#Nikki's Mysterious Moons / Interiors (Gorgonzola/Sorrow/Carnage, Slaughterhouse)
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I'll just decimate it twice as hard
Rodriguez scrap + Meat Grinder = Bertha sized 💥
for every decimation, i exponential the poly count
exponential by what? ²? ³?
yes
let the frameys hit the floor
LoDs that kill you if you get too close
Shrug, it's kinda designed like that intentionally, everything important is very visible
cheese grass..
Yeah no, I've messed with it, it didn't look good
Feel like the closest you could get is shredded or powdered cheese dusting the ground, grass just sounds fries
Cheezard
I've been seeing a lot of 'unreachable' scrap in the Slaughterhouse. This is usually because of shelves spawning in the walls that were supposed to be in a line, like this.
Oh weird, this shouldn't be possible, the shelves are all manually placed, maybe I missed one? Do you know which tile this is?
Uhh, I believe it was a generic one, so it doesn't stick out in my mind. When I get the map again once I get back in-game, I'll let you know.
Sounds good, I'll take a look. Likely one of the tanning rooms if I had to guess.
Slaughterhouse 1.0.5
- Fixed lockpickers becoming massive when used on certain doors
- Fixed shelves spawning in the walls in TanningRoomAlt tile
- Fixed unnecessary networking on hanging bodies
- Increased culling on Dead_Cow_Skin_01 and 03 for performance
- Potentially fixed the Grinder not creating a meat cube if a non-host player is sacrificed (needs testing)
- Removed a Fire Exit spawn in the Pig Sty Room due to prop overlap
- Updated README
@warped lodge This will fix the unreachable scrap, this should be the only tile that had this issue, if you find any others please let me know!
Slaughterhouse 1.0.6
- Reverted the networking change on hanging bodies due to a game-breaking bug
Oh @stuck verge just wanted to let you know that I fixed the bug with the Lockpicker becoming absolutely gigantic, and also had a question about a potential Easter Egg if you want to DM me 
is this your mod's doing 😭
Slaughterhouse Scraps is a fun time :3
Wait, when was this a thing?
I don't recall Slaughterhouse adding custom scrap... aside from... the meat cube.
theres a new mod that adds custom scrap
check thunderstore 🥱
Yeah, I saw it
Oh hey, I've seen that axe before! Sometimes, my pickaxes from Ganimedes glitch out and they all turn into that axe! And it gets flipped.
Yet it still behaves and it considered a Ganimedes pickaxe...
Weirdest still, never had that mod installed.
Not even once, so how could that texture have even been generated?
@warped lodge Exactly a week ago
Gorgonzola 0.5.3
- Even further filesize optimizations, courtesy of s1ckboy
- If anything breaks, blame him :P
- Updated README
For those interested in that sort of thing, sick and I managed to cut about 14mb of space and it shouldn't have any noticeable gameplay impact
finally, 14mb of extra space for wesley moons
just need a few more gb of available space for 1 wesley moon
But do you have enough ram/vram? (Not sure which my friend OOMed on)
no 😔
Im eating every moons filesize
Gorg.
Gorgon
I can't find :с
Has anyone had performance problems?
There's been occasional reports on performance issues but not severe ones especially in isolation. Any severe ones I can isolate have been fixed. It's likely another mod causing lag being compounded by a large and somewhat demanding interior.
I'll look into that scrap spawn
Well, yes, this happens on some custom moons and with a lot of scrap...
I squeezed out a maximum of 100-120 fps xd
On StarlnacerZero
With this interior
I mean that's still perfectly playable
If 100-120 isn't acceptable to you I can't help XD It's a big interior with a lot to render
No no no, everything is fine
Definitely have some planned, although I currently have other new content in the oven
with 275 mods this is a breakthrough for me
One moon and one interior
I blame @wild trench
/j
A small poll for those of you using Slaughterhouse and interested in skin mods:
#1273501161567158313 message

Dammit i was gonna eat that
i left it on the windowsill 
Moon in the oven too long
if it were right next to Infernis
would it still be traversable?
i like to imagine it would have mudholes everywhere lmfao
Hmm, fondue flood
Coming soon™️
Not quite, it's effectively a generator hooked up to the Grinder for when people pull the Apparatus
is that the same one that grind the pig
Yep
can you explain this more indepth?
also does the grinder sometime doesnt work ? theres no prompt dunno how
Okay so when you pull the Apparatus, the Grinder stops working
Cuz there's no power
And you need power for the Grinder
uhhhh
This generator will allow you to reboot the Grinder via a long Hold Interact trigger, although it'll still be harder to find the Grinder without the sound if you pull the apparatus early
ohhh ok
So that way people can have fun with the Grinder even if someone else pulls the Apparatus
Unless those people have FacilityMeltdown, naturally
PizzaProbability making it a maybe
I mean technically you can still grind people with Facility Meltdown
Whether or not you'll make it out in time afterwards, is up in the air
😛
yea for some reason theres this one day where i cant interact with the wheel for the grinder
i can still see the pig hangin
Power was out
Either via Apparatus or Breaker Box
ohhh i see
hence the generator ?
Yeah, now you can boot the grinder back up
It's a backup generator so it only powers the grinder, but still
SECTOR: Bunker
POPULATION: Unknown
CLIMATE: 80°F Arid, thick haze, breathable air. Flat terrain, anomalously composed of an edible material, containing a thriving ecosystem.
FAUNA: High number of dangerous fauna.
Custom description of Gorgonzola I did via CC
You specify temperature? huh, never thought of that as relevant, but maybe that's why our stamina is so bad in lc...
Exterior entities seem to be unable to move upon spawning. Any idea why? Also, those are two separate baboon hawks btw.
@upper mortar
No clue, not something I've had reported by anyone else so this is probably another mod causing this issue.
Do you have any mods like 2 Story Ship or WiderShip that could be attempting and failing to regenerate the Navmesh?
I've never had this happen on any other custom moon, though
The only AI-altering mod I have is Starlancer AI Fix
It could be CentralConfig, but... how the fuck is it affecting the moon's scene? Why specifically Gorgonzola?
I mean I don't know what to say, @fiery needle has played plenty and not encountered this issue. I'll test it myself later but I don't know what else to say
Is it consistent or if you land again does it fix itself?
Game could have just had a stroke
I'd also check for any errors in the console
Although it'll probably just be Navmesh errors
Something was vomiting in the console, actually, and it was related to navmesh
I'll see if I can get that back
Wouldn't be CC probably
Yeah something borked the Navmesh then
I assume you've played on Gorgonzola since the update, Lunx?
Yeah and not encountered it, the only time I had this was that time SCP999 had that update that broke outdoor enemies
Making sure sick didn't delete the Navmesh or some shit lmao
I can double check but pretty sure it was fine
That'd be awesome if you have the time, I'm in bed trying to take a nap atm
Yeah it may have been a one off issue, or may be another enemy breaking something
Hard to say without logs lol
...Oookay
Guess it was just indeed a one-off thing
I immediately reported the issue because I noticed that there were hardly any entities spawning despite editing Gorgon's spawn curve via CC a bit ago, so I guess that was just a huge load of confirmation bias
I'll report again /w logs if I ever encounter this bug again
Sounds good, although I doubt it's something I can fix if it's anything that isn't Gorgonzola erroring since I'm not a coder, I just make moon
What is SAF btw?
Starlancer AI Fix
Yup, earth leviathan is stuck too
Getting the logs rq
It's an issue with your pack
It's fine for me
It's not CC or SAF btw
I have them both
Good luck
Hooray...
Check recent enemy mod additions
Oh BOY I can't wait to spend 30 min debugging this shit
Yup, and it's still not consistent
Pointing fingers already hm? 

Unity moment? Lmao
WHAT DID YOU DO, IT HAD NAVMESH WHEN I SENT IT TO YOU 
(This is a joke, probably Unity's fault)
(But god fucking dammit lmao)
Did it taste gouda
That's super fkin annoying though cuz like
How many people had issues and just uninstalled it instead of saying anything
@_@
Don't worry, you'll hear a lot of autistic rambling from me ❤️
Lunxara probably didn't have issues because they have a mod that regenerates the Navmesh
Lord knows Lass probably hates my fucking guts at this point lol
But god that's infuriating
Yeah .-.
Actually I have an idea
We can just do a random prop placer on the moon with rebake navmesh on
Lol my ship mod was fixing s1ckboy's oopsie
Yeah, dammit fixboy /j
(Almost certainly not actually his fault, probably Unity Version Control being a stupid pos since last time it deleted all my LethalLevelLoader references)
Gorgonzola 0.5.4
- Fixed an issue where the Navmesh decided to vanish from existence
- Updated dependency versions
@rancid finch You should be all good now, I'm gonna go cry in a dark corner
I hate Unity istg lmao
Unity is a problem child
You could remake it in anything and get things less spaghetti :P But that would take time so
Btw what is Gorgonzola's spawn curve
CC can't seem to be able to get it to spawn entities faster no matter the increment
So I'm just curious
Inside, Outside, Daytime
You're probably not getting enemies before a certain point in the day because 0 multiplied is still 0
and the Outside enemies have it set to 0 for the first couple hours specifically because I was encountering way too many early dog spawns for a free moon
Even when the curve was what I considered reasonable
Note that I don't know what exact points are what exact hour cuz it's literally just a weird animation curve from 0 to 1
So I just eyeball it, reference some vanilla moons, and hope it feels right gameplay wise lol
Ough, that answers my question
Gorgonzola is designed as an early game Offense-tier moon so I won't really be able to help if you're changing that lol
It's alr, I just made it a hidden end-game moon since it is the Golden Planet
or at least a doppelganger of it
That's fair enough, at least you followed the lore
I've never had anyone discuss the lore logs with me which is kinda sadge cuz I put a good amount of work into them 
That and I'm proud of my custom moon description, especially the hostile münsters bit
Planned enemy that unfortunately has a TBD release date
Since I don't code, enemies are a big hurdle for me
But I will say, despite the uncanny similarity, it's not Legs
And unfortunately, willing coders for LC mods are dropping like flies
oof...
Is it that one burger entity?
Forgot its name because it's been like... 9 months since I've played Gorgonzola
I've barely played custom moons
It is a custom entity with no relation to any existing media
Stares at you with my autistic eyes
Unfortunately I need a coder so I can't guarantee any timeframe, especially with ||new moon and new interior|| in the oven
Plus a Slaughterhouse update coming soon™️
I don't know how Wesley, Starlancer, Generic all cranked out so much content so fast, I can't do that
There was a good bit where Wesley didn't have as many moons
It was the original trio, then a few more a while later, and the finishing ones came sooner, but not quick
Plus I'm always fighting depression and anxiety, so that's fun 
I'm sorry about that...
Eh, it's getting better over time
That's good
Realizing I was trans and being true to myself has helped a ton
W
I think Gorgonzola should have moon specific scrap items, like an item that resembles a little foodpack called "Dinnerly" and an energy drink called "Major", the foodpack should have a bunch of variants, one's like a pizza where the cheese is moldy
... It does have moon specific scrap items
she knows
just let me have this
she's being a dick
Tell me you haven't played on Gorgonzola without telling me you haven't played on Gorgonzola lol
🖕
Ah
completely untrue
we just haven't come across the scrap items themselves
have seen it using imperium
also known as my LLL configs being funky
I come across them all the time, if you have scrap mods you prolly have the weights too high
The pikmin scraps don't seem to have a weight config :/
You should be able to handle it on a per moon basis using LLL's config
Anything that doesn't use a custom spawning and distribution method can be balanced that way
Hello!
Slaughterhouse REALLY small report, call me crazy for being really immersed into the audio :,]
I know this is a really small nuisance, but I found that the audio of the doors closing and opening on some doors are inverted, closing does the opening sound, and opening does the closing sound
I'll look into this, that door sounds correct to me but I might be crazy XD I'm not nearly as much of an audiophile so it's possible it's reversed.
@finite depot sorry for bothering, but, am I wrong here?
I feel that the sound of the doors are inverted
They are yeah. Its a vanilla thing, the files are named the wrong thing
Its the same with the power box and lockers in that one factory room
Oh so I'm not crazy to think the breaker sounded weird
I did it by hyperfixating and then burning out 🤭
My favorite!
Hi!
Idk if this is Slaughterhouse or SpiderFix
its showing off its booty
Probably SpiderFix, I've had no issues with spiders on Slaughterhouse, but I will double check before the next update just in case
I already replied to him in the other thread lol
Kk
It's like a super rare occurence lol, it could even just be vanilla tbh
Maybe it's because it's seen to many traumatic things in that slaughterhouse to the point that it isn't going to be the same for a long time.
From what I found Navmesh between different room sections are not connected at all and enemies can't pathfind to your position.
The Navmesh definitely is connected, so I'm not sure what would cause you to experience that.
maybe it was because of kast?
I dunno. Unless you have another mod messing with it or maybe there's a specific tile being problematic, but for the most part I know enemies can path fine through room connectors
It's definitely not SpiderPositionFix
@clear oyster can you send us profile code and moon you experienced the bug on?
Sorry, it was a while ago, it was on Haul, one of Rosie's new moons
Anyone else had the problem that in 1/8 or 1/16 times or so outside enemies are unable to move in Gorgonzola. And they float above the "navmesh" a bit. It specific for gorgonzola only for me.
Are you on the newest version? The navmesh wasn't properly generated in the last version but this shouldn't be an issue any longer.
Oh cool, i was on the old version still, whoops.
I’m him
get well soon!
well get rid of it then tyt, fren
While y'all wait, have a bit of a silly mod I made
https://thunderstore.io/c/lethal-company/p/Nikki/AdventureLineCruiser/
Hah, nice
finally, lethal company has a good mod
i lvoe stanley parable!!!!
love to see someone else make a stanley parable mod
I remember the idea of this came together bc y’all were teasing me about my horrible sense of direction on stream lmao
lo and Vulcan9? What is lo?
https://thunderstore.io/c/lethal-company/p/DMF/IO_Volcano/ this old thing
Do you perhaps have any other moons like this? Trying to find some hidden gems but don't know. I've never heard of that moon until now
theyre unplayable gems rn
unless you roll back REALLY far
I remember this one, it was only playable on the og Lethal Expansion
not the LE COre
It was one of the best on that time
it had a very good quality
511Davida
Amplify
Ether
Io
Kastra
Nostromo
Oblivion
Valor
Vulcan9
Wateridge
Maybe someone will restore this moon someday
these are lost moons i want back
Wateridge did get a port attempt, but it has issues
Nostromo?
link?
(depractated)
YEAH; THAT ONE
it was laggy
laggy yes, but was a nice concept
Io?
^
funny name
is anyone going to remaster these moons?
i wish.
you have a ton of moons to keep track of so i wouldnt ask you to do anything else. plus, you already brought back Kast. i cant thank you enough for that one
well, i wouldn't mind doing another remaster
wateridge remaster? link?
Callisto
Godd i wish vulcan9 wasn’t LE
It looks like such a cool moon from the gifs
https://thunderstore.io/c/lethal-company/p/BapeKings/Wateridge_Restored/
issues include:
- no water zone
- no death trigger
- interior is partially visible from the exterior area
- can land on the interior via where the water should be
was unable to try that one so no attachment from me
Also yeah this kinda made me want to try to restore that christmas mountain moon that cam with waterridge
It was a good one
But i don’t really know how the converter would work
Christmas Village was skippable for me
I don’t think you can just pop the .lem into the converter batby made and turn it into a LLL moon
correct
if you want, i can make you a guide if you have the desire to restore all these moons
yeah the only assets anyone has access to is the github that’s on the christmas moon’s backup page (which is only visible with deprecateds on)
moon making is daunting to me. plus, i know hardly anything about unity. working on a scrap mod, but waitin on S1ckboy to help nail the process into my noggin
i also tried to contact the Ether moon developer but got no reply
yea, some of those makers have gone into ghost mode. why theyd do that if somebody else wants to take up the mantle? only reason i can think of is the pride in the work they made, and dont want others touching it
if that aint a reason, i have no other ideas
probably a shit take, but i aint a dedicated mod maker (rn), so i wouldnt fully know
Plenty of authors simply stopped paying attention to the game I assume, not everyone seeks to maintain their work, particularly if they're not using it
Oh btw
Now that Jacob has updated JLL, enemies spawning when you ||grind the pig|| should work again
If it still doesn't lmk and I'll look into it
HOLY SHIT PEAK
It also sounds like the snowy moons on the outside too. It should be more like Aquatis, with just a docking port for its surface.
yea...
If anybody can fully restore a moon to its prime, it's definitely Tolian. He did well on Kast and EGypt
EGypt wasnt a restoration. it was an asset transfer
Oh that right?
he had sent me files but they were not the unity openable file
I do have the asset bundles and various other things but im pretty sure it wasnt the unity project
if you want I could send a link and you could look it over
cause maybe my non dev brain was being dumb
that and the dev having 0 ways to contact him make it pain
feel free to virus scan if you are worried
EXACTLY
I soo want the moon dude it just sucks that i can’t
i'll take a look today
moon had a few cosmetic mechanics to it, too. by cosmetic, i mean nothing that impacts gameplay (unless sound is something that impacts you)
so just a heads up there
take it if you want it
Vulcan9?
bc that’s what i’m talking abt
Not ether
You need to create a Unity project and then drop in the files and there's a whole moon prefab there
yeah I can't do that haha
im a noob at unity 😅
Try it if you want
np
pinatas yaaay
I just like circus-related stuff
Ping me whenever this shit is released, because I know it's gonna be goated, especially if it's by you

It'll be a config, by default it will only be on moons with the Fun tag, but can be configured to never show up or always show up. Changes will only be visual so it will always be compatible with other people's games
WWWWWWW
Perfect int for Bozoros
Good shit
Yup, that's the main intent
I know the Bozoros devs are cooking something up but I wanted Slaughterhouse to still be fun to use on Bozoros
Juxtaposed, yet fitting
There's a couple of other moons ik the Fun tag applies to as well
I just realized
Are those supposed to be kidnapper fox cut-outs
Yeee
Oh yeah, another question, sorry
Did you use HDLethalCompany or LCUltrawide in that screenshot
I will check in a moment, I used one of them but don't remember which
I use LCUltrawide Community
Thank- beeeeeeeeeeeeeeeeeeeeeeeeeeeeeep
psst Nikki have you tried turning interpolation on on your rigidbodies?
the hanging meat appears to run at a visibly lower fps than the rest of the game which that might help with
also, it might be good if I gave you some code stuff I use to reduce the number of animators in the interior, I loaded into it on artifice and I got like a 30% drop in fps from the animators
might be more like 15% on average but it's hard to say
first time I turned all of them off I went from like 105 to 135 I think, but it's less the second run of this seed
for doors in Black Mesa I set the animators up with this script
https://github.com/PlasteredCrab/BlackMesa/blob/master/BlackMesa/Components/AnimatorCuller.cs
the door opening and closing animations call CompleteAnimationAndDisableAnimator() in the last frame so that the animator turns off when not opening/closing
(no big pressure but I figured I would mention these things here while they're on my mind)
Late response to this but yeah Slaughterhouse fun update is going to be nice on Bozoros
Nikki is making good stuff it's gonna be cool
I will look into this later but it depends on how easy it is to set up, and if there's a notable performance difference
Like Zeekerss doors don't do this so it's weird that it'd be important for mine to
reason I mention this is because I saw 500 animators when I was testing the difference, which is a little less than how many black mesa had when I checked it
not sure if it's from your lights or doors though, but it is pretty simple (perhaps tedious) to set up for doors and it's free gains
it's not something I think zeekers realized was really probably, but if I was able to detect the end of an animation without adding per frame cost myself I would make this into a general performance mod
generally I would recommend any interior with doors between all or most tiles to do it
I just saw it because I was testing out my pack for some gaming today 
looks like about 3/5 of the animators are from lights, which is a bit trickier to optimize (though I do have a solution for that already in Black Mesa)
If you wanna help me out with the code I'd be more than happy to and add you to the credits, I just don't have the energy atm to write a bunch of code for it ^^;
the code is here:
https://github.com/PlasteredCrab/BlackMesa/blob/master/BlackMesa/Components/LightController.cs
https://github.com/PlasteredCrab/BlackMesa/blob/master/BlackMesa/Components/LightSwitcher.cs
basically, what I did was make one central "light" (which has no visible lights or animation properties) which has some dummy animations that just call through to the LightController's EnableLights(), DisableLights() and FlickerLights() functions
then the LightSwitcher components are just placed on all the lights to switch their individual states based on what material swaps and lights to toggle that you define in the component fields
it's still kinda a beta implementation, but after fixing a couple things it seems to work okay from what I can tell
When do u expect the Funhouse to come out?
I'm just rlly excited so I wanted insight on that
Honestly I unfortunately don't have an ETA as I want to include quite a few other features before release, as well as drop a SlaughterhouseScraps update at the same time
I probably wouldn't mind sharing a beta build if you and your friends are really excited to play it though 
That'd be sweet, but up to you
in case it would be helpful to reference with regard to the lights thing if you decide to try this out, here's a couple screenshots of our setup with an exampl elight
(sorry for flashbang in the first image lol)
the Light Controller just needs to exist in any guaranteed tile
Interesting. If you have this in a dll of some sort or wouldn't mind helping me make my own version at some point (again, I do very little code so I'll likely need a bit of assistance) I wouldn't mind doing a bit more optimization
oh man
yeah tbf I probably should make it into a whole package on Thunderstore so that anyone can use it
as far as that goes I'll have to put it on the back burner probably, but if you wanted to copy paste the code I linked into your own scripts (assuming you have any?) that would also be fine
you would also need to grab this patch, minus the call to FixAudioSources
https://github.com/PlasteredCrab/BlackMesa/blob/master/BlackMesa/Patches/PatchMenuManager.cs
but again no worries if you don't want to do that directly, I can definitely work on putting it into a package at some point
Idk if I need to do anything special for that
It's list of interiors that it'll spawn in is rather short, so I assume most don't set things up in a way that works for it? So maybe?
Hey, still alive, just been recovering from being sick and dealing with some mental health problems. Unfortunately probably won't have any special Christmas updates for my mods but I still plan to release something exciting soon™️
moldy gorgonzola
Snowfall weather? Where does that come from?
LethalElementsBeta
alright who left their dandruff on my cheese.
Haha, glad to see that new modded weather works decently well
When I played LC with Slaughterhouse mod 2 months ago I found out that whenever I use a lock-picker it suddenly disappears and reappears with a massive size. I realized that you fixed it on 1.0.5 However even though it doesn't appear with a massive size, it still disappears after using it. So, I used IMPERIUM to test it. The lock-picker just reappears with massive size but in a different place e.g. underground
Love this mod and the atmosphere too. Hope it is fixed in near future
@upper mortar did you see this?
She's aware of it
She told me at one point it's fixed when she updates it again
Nah actually I wasn't aware of this one, I thought it had been fixed in 1.0.5 as the commenter stated
Oh lol
I'll have to take a look, unfortunately fixing lockpickers may require a complete rework of my doors
Cuz they've proven to be incredibly annoying
I also hope you can figure out what the heck that Bracken got stuck on when we played the other day
Cus dear god it murdered everything
lol
?
We had a Bracken get stuck pathing apparently, Ruthie saw it when dead
and the game's frames dropped to like
15
Hmm, I've seen that happen in vanilla tbf
Hence why PathfindingLagFix was needed for so long
So unfortunately that's probably less of a Slaughterhouse issue and more of a Zeekerss issue
I've had that happen on vanilla Facility where a Bracken absolutely ripped fps
I have too but it's been a long time since it's happened in the vanilla ones
It's pretty rare in vanilla now, but it's not exactly common in Slaughterhouse
It's probably a Bracken AI issue, not a Slaughterhouse issue
Unless he pathed in one of those rooms where pathing gets weird
I know enemies get funky in the pig pen areas
I've looked into it and there's zero issues with the Navmesh, Imperium proves it
So idk
I blame Zeekerss
Maybe it's something with the custom doors there

The doors aren't custom, they just use Zeekerss scripts
By all intents and purposes the only difference is just, there's a lot of doors
But enemies literally ignore doors in their pathfinding as I recently found out, unless they're locked
Honestly that's a Zeekerss oversight if so
They just have a trigger around them that opens the door
Weirdd
Bablock hawk
@twin badger @unkempt granite @edgy glen confirmed Wesley moons update BTW 
I actually want the update instead of memes tbh
I'm impatient
😔
As cool as Minecraft Baboon Hawk is
Why tf do people keep using this stupid dog gif?
Like what is it from?
Cus if it's a meme or something atm I feel like it's incredibly mid
But maybe that's cus the gif is overused
Not being mean or rude or harsh btw I know it can sound like I'm annoyed in text I'm not
I just don't get it
Fair, I found it funny the first couple times I saw it but when it keeps being used by everyone it dies off pretty quickly, at least imho ofc. Not everyone will feel the same ^^
just wait like a day and no one will be using it lol
I have bad news
thats what im sayin
it also happens on Black Mesa currently due to bracken testing paths to nodes that are through vents marked with CrawlSpace area type or whatever it's called
not sure if you have the same setup
we need to remove our modifiers on the vents though, because it doesn't even prevent tall enemies going through the vents, I forget what it does do
other than stopping brackens that is, which we don't intend
too bad
No way
Mojang really listening to the community this time around
:>
cow
cow
Lmao have you heard the voicelines yet?
Yeah xd
I was so confused because of the voice lines and then saw the text 💀
cow

Yeah I completely forgot Nikki asked us about voicing that, only remembered when you sent the picture lol
also wait what
You didn't know
If you have Carnophobia mode on you get to hear it say Cow every time you bump into it lol
LOL
That sounds hilarious actually
I've always been fine with how the interior looks typically I need to check that out in my own time LMFAO
It's not just yours, it's like 6 different creators lmao
Oh lol
Anyone had any issues with my content with the new LLL update or is everything good in Nikki land?
I had
turns out Gorgonzola is still lackin cheese.. very sadge
and mine too :3c
Truee
And mine
Slaughterhouse 1.1.0
- Added an entry stinger to Slaughterhouse (separate from Zeekerss' system)
- Added a generator to the Grinder Room to start the Grinder when the power is off
- Added proper interfacing into DungeonGenerationPlus
- Added Cheddarhouse, a special mode for 'Cheese'-tagged moons
- Added Funhouse, a special mode for 'Fun'-tagged moons
- Added Bozoros to default spawns
- Added Gorgonzola to default spawns
- Added altMoons to default spawns (Phaedra, Dirge and Pelagia)
- Added DemonMae's Flicker, Baykal, and Ultimatum to default spawns
- Added DistinctBlaze's Detritus to default spawns
- Added Rosie's Eden, Feign, Ichor, Idiosyn, Tunere, and Haul to default spawns
- Added s1ckboy's Lurkin to default spawns
- Adjusted blood splatters internally to all be prefabs
- Fixed a few minor visual issues for QoL
- Fixed Pentagram Spawns in the Grinder Room (actually fixed in a previous update, but was waiting on JLL)
- Fixed some blood splatters clipping below the floor in the Grinder Room
- Removed some additional unnecessary colliders to be more faithful to DEVOUR
If anything breaks lmk I didn't extensively test before release cuz I was told to release it based on the results of a coinflip
@summer vale no doors for u
@fiery needle here ya go
updoot
CHEDDARHOUSE!!!
Slaughterhouse 1.1.1
- README corrected
- Removed Peter Griffin House
- Updated dependencies
:3
AW I JUSTBSTARTED USING THIS... AWESOMEEE
goated nikkimooner
is lockpicker issue fixed?
Probably not, fixing that is gonna require redoing the entire door system and changing the scaling of the model in Blender since using the other in-Unity scale doesn't seem to work
Honestly the fact that Zeekerss allowed the lockpickers to be scaled by the prefab in the first place is stupid, he really should have reset the scale afterwards
Yes, there's a config option to have it set to "Always Enabled", though it will always override the other options. There's no way to specify a moon list as that's outside of my capabilities
you're making custom cobblemon? :0
amazing
lmao good luck if you try that
i think my eyes are the same color as the background plus there's like a green fog over bits of my character

and yeah the jacket is also a different green
Easy
Background remover my beloved
chat edit this man everywhere
In every movie
Every video
Leave no stone unturned
did i do it right
Good enough
LMAO
Lmaooo
my new character
if it were up to me i'd put that on the fridge
peak
@coarse trout
jodalf... is real
Hey people of the Lethal society
Is there anything you currently want to see added to Gorgonzola?
Anyone who says more cheese is getting added to a kill script that triggers on landing
Alright I'll add a Chevy
chtevhevy
i think this moon needs more cheese
Alright you're on the kill list
this is the fucking funniest shit
The moon robot from the wallace and gromit short hidden somewhere would be funny
@cedar grove wanna give feedback bud
no
chtevhevy
damnit
fair
Can you do me a favor and test which doors don't work with Lockpickers, and what exactly the issue is? I wanna see if I can figure this out but I'm working on other stuff atm and don't necessarily have the time to playtest something that I never use
sure not a problem!

giant cheese wheel that spawns oob and starts rolling towards the area where the ship lands, crushing anything that gets in its way
Cheese string cheese trees, also more cheese

Rodrigo and Xu are now on the "randomly blow up" list
Jokes on you i already randomly blow up
Also gorgonzola perfect moon for a bertha team wipe, big and flat
TRUE
I think gorgonzola should add a giant flying cheese worm that eats people
Add it to Biodiversity and I will
Gorgonzola next update :
Added cheesier cheese
someday
I now have 4 people that will explode on Gorgonzola
Are u making a cheese moon or a blood moon
Actually with the lack of cheese, probably thr latter
Would be nice if there was some outside ambiance so the moon isn't just silence most of the time. And maybe also add a cheese grater enemy for the funny.
There's a Cheese grater scrap and I planned on doing a "Mangrater" skin for the Maneater for Gorgonzola Enemy Variety. As far as outside ambience I can look into it but I don't really know what I would add or how, really
I haven't experimented with ambience libraries
do we have cheese interior?
cheddarhouse
^
Cheese
Eventually cheese mineshaft is also planned however that's gonna require some fucky stuff to do unless the dev of Chameleon does the cheese compat like he said he might
very cheesy
What if the moon
Was made out of moon
Think about it..
There honestly isn’t much to really suggest
Fair, I'm just gathering feedback
||String cheese trees are in the works but may not be this update||
cheesy pipeworks aswell
Yea :3
sounds of larvae digging around in the cheese
make it fucking Repugnant
i never did try modeling those lol, got caught up in so many projects
@buoyant scarab said they might try to
and if Matt changes his mind I might have @summer vale make them in probuilder
So I have options
Can I agree and change my mind too
Nacho cheese volcano
Cheese curd rocks
Shredded cheese rain
Big cheese fork weapon
Chebley
/poll @upper mortar
For what
kill trigger
what is a kill trigger
a trigger that kills?
Well I could assume that
or maybe it's a kill that triggers
life trigger
kill
...Yeah that's good enough for me
Kill the trigger
i fully support the construction of this kill trigger at an unspecified location
lmfoa
So much for cheese democracy
https://youtu.be/1MpS8tN9LGc?t=1631 my lockpicker disappeared on gorgonzola and came back as a giant space ship thing
at 27:10
lockpicker disappears at 25:30
doooooont think that's a moon issue. i play there frequently and've never had that happen
you created a space station
Kill trigger?
19
26
1
Yes
921290210367639553
NODDERS
true
The lockpickers are a Slaughterhouse issue, not a Gorgonzola one, and I haven't figured out how to fix it atm
i like
They've been proving to be quite the problem child because Zeekerss made them stupid

I've been working on some small updates for Vortex, Gorgonzola and Slaughterhouse
Slaughterhouse will likely come before the other two, Gorgonzola needs some assistance from @coarse trout and Vortex is being a problem child as usual
huh?
well it is
just not for you >:)
if (dev == nikki) StopWorking(); - official JLL code
Budget gacob here, I can confirm
gaycob real?
Always has been
Watch Hi and millions of other Lethal Company videos captured using Medal.
Lmao
Thank you all for 150,000 downloads on Slaughterhouse! To celebrate I've made a small update, and I have more stuff coming soon hopefully!
Been finally feeling like myself again and back on the grind, and am excited to be working on more content for people. Now for the patch notes!
Slaughterhouse 1.1.2
- Added scan nodes to the searchable poo piles for new players
- Added a rare chance for garage doors to slam shut when a player is nearby
- Added the Bloody tag for compatibility with Redlantica
- Added Generic's new moons to the spawns
- Added Wesley's Journeys Update moons to the spawns
- Bolted [Redacted] to the ceiling
- Fixed missing LODs on the hanging cheese on the Cheddarhouse variant
- Potentially fixed generator audio desync (untested)
- Removed Peter Griffin House
- Updated dependencies
Removed Peter Griffin House again?
XD
Redlantica? That sounds concerning, and also hopefully not a spoiler to smthn I missed in Wesley's moons
Nah, it's a ||special bloody skin for Atlantica when it rolls Slaughterhouse as the interior||
Oh interesting
||Also it might not work yet, blame Wesley|| 
Also, for those who voted Yes for Kill trigger?, ||the garage door slamming shut can kill you if you're unlucky||
Have fun :3
oh if you said that i would've voted yes, i thought it was going to be that kill box around gorgonzola you mentioned wanting to do
If you mean the cheese around Gorgonzola killing you, it does that already
Needs another 0 at the end 
actually if i could make a suggestion
could you do a solid and remove Peter Griffin House
Might be a bit longer on the Gorgonzola update, I'm doing a bit more than I initially planned. Rest assured, it's coming, and I think it's worth it~
🧀
Coming soon...
teaser? i hardly know 'er!
Is that grass
that's no cheese :[
Mycordytum 2!!! 
I'll be honest I really don't like Mycordytum which is part of the reason why I'm making my own
no objections here
Get sequeled
so youve done cheese, meat, and now mushrooms; let's get a wheat field and tomato garden going to make the greatest pizza of all time
Slaughterhouse tho
Yeah but meat moon
lovecraftian meat mass moon
saladhouse
with fun house interior (when that releases)
Needs more...
||Cheese||
why would a non-cheese moon have cheese are you stupid
no it doesn't
source?
what article?
make them into a pack called "Yummy Moons"
@wary ravine Prepare the mushroom recipes
as mel's representative i refuse
Me waiting to blend fruits from ||Alcatras|| 
Nikki's Mysterious Shrooms
I reject your refusal
time to fulfill your dm nicknamoe
Mushroom
Were getting a gorgonzola variant were everything is moldy with giant mushrooms
Sorrow 0.4.0 [NEW MOON]
sorrow v0.3.0 lost to time
Now finally upload your moons Bundle

i hereby banish the nikki moons bundle into the abyss
Excited to check this out tomorrow though Nikki
damn, no more nikki moons bundle
I banish you into the Abyss

Jokes aside I'll probably make a bundle in a few days, wanna update Gorgonzola first
who's this guy standing there in the gorgonzola icon
I banish the abyss to the nikki moons bundle
||The Lumburger||
Hope you join us tomorrow Wesley
I'm excited for new Nikki Moon
THANK YOU FOR HITTING THIS HUGE MILESTONE, TO CELEBRATE I'M DEPRECATING WESLEY'S MOONS
NO
I riot with Pitch Forks
Wesley's Moons are essential
lol
Also, I do plan to make a SorrowEnemyVariety as well alongside that SlaughterhouseEnemyVariety I mentioned ages ago
Well
That's it
He has no control, I committed the crime
||among us||
LOL
o7
||(It's not real)||
Was a good run
thumbs upped your own mod...
nothing wrong with that if you like the mod
I only thumbs up the ones I'm actually proud of
Speaking of vanilla-like content @light violet you should check out Sorrow at some point, I'd love to get your opinions on it since it's more vanilla than Gorgonzola (even though I tried to make both as vanilla as possible considering the themes I'm working with)
heard chef
🙂
Gorgonzola 0.7.0
- Added a special texture variation to Mineshaft when it loads on Gorgonzola
- Added string cheese trees, courtesy of LethalMatt
- Added "edible" Cheeto cacti
- Added outdoor audio ambience
- Added a special easter egg scrap when installed alongside Wesley's Moons
- Added special VFX for Snowfall and Blizzard from LethalElementsBeta
- Adjusted Foggy weather slightly
- Adjusted Overcast lighting
- Certain people now explode
- Fixed the trans flag animation not playing
- Updated dependency versions
- Updated README
For those who were waiting for it, the Wesley's Journeys compat has been pushed to 0.7.1 as there's a bug with the scripts that won't be resolved until the next JLL update, plus the video isn't ready, but I wanted to share this with y'all.
After that and any bugfixes or small tweaks, the next update won't be until if and when I release the custom enemy, so Gorgonzola is about as finished as it will be.
Nikki's Mysterious Moons / Interiors (Gorgonzola/Sorrow, Slaughterhouse)
the cheese has aged absolutely fine.
wow, jacob and his bugs 😔
well it's a bug that only effects unreleased content. the best kind of bug because i don't have to give a shit and it's already fixed for when other things are ready :)
got solar flare on sorrow and it looks beautiful
also since you made a custom snowfall and blizzard for gorgonzola would you make a custom meteor shower chance were instead of meteors raining down its cheese?
If batby ever sets up data tags I wouldn't mind starting to read those for custom meteor shower model+textures
Yeah I think Xu and I discussed this a while back but rn there's not a good way to do this that isn't repackaging and replacing Meteor Shower's assets and shit in my bundle
But in the future we might be able to do something ^^
I was able to do custom Snowfall and Blizzard because Voxx specifically added things to allow that, I would need the same from other mod devs to make other things compatible
Yeah, I guess what I can do is allow you to recolour the normal meteors, but I think it's kinda funnier if it's just cheese blocks flying at you
Reminds me of back when I had cube meteors for wesley made
Those were great
I should make em a default in ||cubatres||
Hello!
Is anyone else experiencing any sound desync in the slaughterhouse interior?
For example garage doors slamming shut multiple times or freezer door sounds playing properly when closing but playing again immediately and opening silently later on
to be clear
the garage doors slam shut just once visually, but play the sound for it twice
I haven't had this, so it's likely some sort of mod incompatibility. Do you have any mods that affect or cache sounds or animations that could be causing a desync? And does it happen to the host?
I'm definitely using a couple but the reason I asked here is that it wasn't having this issue less than a week ago and all of the mods that mess with audio have been here for over a month
Would you want me to just list all the audio mods I'm using?
Or a modlist, if you're up for it I mean
oh and I'm the host, though I haven't asked if the others are experiencing the same thing
Yeah, my guess is that one of those mods updated and broke something but it could be on my end as well. My confusion is that I haven't touched the freezer stuff in months, so while the slamming doors could be a me issue, I don't see how the freezer could be, and I haven't had that with anyone I play with. If the modpack isn't huge I can import a code and look into it, if it IS huge then unfortunately I will have to ask you to see if you can narrow down what mod is the issue.
It's a hundred mods so I'll do my best to narrow it down! Give me two seconds
That might be more than a few seconds 
But take your time and lmk if you can figure it out 
LCSoundTool
DisableIntroSpeaker
LethalResonance
LCMaxSoundsFix
EnemySoundFixes
NAudio
Concentus
OpusDotNet
Just these!
I'll try disabling them one by one and see if anything comes from that
Kk, I know LCMaxSoundsFix should be safe as I use it in my test profiles, dependency for some of my stuff
A lot of the others I haven't messed with
NAudio, Concentus, and OpusDotNet are all dependencies of Mirage if you've used that before
Which I don't think would mess with anything related to interiors at all?
Though what do I know
I have played with Mirage a decent bit and haven't had any reports of this, but again, could be a new bug from recent updates
mirage shouldnt cause desync issues (or it atleast it never did for me)
It's not really desync, just weird audio issues
maybe resonance? its a huge soundpack which uses outdated soundapi
Yeah that's what I'm disabling first
Unfortunately it could be anything, even things that don't typically seem like the culprit could be, I remember back when Glowsticks would break LCBetterSaves, like, wild incompatibility but okay
I'll also try to record exactly what's going on
Yeah fair, if it's subtle it could just be something I haven't noticed
This freezer door is so rude
I've been sitting here for like two minutes and it hasn't done anything
It didn't happen when I disabled LethalResonance, but something popped into my mind that could be something.
What if it's multiplayer related? As in it open happens while others are connected to the game
I'm TRYING to test it now with Resonance enabled to see if that actually was the fix, but these doors just hate me
I have time paused. Do not mind me
It didn't happen
One sec I'm gonna try and get a friend in the game with me
If you think it's SoundAPI just remove SoundAPI V1 and UniTask and swap it out for SoundAPI Beta and SoundAPI Lethal Company
SoundAPI V1 is unoptimized anyways
It will just mention an error about the meltdown json but that hasn't worked anyways
It's working perfectly fine right now with everything that's usually enabled. So I'm enlisting someone to help me test whether or not it has anything to do with there being other people in the game
It's working perfectly fine now even with people in the game and I have no idea why
Haha, could have been Lethal randomly being quirky
It happened during multiple sessions!!!
Well whatever, if it works that's fine
Thanks for your help! I really did appreciate it even though it was just ghosts I guess
Perhaps something needed a fresh install or a disable and reenable
Hard to say haha
I honestly hope I never have to find out
Same, but if you do, feel free to come back, could be some obscure bug that only happens with long play sessions
I'll be sure to let you know!
@upper mortar can you put the secret formula from spongebob into gorgonzola hidden somewhere
trust me it's relevant, @coarse trout can back this up
The Krabby Patty secret formula is a highly guarded secret, I can't just make it a scrap, that would be irresponsible
Would you do it for a nikki snack?
tf is a nikki snack
I was too lazy to replace the people in the back with like jacob, wesley, st1nkboy etc
Somebody with more free time and less will to live should do it
omg omg omg more cheese confirmed?
"is s1ckboy more of a daphne or a velma" was not a question i thought i'd ask jacob
lmao
Has anyone played on Flooded Sorrow yet? 
i can certainly test it later, after i get some bakfest
Make sure to have that breakfast with a pepsi (See what i did there
).
https://www.youtube.com/watch?v=wD-ioBzihKs @upper mortar
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I caught them playing a bit of it on stream but I'm glad it's uploaded, I am still catching up on videos but I will definitely check it out
greatest modded moons, omg they played with the fart zone moon?
Shroomshaft
Sickboy that's something else
Did i say another bad word?
fungus
I'd say reduce it cuz isn't gorgonzola already a mineshaft moon
Yeah but that's why it's only 25%, and tbf it's only 50% on Gorgonzola
Gorg is 25/25/50% whereas Sorrow is 75/0/25% (Facility/Mansion/Mineshaft), if there was a good ||lab interior|| released then Sorrow would be recommended with that but there isn't really one currently

pinging you so you see my response lol
No Shroomsion
thank you
It doesn't make sense with the looooreeee
The unreleased looooreeee
I'd still lower it honestly, to make sorrow a bit more distinct idk :3
Fair
I should ban you from my threads
Also I'm probably gonna postpone the moons bundle until I have 3 moons, luckily I plan to start on the third moon today if I can manage it






