
#

wanted to pair it with the rolling giant

upper mortar
#

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

bold geyser
upper mortar
#

Legitimately my favorite map in Phasmo lol

upper mortar
#

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

median bear
#

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

main trench
main trench
#

didnt even know the grinder have spawner

upper mortar
vapid dagger
#

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

upper mortar
#

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

vapid dagger
#

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

edgy bronze
#

@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?

coarse trout
#

I second the addition of big straw

edgy bronze
#

slurp slurp mmmm blood

marble crag
#

i bet with a big straw i could drink a hygrodere

edgy bronze
#

I bit they’re rich with electrolytes

vapid dagger
#

like melted insides

marble crag
#

thickened gatorade

#

and also melted insides

vapid dagger
#

cuz it would melt you

#

probably

marble crag
#

no i'm built different

marble crag
#

mmmmm

fair zephyr
#

So peak perceive

fair zephyr
edgy bronze
vapid dagger
#

hallway

#

me when the hallway is hall

upper mortar
#

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
upper mortar
vapid dagger
#

grinder? like the dating app?

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also i voted despite not playing the game, modders dont play the game

marble crag
#

everyone knows this

candid terrace
#

@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...

upper mortar
candid terrace
# upper mortar I use <@507340839228538930>'s JLL config generator, so there could be something ...

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.)

upper mortar
#

Kk, this might be a quirk with JLL then, I'll discuss with him later

upper mortar
candid terrace
warm tapir
upper mortar
#

On an unrelated note, thank you all for 10,000 downloads! MewHeart

candid terrace
# upper mortar Can you do me a favor and see if this happens with Wesley's Interiors as well? H...

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.)

candid terrace
candid terrace
#

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.)
warm tapir
candid terrace
warm tapir
#

weird

upper mortar
# upper mortar
poll_question_text

Have you had a chance to use the Grinder yet?

victor_answer_votes

11

total_votes

16

victor_answer_id

2

victor_answer_text

No, I haven't found it

victor_answer_emoji_id

911695852588920854

victor_answer_emoji_name

sadge

edgy bronze
#

Heh. Nice.

fair zephyr
#

Heh. Nice.

summer vale
#

Heh. Nice.

twin badger
#

|-|eh. N!ce.

vapid dagger
#

|-|3|-|. |\|1C3.

strong mist
#

ˈhe̞h. nɪ́js.

marble crag
#

heh. gneiss.

warm tapir
#

one of the fire exits can get blocked by map objects. You can still enter and leave without issue

upper mortar
#

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.

sturdy void
warm tapir
#

why tag me lol

upper mortar
#

Lmao

warm tapir
#

friend of mine thinks slaughterhouse is neato on Dine

upper mortar
main trench
# warm tapir why tag me lol

Well most people doesnt care about turning off the default @ when replying lol. Reminds me if theres anyway to make the default to off

warm tapir
#

my pack is framey because it's unoptimized, it didn't feel any worse than usual if that helps

upper mortar
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Haha fair enough then

#

As long as Slaughterhouse isn't really any worse than anything else, I'm happy xD

fiery needle
#

But since we fixed the main culprit of lag it's not that bad, just seems to get a bit stuttery

upper mortar
#

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

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But as long as it's not bad I'm done optimizing until 1.1.0

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Which will be a bit

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I do have some optimizations that I plan to release with 1.1.0 though wolfVibe

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May or may not help depending on the actual lag source for your pack lol

fiery needle
#

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

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lol

upper mortar
#

Gotcha

fiery needle
#

Yeah

vapid dagger
twin badger
#

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.

velvet wren
#

On what moons do you guys suggest putting this interior on?

#

I was thinking of Eve-M, but not sure

vapid dagger
#

on every moon

twin badger
#
  • 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
velvet wren
#

I don't think I have any moons in my pack that fits tbh lol

twin badger
#

whatchu got

velvet wren
#

I was planning on switching Eve-M's and Polarus's interiors

twin badger
#

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

velvet wren
#

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

twin badger
#

its interior is not part of the current build

twin badger
#

ehhh... hard for me to see that. unless Seichi's layout changes

twin badger
#

¿que?

fair zephyr
#

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

twin badger
#

hmmmmst

#

noted

#

i think i put it on Arelion, too?

fair zephyr
fair zephyr
#

50-100-150 for the three moons

twin badger
#

i just set 300 for every custom interior unless im trying to negate the vanilla ones

barren linden
#

well outside at least

white pelican
static cradle
white pelican
#

I'm just smart asf and cool asf and bad ass like that what can I say

static cradle
white pelican
#

solarius

static cradle
#

but it fit

white pelican
#

it's fun chaos honestly

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also it got updated!

#

which is neat

static cradle
#

especially single moons

white pelican
#

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

fair zephyr
white pelican
#

so I enjoy it

fair zephyr
#

Why is the e at the end of spectate so off?

static cradle
#

rn on the chopping block are widerstein's, harvest, oneshot and distinct moon variety, rosie is off till the next moon pack update

white pelican
static cradle
#

and possibly black mesa

white pelican
#

this is on paint, btw this is not a .txt

static cradle
#

due to being perf heavy

white pelican
#

it's part of that one space map I did

#

still gotta make planet cherry (and kinda find a place to put it...)

static cradle
# white pelican

im waiting on powerful to put his moons in a pack before I add them

#

they are essentially my replacement for widerstein

white pelican
#

ong

static cradle
#

cause I need my cruiser moons

fair zephyr
white pelican
#

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

static cradle
white pelican
#

waaay better than widerstein's cruiser exclusive gameplay

static cradle
white pelican
static cradle
#

but not too many

white pelican
#

there's only three in the pack and they're playable without one, just harder

#

embrion, arcadia and quasara

static cradle
white pelican
static cradle
white pelican
#

but the snowy one was legit like 6 minutes on foot to the nearest entrance or smth last time I checked

#

probably more

static cradle
white pelican
#

i did check like... a month or two ago so prolly whu

#

why**

static cradle
white pelican
#

anyway quasara's cool, and fremist is also pretty neat

static cradle
#

all that much

white pelican
#

im the opposite honestly

#

I love all the moons I just wish the small dogs were not a thing

static cradle
#

they are so cute

white pelican
#

foul beasts

static cradle
#

just walk up and pet them

static cradle
#

they dont bite 🙂

white pelican
#

i'd do this to them if i could

static cradle
static cradle
sturdy void
white pelican
#

also perhaps will be used for biodiversity lore. unsure lmao

strong mist
#

Wait.

white pelican
strong mist
white pelican
#

LOL

strong mist
#

but still it would be pretty awesome

#

as a preset

white pelican
#

I renamed the constellations term to planets and put them in an "orbit" menu

strong mist
#

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

white pelican
#

I actually picked the moons here based on lore tidbits from basegame and made sure to have the suns be accurate

white pelican
#

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

white pelican
upper mortar
#

Also

#

Slaughterhouse Scraps v0.9.0

  • Initial release
summer vale
#

Hey why does the knife not pop butlers

upper mortar
#

#BlameGeneric

cedar grove
#

#kms

summer vale
#

#dont

vapid dagger
#

You should love yourself NOW!

vapid dagger
#

get this, make a bunch of small white earth leviathans spawn on gorgonzola like maggot cheese lol

twin badger
#

how would they function tho? cant imagine smaller earth levis OHKO'ing players

vapid dagger
#

maggots

#

idk wasnt a serious request

warm tapir
#

smaller radius means easier to avoid

vapid dagger
#

though i do think string cheese trees would be peak and i might be interested in modeling them

twin badger
#

@upper mortar we have a (might be) volunteer

vapid dagger
#

wheres the cheese factory interior?

#

full of rats jumping into vats of cheese sauce

twin badger
#

theyre busy jumping into vats of McNugget paste

upper mortar
vapid dagger
#

they will be top of the line models, 4 million polys

twin badger
#

just put a grove of em around the furthest fire exit from the ship

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or not

vapid dagger
#

poutine pool

upper mortar