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

1 messages Β· Page 5 of 1

little wharf
#

OGUGJHGJ

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I YEARN

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i had a whole kid city thing planned out with mel too

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well

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we talked about it

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not really planned

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Gleep glorp

upper mortar
#

Honestly I want to make more moons but concepts are hard

little wharf
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but anyways i am fully willing to help with ||level fun|| LordDunzert

upper mortar
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Cuz the whole point of NMM was to be unique concepts nobody else has done

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Although I do want to do a moon inspired by ||Canaan from Abiotic Factor ||

little wharf
#

how about the burrow

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and no not the generic moon

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you know what kind if burrow

white pelican
#

look at pinterest and recreate a cool looking place

upper mortar
white pelican
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yerr

little wharf
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^ 1000+ pins

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pinterest is goated

cedar grove
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bubker

upper mortar
twin badger
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Bread n Butter Pickles moon amirite

white pelican
#

you're getting executed tomorrow pepsiboy

upper mortar
upper mortar
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I'm not actually going to, but I want you all to know that right now I feel like throwing all my Unity projects in the trash and never touching this program again

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I am so fucking tired of issue after issue holy hell

light violet
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If it makes you feel any better the v80 changes are pretty likely to be the biggest the game gets in terms of how unity fucking it was

upper mortar
strong frigate
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what game issues are having from zeekerss changes? i can try to alleviate some issues if its within my ability :p

upper mortar
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plus I still need Puddle footsteps for ||Carnage||

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that said chat I do have good news

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for the two Slaughterhouse fans who also love lockpickers: I have finally fixed lockpickers on Slaughterhouse doors

strong frigate
upper mortar
#

you did but idk if it still works and I also never got a fix for Earth Leviathans in the same situation

upper mortar
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either way I'll probably have to TerraMesh it because of the footstep issues and then ig remove Earth Leviathans

little wharf
upper mortar
#

I believe the terrain tag is important for a few other things but I don't fully remember

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Admittedly if I can keep it as a terrain now that matters less since Zeekerss made the tag no longer matter however I'll still need a solution for the sounds

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but if I can keep it as a terrain then I can just make it like grass tag for functionality and override the sounds

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ik LLL had custom footsteps in it but they were never fully / properly implemented, but they technically worked on Duckstroid

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so they probably could be fixed

upper mortar
#

Slaughterhouse Progress Update

The v81 update for Slaughterhouse is fully functional, including some much requested features such as support for v70's radar map and lockpickers finally being fixed. It just needs some testing and needs the full release of Dungeon Generation Plus. However, before I drop the release, I plan to try and get some help optimizing it for performance, as I know a lot of people report Slaughterhouse to be rather laggy, and it doesn't seem v81 has significantly helped on that front. I've reached out to Zaggy who may be able to help sometime this weekend, however if anyone else would like to reach out and help me look at performance for Slaughterhouse, I would love any assistance given!

#

If I don't receive help by the end of the weekend, I'll probably just push the update as is and work on more performance changes later. So either way, those of you waiting for the update shouldn't have too long at this point.

upper mortar
# upper mortar
poll_question_text

Should I update Gorgonzola, Sorrow, and Slaughterhouse to v81 with a couple of minor known bugs that I need more time or external tools to fix? Or should I wait until they are fully fixed first?

victor_answer_votes

19

total_votes

24

victor_answer_id

2

victor_answer_text

Patience is a virtue

victor_answer_emoji_id

921290083506720819

victor_answer_emoji_name

NOPERS

victor_answer_emoji_animated

true

upper mortar
#

Even more good news everyone, I have identified a primary cause of Slaughterhouse lag

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It's gonna be pain to fix, but I have a path

jade fern
upper mortar
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I tried reducing everything down to simple colliders since disabling the colliders helped the lag significantly, but it didn't improve performance as much as I had imagined. So I'm kinda at a loss again

strong frigate
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I can't guarantee anything by the weekend but if you send me the mods zip to run it, I'll try and do quick profiling at some point

upper mortar
upper mortar
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One of the main causes of lag has been identified and dealt with which should help significantly. I am now getting 60fps consistently in my test environment in vanilla on all moons, though obviously more mods = more lag still.

twin badger
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πŸ‘

upper mortar
# light violet what was the problem

pacoito's script to fix missing scripts and missing assets if you were using the old version of the patcher also doubled the Fire Exit Global Prop Spawn scripts as it looks like Zeekerss adjusted the default location. Which resulted in Fire Exits being unable to spawn inside and causing severe lag

white swift
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Whar it shouldn't have done that plink

cedar grove
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It didn’t

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I checked my backup it’s like that there too

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No idea why it’s become an issue now though

upper mortar
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Idk my backup didn't have double scripts

vague radish
upper mortar
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removing the one on the MetalWallDoorBlocker fixed mine

upper mortar
#

Slaughterhouse v1.2.0

  • Updated mod to v81 (this update was hell)
  • Added support for the v70 radar map
  • Added a script to cull animators for lights in exchange for a more optimized solution (thanks Zaggy!)
  • Added a script to deactivate hanging bodies when nobody is near
  • Adjusted some parts of generation, Central Processing Room is now guaranteed
  • Adjusted the Grinder Room light to no longer turn off on Apparatus pull
  • Fixed a few visual seams
  • Fixed certain tiles preventing upstairs generation due to being too tall behind the scenes
  • Fixed cow bones being networked incorrectly (now not networked at all)
  • Fixed dungeon size scalar not working properly
  • Fixed extra audio sources on hanging bodies
  • Fixed GarageDoorConnectors having a duplicated garage door that was inactive
  • Fixed lockpickers becoming massive when used on certain doors (for real this time!)
  • Fixed several missing tags
  • Fixed Slaughterhouse DunGen script
  • Fixed some missing colliders
  • Fixed unnecessary networking on hanging bodies (for real this time!)
  • Increased culling on several objects for performance
  • Possibly fixed Brackens, Snare Fleas, and certain other enemies getting stuck
  • Reduced the maximum distance the garage door jumpscare can detect players
  • Removed / condensed a lot of unnecessary colliders
  • Removed some unnecessary Audio Sources
  • Significantly reduced the number of Mesh Colliders
  • Some other changes and fixes, honestly v81 was a lot
  • Removed Peter Griffin House
  • Updated dependencies (removed Dungeon Generation Plus as Slaughterhouse no longer needs it)
upper mortar
#

SlaughterhouseScraps v1.0.0

  • Updated to v81
  • Added the Gas tank (explosive!)
  • Fixed the Barbed wire item sometimes not damaging the player properly
  • Fixed the Ritual mask scaling incorrectly when possessing the player
  • Fixed unexpected motion blur on held items
  • Slightly nerfed the Axe based on feedback
upper mortar
cedar grove
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i cant read

upper mortar
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oh true

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aight chat going to bed, if Slaughterhouse or Scraps have issues in v81 lmk and I'll fix

atomic lagoon
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was this a collab i had no idea about

little wharf
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she had the entirety of the peter griffin moon as a tile i bet Homer_Award /j

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1/1000 chance to have the entire moon as a tile with its own little interior

upper mortar
upper mortar
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also holy shit I woke up and Slaughterhouse didn't have 27 bug reports

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we cooked chat

little wharf
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that doesnt mean they arent hiding...

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ive learned the hard way

upper mortar
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that is fair

mortal magnet
shut dragon
upper mortar
#

Slaughterhouse v1.2.1

  • Updated weights of a few previous moons
  • Updated weights for Wesley, Generic and DemonMae's moon packs
  • Added weights for Beanie's moons
  • Added weights for Kenji's moons
  • Added weights for Skelaah's moons
upper mortar
#

Not being able to afford groceries sucks ass

upper mortar
#

πŸ‘€

twin badger
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πŸ‘€

white pelican
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PEAK

strong mist
upper mortar
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it wasn't high enough res so I'm fixing it now

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it looked VERY pixely in-game

white pelican
upper mortar
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Bit random but guess who released a fork for Missile Turrets for v81 πŸ‘€

jade fern
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Let's go
Thank you πŸ₯Ή

hard narwhal
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How's this different than the other missile turret fork

little wharf
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ones v73

upper mortar
little wharf
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ones v81

upper mortar
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Also that

little wharf
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theres the slight difference that one works and the other doesnt

hard narwhal
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The old one still works btw

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But thats good

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Ill switch over then

upper mortar
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But shrug

solemn scarab
upper mortar
solemn scarab
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hell yeahh thank god someone got around to fixing the bugs

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@static cradle i think youll be pleased

upper mortar
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I wasn't able to reproduce a lot of them but

solemn scarab
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infact ill install it rn and use it with my friend

upper mortar
#
  • Recompiled for v81
  • Fixed the min/max turrets not working if set to the same number
  • Fixed the rocket getting stuck in place
  • Fixed the turret failing to fire sometimes even if the player didn't move
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I do plan to eventually make my own git repo for it but it was 6am and I am done debugging it for now lmao

upper mortar
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I may have to adjust the targeting slightly as it seems if the missile hits you directly it doesn't kill due to the fact that it's so high in the air

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cuz explosions be weird and be calculated by the feet

strong frigate
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you should use Collider.GetClosestHit or smthn

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oh wait i forgot i rewrote the explosion code in CR so you cant, uhh nvm, but if you did wanna do that, there's utility in unity to help with this

upper mortar
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the code currently uses Landmine.SpawnExplosion

strong frigate
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yeah that is unfortunate

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well, if you ever decide to change it, Collider.ClosestPoint would be your solution

upper mortar
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Fair. I might, just haven't decided yet. For now having it aim downwards a bit should help

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Rather than straight forward at the player

upper mortar
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MissileTurretsFork v1.3.9

  • Changed spawn mechanics so missile turrets can now only spawn in places vanilla turrets can spawn
  • Biased rockets to aim slightly towards the floor when fired
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ty @strong frigate for double checking my code

upper mortar
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...so uh, I just found out that the release version of Gorgonzola might have the story logs entirely missing

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like, entirely, from the files

white swift
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(It fixed)

upper mortar
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Probably will convert if it's simple

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but just

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graaaaaaaaah

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only the most downloaded version of Gorgonzola just casually had none of the lore this WHOLE FUCKING TIME

white swift
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πŸ₯€

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Lore: πŸ§€

warm tapir
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You cheddar believe the moon has Gouda Loot, it's an oppurtunity you don't wanna Swiss.

upper mortar
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Come get your company issued cheese crate!

little wharf
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I like to fly the cruiser around, it makes it cheddar.

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i even take weed killer asiago around the interior

upper mortar
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Anyways I'm probably gonna convert it to ExtendedStoryLog and just remove the CustomStoryLogs dependency entirely

warm tapir
mortal magnet
white swift
mortal magnet
white swift
mortal magnet
little wharf
upper mortar
# upper mortar
poll_question_text

Do I be evil? (Specifically, for an update for Sorrow?)

victor_answer_votes

15

total_votes

16

victor_answer_id

1

victor_answer_text

Yea

victor_answer_emoji_id

851358745660227614

victor_answer_emoji_name

peepoEvil

victor_answer_emoji_animated

true

upper mortar
#

Prepare for evil

twin badger
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and make it deevil

upper mortar
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Coming soon:

glacial oak
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Bilge moment

upper mortar
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This is totally unique

glacial oak
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I genuinely thought you where just showing off scrap and happened to be on bilge during the tidal changes . . .

upper mortar
glacial oak
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You should add time fluctuations too

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and a train

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and lava

upper mortar
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TRUEEE

glacial oak
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and a weed greenhouse

upper mortar
glacial oak
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I did not say new scrap even

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akchually

upper mortar
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then what did you think was coming soon, hrm?

twin badger
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lunch?

upper mortar
#

Gorgonzola v0.8.0

  • Updated to v81
  • Added a custom radar map
  • Added the Backwater Gunkfish to indoor spawns
  • Added the Giant Sapsucker as a daytime spawn
  • Added compatibility to the trees for Feiopars spawned by other mods
  • Fixed the story logs being missing
  • Updated dependencies (removed CustomStoryLogs, thanks pacoito)
#

Sorrow v0.6.0

  • Updated to v81
  • Added potential flash floods (effectively a small chance for Flooded weather effects on top of other effects)
  • Chance is reduced on more extreme weathers
  • Added 2 lore logs
  • Added a custom radar map
  • Added waviness to foliage
  • Added compatibility to mushroom trees for Feiopars
  • Added the Backwater Gunkfish to indoor spawns
  • Added the Cadaver Growth to indoor spawns
  • Added the Feiopar to outdoor spawns
  • Added the Giant Sapsucker to daytime spawns
  • Adjusted audio for Glowing Vial
  • Adjusted audio for Jar of Mushrooms
  • Removed Eyeless Dogs from outdoor spawns
  • Removed the Syringe from item spawns due to a change in a JLL function that broke it
  • Slightly increased the size of foliage (foliage will be changed at a later date)
  • Updated dependencies (added itolib for custom alert for Sorrow's flash floods)
static cradle
#

@little wharf viscera's cousin is here

little wharf
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yeah i need to fix it even more now

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Its too similar layout wise

upper mortar
upper mortar
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Enjoy everyone <3 v81 support is here and it is tasty

light violet
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Congrats

upper mortar
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Fair warning, Carnage will be receiving changes sooner rather than later. Still waiting on an updated ExtendedFootstepSurface from @white swift and scraps will be sooner rather than later, but I wanted people to experience v81 and experience the lore I had added for Sorrow, as well as playtest Carnage visually and gameplay-wise.

static cradle
upper mortar
twin badger
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the trilogy is complete

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we got Carnage before GTA6

clear oyster
#

a very efficient turret

jade fern
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Sneak 100

upper mortar
twin badger
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like... the skins dont load in v80+?

finite depot
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please make this part not shoot through 😭

white swift
twin badger
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just make it work πŸ™‚
(/j)

strong frigate
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Yeah that was the main problem with esr/k, someone had to manually code it for each enemy

twin badger
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damn

strong frigate
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It's why DawnLib's skin solution exists, you're able to do more with it, custom and future and current vanilla enemies etc

twin badger
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just hope the skin team is willing to migrate

strong frigate
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I believe they are, it'll just take time

twin badger
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yea...

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while i can live without them, skins just demonstrate biodiversity (heh) in a convenient way

upper mortar
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my guess is it's just too thin or something but I genuinely have not been able to fix this depsite multiple attempts

cedar grove
finite depot
#

I did crouch Mr fancy pants

white pelican
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it's probably just too thin

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the railings on mansion's main entrance tile sometimes don't block em

finite depot
#

Also uhh, bug we found earlier, I think you might've made the ground destructible as meteor shower just makes the outside terrain dissappear

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On Carnage, that is

cedar grove
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They figured out why

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When a tree got destroyed it destroyed the terrain too

white swift
#

Treerrain

white pelican
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LOL that's really funny

upper mortar
#

Carnage v0.3.1

  • Added an accessibility setting for those sensitive to interior fog
  • Fixed meteors obliterating the terrain from existence
upper mortar
#

which so happens to be my lovely terrain

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moon collection also updated greed

white swift
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Same for grass patches and stuff

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For they count as the Terrain itself

upper mortar
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I getcha but still

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kinda gullible KEK

grand nova
#

@upper mortar [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
DigitalRuby.ThunderAndLightning.LightningBoltScript.Update () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_00A4)
DigitalRuby.ThunderAndLightning.LightningBoltPrefabScriptBase.Update () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_0000)

spams on carnage

grand nova
#

yeah

upper mortar
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I'll check it, I don't see why that would happen though

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ohp wait

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I might've found it

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lemme check that I can reproduce it tho

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aight yeah lemme see if I can fix rq

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should be a literal 2 second fix

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my lightning appears to be missing my sparky audio

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aha this is also an issue on Gorgonzola!

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you have discovered a 2-in-1 issue!

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oh hrm there's a few other msising things

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I blame @white swift greed

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okay actually there might be a much simpler fix

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time to find out

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the good news is this might not be an issue on Gorgonzola because I already fixed it and just left it in

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turns out I don't need to replace the Stormy at all!

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just the StormyRainVolume

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which is thankfully separate

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ty Zeekerss

upper mortar
#

Carnage v0.3.2

  • Fixed NavMesh being slightly too high, resulting in a couple minor quirks
  • Fixed NullReferenceException spam on Stormy weather
#

@grand nova fixer uppered greed

slim oriole
#

Question is the Slaughter house interior compatible with DunGenPlus?, or at least, does it cause any problems with?

cedar grove
#

...why wouldnt it

slim oriole
#

idk

cedar grove
#

DGP doesnt do anything on its own

upper mortar
limber sandal
#

Wtf 😭

#

Did you land on an uninhabited island???

upper mortar
#

Bunker spider

upper mortar
fair zephyr
glacial oak
#

noboy

upper mortar
#

sickboy hates me, I'm used to it πŸ₯€

fair zephyr
#

bonks Wesley

jade fern
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-# bruh it sent with the ping even tho I turned it off, sowwy

upper mortar
#

I'm surprised so many people are still going to Gorgonzola on v81 despite the lack of changes LUL

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guess I need to make more free moons

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Carnage is a tad expensive

upper mortar
#

Chat I am bubbling with ideas

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I have never had more ideas

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Will they be completed? I really hope so

upper mortar
#

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

atomic lagoon
#

made this for art class
so sorrowful

jade fern
#

also the curve of the middle spore looks... oddly familiar

strong mist
upper mortar
upper mortar
#

if it's inspired by Sorrow it needs a Bracken in the brush /j

fair zephyr
upper mortar
# upper mortar
poll_question_text

I'm curious: now that everything has been updated to v81, which moons have y'all checked out on the newest version? Carnage with its new release, Sorrow featuring the LORE update and v81 foliage visuals, or sticking to the cheese planet?

victor_answer_votes

8

total_votes

20

victor_answer_id

1

victor_answer_text

Gorgonzola!

victor_answer_emoji_name

πŸ§€

upper mortar
#

Anyways chat
did you hear about the Bunker Spider

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pretty cool enemy amirite πŸ‘€πŸ‘€πŸ‘€πŸ‘€

white pelican
#

needs more bootyshaken

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dangerous typo there.

limber sandal
upper mortar
#

@finite depot in my next Slaughterhouse update I may have a partial fix to getting shot through the pig sty fences. I can't guarantee it will solve it cuz colliders are weird and there's already box colliders in the way, but the tall pillars between the pig stys didn't have colliders either so that has been fixed which may improve the ability to avoid bullets in them

clear oyster
#

Just want to check something

#

Is it possible that the slaughterhouse scripts may be doing something on other dungeons?

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LostEdifice (LustrousLuna's interior) softlocks sometimes, and it casually logs after your logs of the slaughterhouse scripts

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So I'd like to make sure :,]

upper mortar
#

Slaughterhouse Scripts only cares about tags

clear oyster
#

ok, I have to do some good tests, but it's inconsistent the softlock :,]

#

thanks, this may help

clear oyster
#

can you explain to help a bit?

upper mortar
clear oyster
#

ok, so it's most prob another thing

upper mortar
#

Tldr Slaughterhouse has custom tags set for certain doorways and tiles that, using code, change the way the interior generates

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Mhm

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My mod is open source I think? if I didn't forget

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Okay nvm I did forget lol

#

There's some other things Slaughterhouse Scripts touches but those are Unity scripts attached to GameObjects IN Slaughterhouse

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If it's only sometimes it's more likely something with their mod directly, tbh. Certain generation rules can make generation fuck up a lot

upper mortar
#

If not, my next idea would be a tile has tile bounds set incorrectly

clear oyster
#

Atapono (the current manager of the interior) is sleeping

upper mortar
#

Fair

clear oyster
#

will send this to them

upper mortar
#

Np, glad to help when I can

clear oyster
white pelican
upper mortar
#

look you think I noticed

#

this is appreciated, ty

#

I shall take a look and make sure my moons are set up with this, though it seems like you're just using vanilla, so it should be

#

although thinking about it Slaughterhouse may not be cuz I initially did a janky workaround for the light behind door

upper mortar
# clear oyster

Just checked, my moons and Slaughterhouse both should be fully compatible and worked on my dev profile. If you encounter any issues lmk

upper totem
#

Nikkiiiii

#

Can i ask

#

Why slaughterhouse?

upper mortar
# upper totem Why slaughterhouse?

Honestly? I had been looking for inspiration for something slightly weird as an interior. Not so weird that it couldn't fit in the Lethal universe, but something weird enough to get people's attention. And then, of course around that time I was introduced to DEVOUR... And I fell in LOVE with the Slaughterhouse map. I don't really know why, per se, but it has always been my favorite. And as I started to realize the tiles were roughly on a grid... I realized what had to be done.

upper totem
#

Makes sense hehehe

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Slaughterhouse does make the most sense for an interior

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The game is so good i love it hehe

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Havent been able to play the last 2 maps tho since my friends dont play it anymore

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I do think maybe the uhm dojo map could fit well as an interior

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But sqckboy has been working on one like that for a while

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Allegedly

#

Hehehee

upper mortar
#

@fair zephyr nyctodSip

fair zephyr
upper mortar
#

Anyways I have no interest in a Dojo. Interiors I make need to fit a wide variety of moons, and Dojo doesn't nail that tbh. Slaughterhouse works well because it's very industrial coded. And I have one other idea that I plan to start soon that might be similarly effective.

upper totem
#

Excited for what you cook up next! :3

#

Have you played the last 2 maps of devour?

upper mortar
#

I have

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I do not personally feel either fits Lethal. Wesley would disagree on one of them but I don't plan to do it

upper totem
#

Oh i didnt mean like to add them to the game

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It was a general question hehe

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Was just curious :3

upper mortar
#

Chat the spiders are misbehaving

little wharf
static cradle
#

that arent seichi

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(I mean that isnt even updated so ofc not it)

upper totem
#

Seichi 2

upper mortar
#

not just "a handful of moons"

#

like Slaughterhouse works because it matches base-game's industrial theming

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Same with Generic's interiors, most of them work on any moon because they match the base game style very well

#

@cedar grove LordDunzert

upper totem
#

You could say they are kinda generic

little wharf
#

with midnight sanctuary

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acinema applies to nothing ever

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ig deepcore applies to everything ever so it evens out

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10 variants mcgee

static cradle
upper mortar
#

Deepcore applies to any moon Mineshaft fits on, and a few more

#

Liminal House is really only fitting for Mansion moons but I fw it hard so it gets a pass

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although the indoor pool still makes no sense

static cradle
#

just bc its one the most green non vanilla moons I got XP

#

had to fit it somwhere

upper totem
#

I feel like sanctuary also fits mansion moons

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You could consider it as the backyard of the mansion

upper mortar
upper totem
#

Ooohh

upper mortar
#

Liminal House is just supposed to be... Beanie's house, but liminal

upper totem
#

Thsts why the indoors pool looks like an outdoors pool

upper mortar
#

shit make no sense

upper totem
#

Because is a shared pool!!

upper mortar
#

that said Hotel interior wen

upper totem
upper mortar
#

wait that's a fire concept actually

#

lemme write that down

upper totem
#

He a rich boy

upper mortar
#

BEANIE WRITE THAT DOWN

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GENERIC WRITE THAT DOWN

upper totem
#

OMG

upper mortar
#

someone will make it in approximately the next 5 years

static cradle
upper mortar
upper totem
#

Isnt that kinda gray apartments

upper mortar
#

no those are apartments stoopid /j

upper totem
#

Some hotels are just apartments

upper mortar
#

some hotels are just hotels

static cradle
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some motels are shitholes

upper totem
#

Im not rich!! Idk how hotels look :(

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Only been to like 2 and they are apartments

static cradle
#

most hotels are small as hell

upper totem
#

XD

static cradle
#

unless its a luxury one

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its smaller than the avergae appartment ive seen XP

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unless you are in new york

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those ones are even smaller

upper totem
#

Im in old york

static cradle
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this is all you get

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not the average one here but these do exist

upper totem
#

Honestly idk

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Only been to hotels that are like at least 2 stories

#

And uhm gray apartments has like 2 stories

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Heheh

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Is more wide than tall

warm tapir
upper mortar
#

MissileTurretsFork v1.3.10

  • Added a null check to the patch in case of gullible mods putting null prefabs where they shouldn't be
  • Added Far Audio sounds for the missile flying and beeping sounds
  • Increased ranges of base Audio Sources slightly
  • Reduced rocket floor bias
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anyways chat I've been working diligently on a few updates and something exciting is coming but have run into some snags FoxSad currently waiting on multiple people to help with fixes for various dependencies and such, but there is something new coming way sooner than y'all might think! and I might work on a small something else on the side too nyctodSip

limber sandal
limber sandal
little wharf
#

It was fun while it lasted sad

#

went from cooking to gone in few weeks…

limber sandal
#

There's still cooking

upper mortar
#

I have returned, but don't expect me to super engage with the community for a while. Still kinda upset with what went down. And just to address it here and now: if you think I left because an argument happened, that wasn't the reason. There were many reasons deeper than that, but I don't feel the need to explain those reasons unless you're one of the people I'm pretty close to.

limber sandal
fringe solstice
upper mortar
#

Well I was hoping to release something new soon, however I now have a fever of 101.7 degrees Fahrenheit

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Which is probably not helping my recent irritability

white swift
#

Hope ya get better soon

upper mortar
white swift
#

Fair lol

lapis star
white swift
upper mortar
upper totem
limber sandal
little wharf
#

im scared

limber sandal
#

Beanie wouls you survive

fringe solstice
#

the real question is

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what’s nikki’s obsession

limber sandal
#

Spiders

weak stag
upper totem
#

Trust the expert

upper mortar
#

new moon: Obsession

upper mortar
#

Carnage v0.4.0

  • Added 2 easter eggs (hint: they're the usual ones on my moons! forgot them on release πŸ₯€)
  • Adjusted footstep sounds using LLL FootstepSurface
  • Adjusted some scrap spawn weights to make Carnage more profitable on average
  • Adjusted the enemy that spawns when you pop the cysts with the Cruiser
  • Fixed stupid idiots leaving the fire exit wrong
  • Fixed the water being in the incorrect position
  • Still waiting on Jacob to prevent OnDestroy() from firing twice and causing two enemies to spawn with the cysts
  • Updated dependencies (added itolib as JLL Enemy Spawner won't spawn Butler Bees)
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Sorrow v0.6.1

  • Added a custom Painting scrap, courtesy of MrSaltedBeef
  • Fixed a crash that would occur when crashing the cruiser into a mushroom tree
  • Fixed stupid idiots leaving the fire exit wrong
  • Slightly moved radar map
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Moons collection also updated accordingly.

little wharf
limber sandal
little wharf
#

weent

limber sandal
#

PEENT BUIRD

limber sandal
#

i found the carnage easter eggs

upper mortar
upper totem
#

this is so cool!

upper mortar
#

also here's the github for those of you coders that wanna see how atrocious my code is

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Forgot to link it on the modpage

limber sandal
#

I can't believe I can finally have Lethal Config just permanently installed to my profile. I had to remove it every time I was done editing something just so that the menu buttons wouldn't be stupid

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☠️

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Thank you, Nikki <3

white pelican
wide hatch
white pelican
#

I don't think it does

upper mortar
white pelican
#

It just adds buttons for other mods w extra menus

upper mortar
#

If NoMoreCompanyLogo ever becomes deprecated I may add it as a configurable feature to NeatMenu but currently no

wide hatch
upper mortar
#

-# frankly I might add a setting to globally hunt down mods that edit the version number in the bottom left and revert the changes to that as well cuz that's a pet peeve of mine, unless your mod fundamentally changes the game at a core level you shouldn't be replacing the version number

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-# MoreCompany is at least acceptable but EnhancedMonsters I'm talking about you

white pelican
#

I vouch for this

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I don't think any mods should make any cosmetic changes to the title screen no matter how important they are

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buttons and menus are of course necessary for some stuff but mods like NoMoreCompanyLogo are must-haves for me

wide hatch
white pelican
#

you used to need a mod to disable the cosmetics but you can do that from the config now I believe

wide hatch
#

not sure if there is any good reason as to why it is not a config option

white pelican
#

I still use it to cuz I #suppert my goat luffuris

white pelican
wide hatch
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cosmetics are fine it makes it easier to tell who someone is (especially in a bigger lobby)

wide hatch
limber sandal
#

hi

white pelican
timid sparrow
#

quit and credits appear on the same place if you have "Hide lethal config"(in lethal config's settings) enabled, and the neatmenu lethal config button is still there, would be nice if the mod would support it

white pelican
#

oh good call

timid sparrow
#

I assume the same for lethal phones? that mod also lets you disable the menu buttons

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but making the out of place morecompany button into something consistent for other mods is such an amazing idea

solemn scarab
solemn scarab
clear oyster
atomic lagoon
wide hatch
#

quit and credits overlap

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i think it happens when you hide lethal config on the main menu

upper mortar
# wide hatch quit and credits overlap

Does LethalConfig have a separate setting? If so disable that, it's likely causing a double here. If not I have one other idea but there's a couple of different causes

upper mortar
tame quail
#

Getting this error when hovering flashlight in the warehouse with the fire exit on gorgonzola: [18:42:50.7227498] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::SetHoverTipAndCurrentInteractTrigger>(GameNetcodeStuff.PlayerControllerB) (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::LateUpdate>(GameNetcodeStuff.PlayerControllerB)

wide hatch
upper mortar
upper mortar
upper mortar
# wide hatch quit and credits overlap

how big is the modpack code? would you be able to share it or is it really big? if it's over 100 mods I'll have to ask you to figure out the culprit yourself lol

upper mortar
wide hatch
clear oyster
upper mortar
# wide hatch it is just the config setting

aight cool ^^ if it's just the setting then I can replicate easily. I should probably add a check for that but for now NeatMenu handles that itself so no need for that config setting with NeatMenu installed. Will add a safety for that at some point later

wide hatch
#

119 (disabled one cosmetic mod)

clear oyster
#

In short, yeah... It's big :']

wide hatch
#

the code i send you works normal if you toggle the one setting it overlaps

upper mortar
upper mortar
upper mortar
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Cuz if so that's basically a one line "check setting for Lethal Config" check

wide hatch
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i then disabled the setting and it was fine

upper mortar
#

currently there's no settings for the NeatMenu buttons lol

wide hatch
upper mortar
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idk if we're on the same page lol

wide hatch
#

yeah

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are you talking about the little config button in the bottom right or the normal text (where exit host lobby etc is)?

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because the text is not there as you can see

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just the icon

upper mortar
#

Does THIS button disable properly if "Hide lethal config" is turned off? The bottom left is the NeatMenu button and currently has no setting, "Hide lethal config" hides THIS text and is what causes the overlap IF you hide it via LethalConfig's config because I also hide it, thus causing a double shift in the text

wide hatch
upper mortar
#

these buttons are NeatMenu buttons and have no settings to individually enable/disable currently other than the catbutton

wide hatch
#

so yes this gets removed no matter what it is set to

upper mortar
#

okay cool

#

then I'm following

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there's currently no setting to remove the buttons from NeatMenu, but that could be added in the future if requested (though it won't re-add the old buttons)

wide hatch
#

it is only a problem when you enable the hide lethal config option

upper mortar
#

Okay. Then yeah, that's a simple thing to fix later but is mostly user error, trying to hide a button that NeatMenu already hides

limber sandal