#Rosie's Mods (RosiesMoons, CozyOffice)
1 messages · Page 22 of 1
I'm not saying they shouldn't, I was giving my feedback on why I didn't do the glitched text. I like more liminal anomalies, probably not whatever Sci-Fi thing Starlancer and Mae has in store, which is why I drifted toward Rosie's
I specifically said without rude intent
I can have opinions, lol
fair
Starlancer's was the first one and feels like the most vanilla Anomaly moon, DemonMae's I dunno how to quite describe quite yet in words but I love it
Rosie's I love all of them
I'll be sure to look into both later, Purple's edit of Sniper's TemplateMoon rlly got me into the idea of anomalous moons 🙏
I'm glad to see that it's already an existing concept /w these moons, and what I've seen so far is peak
Anomalous moons?
Moons that don't follow the laws of the universe/nature
Yeah I didn't notice that you added that on lol
Ah
Yeah just wanted to make sure you weren't trying to be toxic ^^
Tbh, I agree with the glitchy text being overdone, it really was only supposed to be for penumbra but I ended up forgetting to do custom info for the others
thats why they are all the same
Unrelated critque for Idiosyn: The indoors would be much creepier if the special red eyes were visible through them. I've already noticed that some of the red eyes, the ones that I referred to as special in my previous sentence, that were visible no matter where you were outside
The red eyes should be visible indoors, maybe not as common as Id like though
Might've been Imperium/HDLethalCompany fucking with them
I'll check how they are without those two mods rq
lol! Glad to see templatemoon getting the love and attention it deserves /j
I guess it does provide an interesting place for players to also just mess with config stuff and test things out.
HDLethalCompany you shouldn't be using anymore anyways, and it has some compat issues with Rosie's moons
It's deprecated cus it was abandoned
I know! And the thing with spike traps is they, for some reason, always throw yellow warning text when they’re about to fall. Their logs must be packed with it!
Yeah, no wonder he got so much lag on it
He removed outdoor spore lizards to alleviate the lag a bit... but I doubt it's really gonna help, lmfao
It used to have 150 max spike traps until THIS happened: https://steamcommunity.com/sharedfiles/filedetails/?id=3378393724
Wait, that wasn't intended?
Are they supposed to be white?
they're supposed to be red
Istg if AggressiveMaterialFix is causing this...
you shouldn't use aggressive material fix anyway
I want everything to use LC's shaders, so ya
you still shouldn't use it
Also Idk why it's Idiosyn-exclusive, but the Castle interior can't spawn here
it breaks so many things that its not worth it
As in I fall into the void upon entry into the facility
castle from scoopy's right
Yeah, and don't say it's because it's old; no other custom moon does this
Yeah, I figured it was
could be the specific offset from the teleport location
cozy office used to have a problem where people could fall through the floor in main
shouldn't be
It might be, the interior is above the exterior rather than below it on Idiosyn
Someone had a bug of similar nature using cullfactory and the liminal pools interior together
Then it got patched I'm pretty sure
Nope, it still does it, even with CullFactory disabled
I'm noticing that before disappearing, it turns blue
Like, no textures, just raw blue
What the fuck?
😭
Rosie wtf did u do...
Quite strange
thats after you turn off aggressive material fix right
wait didnt you mention you use hdlc
I don't use that either anymore
In this thread? No
from what youve told me i cant think of anything causing the problem but scoopys
if you can send your code ill take a quick look
That'd be disappointing considering this interior is literally perfect for Idiosyn
@pseudo thistle (Apologies for the ping) 0193a44d-5b60-982d-0aa4-1861ad50f939
@fervent summit You too, I guess
Stack trace:
CentralConfig.ShareScrapValue.CalculateScrapValueMultiplier () (at <6b495b79c5974a098f3c16b457407a4c>:IL_00D1)
CentralConfig.EnactDungeonInjections.Postfix () (at <6b495b79c5974a098f3c16b457407a4c>:IL_06D0)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GenerateNewFloor>(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::GenerateNewFloor>?-864200070(RoundManager)
LethalLevelLoader.LethalLibPatches.Dungeon_GenerateNewFloor_Prefix (System.Action`1[T] orig, RoundManager self) (at ./General/OptionalPatches/LethalLibPatches.cs:26)
(wrapper dynamic-method) LethalLib.Modules.Dungeon.DMD<LethalLib.Modules.Dungeon::RoundManager_GenerateNewFloor>(On.RoundManager/orig_GenerateNewFloor,RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::GenerateNewFloor>?-2099430736(RoundManager)
LethalLevelLoader.LethalLevelLoaderNetworkManager.SetRandomExtendedDungeonFlowClientRpc (LethalLevelLoader.LethalLevelLoaderNetworkManager+StringContainer[] dungeonFlowNames, System.Int32[] rarities) (at ./Patches/LethalLevelLoaderNetworkManager.cs:138)
LethalLevelLoader.LethalLevelLoaderNetworkManager.__rpc_handler_2948417154 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <7d065480070b4244997d1d3dd40e6646>:IL_00B8)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
LethalLevelLoader.LethalLevelLoaderNetworkManager:SetRandomExtendedDungeonFlowClientRpc(StringContainer[], Int32[]) (at ./Patches/LethalLevelLoaderNetworkManager.cs:119)
LethalLevelLoader.LethalLevelLoaderNetworkManager:GetRandomExtendedDungeonFlowServerRpc() (at ./Patches/LethalLevelLoaderNetworkManager.cs:77)
LethalLevelLoader.LethalLevelLoaderNetworkManager:__rpc_handler_12573863(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
LethalLevelLoader.LethalLevelLoaderNetworkManager:GetRandomExtendedDungeonFlowServerRpc() (at ./Patches/LethalLevelLoaderNetworkManager.cs:47)
LethalLevelLoader.DungeonLoader:SelectDungeon() (at ./Loaders/DungeonLoader.cs:36)
LethalLevelLoader.Patches:InjectHostDungeonFlowSelection() (at ./General/Patches.cs:652)
RoundManager:DMD<RoundManager::GenerateNewLevelClientRpc>(RoundManager, Int32, Int32, Int32, Int32, Int32[])
RoundManager:__rpc_handler_3073943002(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
RoundManager:DMD<RoundManager::GenerateNewLevelClientRpc>(RoundManager, Int32, Int32, Int32, Int32, Int32[])
<LoadNewLevelWait>d__130:DMD<RoundManager+<LoadNewLevelWait>d__130::MoveNext>(<LoadNewLevelWait>d__130)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)```
seeing this right after it selects castle
Broken /w WeatherReg you mean, or is this just in general?
Lass is going to be merging a PR later from Mrov, this is honestly why I have a hard time recommending CC - it's a great mod but it's extremely invasive in how it touches things so if anything it references changes it breaks
It's not WeatherRegistry's fault it's breaking and you shouldn't be blaming it. Mrov is a great dev and a great Coder
It's how Lass invasively looks for fields in WR that caused it
Luckily I sent Mrov the errors and he instantly pushed a pr
I'll take that as a yes, I'd rather be disabling WeatherReg over CentralConfig since it's the basis of my modpack
I'm not interested on your opinions of Lass and Mrov lol
Or just downgrade it for now.
That too, I forgot
I'm not giving you my opinions on them I would just rather not see you blame WeatherRegistry when CC should be less invasive, I still like CC but I wish it was less invasive so it wasn't so easily prone to breaking
Cus it becomes frustrating for other devs to help work out compat
I prioritize CentralConfig over WeatherReg, so
I was asking specifically about WeatherReg to see if I needed to disable/downgrade it, because it's the one after all that updated and broke CC
I'm not tryna make this a dick-measuring contest or whatever
I get that but I feel like Mrov doesn't deserve to be blamed is all, the update he did actually shouldn't have broken CC at all because he made the change backwards compatible
¯_(ツ)_/¯
Yeah, downgrading WeatherRegistry did nothing
I...
Where the fuck am I?
I belive what's causing the issue is Rosie's custom invisible walls? I guess?
Yeah... look
me personally i wouldn't run cc in the first place but to each their own
i don't think so
WAIT, IT IS. I REMEMBER NOW; When I was checking out Idiosyn earlier via Imperium, parts of the vanilla factory were blocked off by the same blue box.
It is the moon's fault. Why are there even blue boxes to begin with?
nope
Fire is fine
oh is it in the sky still
Yeah. Did you mean to move the interior back down under the exterior, but forgot?
yeah
Ah
ill fix it but I want to try and do some stuff to penumbra & untitled
Aight
it kinda reminds me of ||half life's resonance cascade|| lol
Soreal's VHS effect applied to the Castellum Carnis interior makes it look even more surreal, and when you unplug its apparatus, everything going dull, including the music, is super creepy when you know what Castellum Carnis' apparatus is connected to
I heard using that shade thingy is very taxing on a pc. Is that true?
I can't remember if someone told me what but they said like 99% of something was being used just to run it
Is it a unique modelled App or just a recolored App?
If you mean Reshade then yes it's very taxing on GPU. Pushes my 1660 ti from 14% to 88% just running the vhs filter. However I think what they are referring to is the filter applied by Soreal itself, that isn't through reshade
Make sure you dont wake them o.o
aw fiddlesticks
... all i have is [[Richard]] jokes
flacid coilheads
“Find out” LMAO
I feel like they’re gonna ask me for my ID
You gotta be at least ||[REDACTED]|| to enter the facility on Sector-0.
Any tips for gathering loot in Area 71? My friends and I are struggling to find loot there
When's the patch for the Anomaly Saga to be expected since Idiosyn is unplayable right now?
I can do that soon
Im cutting untitled though since I dont like it at this point in time
but... i like it <:(
we'll see where it goes haha
Imo Untilted feels like a better ||Pneumbra|| exterior-wise, though it could use more junk
Combining the two might yield interesting results, at least in my mind
I do like untitled as well \o/
nah, i think it's fine as a "things are floating" map. gives plenty of sense that something is unusual
my main issue with some of the anomaly moons are the level of aberration
Eh, it could've been executed better. It's all just ||resized scrap||
still very well designed though \o/
i meant Untitled
Oh, I don't think you got what I meant
||Penumbra|| would be better /w Untitled's exterior, though with a bit more junk from from the current ||Penumbra||
Kind of like an asteroid belt, but with earth and asset flips
Isn't that kinda what makes them unique though? That's what I love about them, they're wrong
no I like the aberration, I just wish it was configurable
a friend of mine was starting to get a headache from ||penunbra|| because of how intense it was
so a differing scale that we could access so that the aberration remains, but we can limit how strong for accessibility
Yeah, Idiosyn's interior is way too dark
If it were more like Asteroid-13's interior, it'd be much better
Oh yeah chromatic aberration can hurt
So that's why my eyes were a bit strained on Soreal...
it is a bit intense
What? NO! Do you have a standalone version of Untitled that I can at least have?
https://i.gyazo.com/ae0a9c7c16dc15b894c1a4e05be794f7.jpg SCP interior on Idiosyn. one way wall. got stucked. couldnt interact with main.
Yeah
Interior is above the map instead of below it like how it is on every other moon
So it's clipping into the moon's invisible wall
Will be fixed next patch, or at least should
Is there any particular reason why the interior is above and not below?
My only guesses are either aesthetic reasons, debugging, or a simple mistake, but we would have to hear that question answered from Rosie herself, so I won't go more into that
Maybe dungeon root object was misplaced
Prob
considering it's an anomaly moon, probably intentional
Maybe, but Rosie will either have to can that idea, or get rid of/move the invisible wall above since it makes Idiosyn unplayable atm due to it
hey wait how tall is the scp interior?? the interiors seem decently high up
ah. the invisible wall is where the interior is.
Does anyone know what the dungeon size factor for Sector-0 is?
We talking dungeon size factor or overall map size factor? I'm being told those are two separate things
(Also how does the Minimum and Maximum Scrap value thing work? It says its only max 250 for offense)
Just the dungeon. I hardcoded it to be 1.5 for that map but I wanna know what it is for when I change it back to normal
Well, I'm not sure anymore to be honest. I always change mine via LQ's map size mult (which people say never to do, but instead use the dungeon specific multipliers, but I've had no desync issues thus far). I think it's supposed to be closer to 2, but I don't know the exact.
And this is the range of value that the total amount of scrap should amount to, calculating it all up. This is assuming you get it all in one swoop, and does not count scrap that gets generated afterwards (such as bee hives, weapons from entites like the Nutcracker or Butlers, etc.)
At least I think so anyway. LQ only allows the customization of the scrap amount per moon, and not the value. I use LQ religiously, couldn't you tell? lol
I presume you're either using LLL or CC to alter the properties of Sect0, right?
LLL is what I'm using... and if this is the case, it really doesn't seem right since one piece of scrap is usually like 30-40 on average, and Offense has a minimum scrap count of 14
Well, this is because, by default, all scrap on moons has values multiplied by 0.4x
And 250 is the MAX you said? So that would be an optimal day on Offense.
You usually won't get that much, and often times on the free moons, you get a lot of scrap that's closer to the 10-20 range.
Usually I see the end screen say I could’ve got something around 700-800 on offense though?
Does that number scale as the game progresses, or is it always 250
untitled is gonna be removed for now
ah okay
ichor seems like ai pathfinding is broken outside
Pet tulip snake
Skill issue
2
It doesn’t. They’re unused vanilla variables. It’s only the amount of scrap (and what the scrap is) that really matter toward value.
Might be why LQ doesn’t show it. LLL chose to show it in case it ever gets added, simply because it’s there, or another mod makes use of it I guess. Can’t really remember exactly why.
Ah, that makes a lot more sense then, thank you
Think there's a mod to enforce it though
@pseudo thistle Me and my friends are getting a game breaking error when playing with Sector0 Interior
The game gets stuck on the loading screen when you try to land the ship on a moon
You have duplicate interiors
Rosiesmoons includes the interiors
Remove the interior standalone
honestly you should put the note in the small manifest description
ah i see
sorry i just got back to lethal after several months
like 60 mod updates and didnt have time to look through all of them
maybe a massive warning in the boot-up log would help
Haha thats fair
i don't really understand why the interiors are bundled with RosiesMoons
It is weird, yeah
I suppose i could just remove that
i would appreciate it
I do like the one download though. Could put interiors as a dependency I guess. That way they can't be duplicated but are "included"
I like the one download too :]
i would really just prefer the moons to be in their own package and the interiors in their own package. i like to have a lot of moons but i like to keep it light on interiors and having them bundled/made as dependencies makes that very inconvenient for me
dependencies is a good compromise
Soft dependencies*
I mean, Rosie's moons give everything that it's made.
Every saga gives only the moons, and with that you can download the interiors separately
Technically, I think you could still disable/delete the interiors after download if they're dependencies. A mod manager might give you a warning and try to get you delete the pack, but you can ignore it.
The Sagas, "Rosie's Moons" and "Rosie's Interiors" might the best way to do it with the least confusion
Gordion saga includes area71 interior
Thats fair
I still havent gotten to uploading all the standalone moons
I think.
If it's Rosie's Moons, it should have all the moons + the interiors.
If it's any of the sagas like, Gordion Saga, have the interior separate as a Dependency.
But I like the Rosie's Interiors (F my even number :,] )
And making a config to disable some on startup
yeah but if i delete then they're going to get redownloaded on every update. if i disable then that's just a bunch of dead weight in our pack that isn't doing anything. which isn't the worst thing ever but it's certainly less than ideal
i like this the most
Probably what ill do due to me making more interiors in the future
Like the ||experimentation|| interior and the ||hangar base|| interior
the huh
||I’m going to make a mock version of the fake interior from experimentation||
interesting!
i like that idea a lot. that was one of my favorite things from the alphas
Wouldn't that just be the factory /w an elevator?
Not really it looks a bit different
No elevator either for this case
I've had a lot of fun with Tunere, I've made that as the Tutorial moon due to having 0 weight on outside enemies
Yeah tunere is pretty good as it is
I played the v4 ver of LC, and it wasn't all that different aside from like one empty tile
It's pretty much all just hallways leading to consistent dead ends
Yeah, I’m not going to make it look like the alphas
Hm
||Its going to look very similar to the left overs of the experimentation building||
I'm interested to how you'll go about that considering it'll be a homage to v4
Oh, that's what you meant
Yup
Shit's gonna look like something out of Spooky's Jumpscare Mansion, it'll be great 🙏 (That what v4 reminds me of)
Haha
A small opinion for every Rosie's moon that I've played lately
- Tunere: Great
- Haul: A little too big for non cruiser players but good, also paper wall main entrance lol
- Soreal: Very good
- Affliction: Great
Yeah haul is supposed to be very big, but for an early moon with no cruiser available at the time its hard to navigate
Might make it a higher tier moon
I prefer the way Wes has it where the interiors and moons are seperate
not a bad idea
and also, move this tree further away from the ship please, I have already softlocked on the ship screens several times because this tree is in the middle of the entire ship when landing
Np
Good to know now before i get back to working on it
thanks, My last recommendation with this moon will be to add something behind the main entrance to simulate that there is something big inside, right now if you go around the house from the main entrance it will seem like it leads to nothing. Here's a screenshot made with Imperium to better show this case
i've never experienced that? i don't think there's randomly placed trees on haul either
True
I’ll look into it anyway
Hmm, it happened to me several times, maybe I'm having an horrible bad luck
I don’t have randomly placed stuff
Bro entered the backrooms
Did a custom log to reveal Soreal and Idiosyn's presence. I'd thought I'd show it to u, Rosie, since it does involve those two moons of urs
U can find it on ||Artifice, in the bottom right warehouse, in its office, under the desk||: https://thunderstore.io/c/lethal-company/p/KidnapperProot/ConfinedContractLogs2/
Also because I don't wanna copy paste the entire damn thing into here and flood the thread 😭
(It's long)
i cheated to read it and its a really good log...
tell....
🪵
Thank u 🙏
I uh don't mean to be annoying, but how's the progress on Idiosyn? It's... still unusable
trying to figure other stuff out, I suppose I can get the anomaly saga stuff out, but rosiesmoons update will be stalled until I can figure out this stuff
Alright, no rush
Oh, if you're going back to fixing moons, that sunken shed on Feign is one to look at. I can crouch to get in it, but I can't get back out of it. (Teleports from LGU and Emergency Dice somehow stopped working when I do this, but that's irrelevant)
Is that shed even supposed to be an area players can walk into?
Got it, the shed is supposed to be inaccessible
Here I thought you sneakily hid a log in there...
(Wish I knew at least what vanilla planets to check for logs)
Interiors bundled in Moon bundles
12
27
huh
what is this 👀
found it, took long enough for someone else to do flesh
what bugs have there been so far except for idiosyn?
I found vending machines inside the walls of cozyoffice and I fixed that, but I feel as im forgetting something
ive seen a few tile gaps in cozy office, just in the upper office areas
yeah mostly thats just mesh compression
ill do some playtesting though
I hopefully will be able to get these out today
ah, I was going to do weights on other moons
Tunere has a small bug related to the lightning detection inside the facility when stormy.
I mean, if you have a conductive item inside the facility, it makes the sound, and the particles, but it wont explode
I know someone pointed that it's more of an LLL issue, but idk why the issue is only happening on your moons on my side
The rest would be some optimization in Sector-0, I don't know why my fps drops there
@pseudo thistleI've had an issue with your moons in junction with Wesley's Moons. Your moons are fine, and so are Wesley's unless both moon packs are installed.
I did a new profile with only the dependencies your moons and his moons require. When both packs are enabled, Experimentation starts flooded on a new save and any level generation seems wonky, like all scrap tending to be the same piece of scrap, enemies immediately being inside the main entrance, lack of possible routes from main (immediate dead ends on 2 of 3 directions often)
The second I disable Gordion Saga or Wesley Moons, the issue goes away. Doesn't matter which one I disable.
Do you know why this happens and is there a way around it?
not sure, but I know wesleys moons are a tiny bit outdated in this current moment, he is working on updating them, possibly remove one or the other until this time comes
How do I see what updates are what
you moved it all to the modpack but they don't have their numbers
So you’ve got just Gordion Saga of Rosie’s stuff, right? Because it + the full RosiesMoons can be an issue.
Experimentation being flooded at start is “normal”. Vanilla’s first day weather is always the same. It’s “random” I think but based on the same seed. When you add moons that gets thrown off.
Single scrap days can be a vanilla thing. You sure you didn’t just get one of those event days?
Not sure about the other stuff.
At least they credit her and link back to this thread, so they’re not like super evil. Still, hope they got permission.
yeah already talked about aleck about it
nothing to do with me, and I didnt get a headsup
got it
seems just to be a reupload XD was kinda wishing it was a patched version haha
yeah, if I got a heads up + if someone wanted to take over that version id be fine with it
Im going to be working on something similar to that interior soon
not made by rosie and doesnt patch any of the issues the old one had
its just a reupload
I'm crying rn 😭
Lol
It doesn't even make sense because you can downgrade the int to begin with
So???????????????????
Wtf
yeah, if it was bugfixed id make sence
unless he wants to use both the new and old one
Unrelated hat throw, but I personally find v1 of Sector-0 to be the best one Imo
If y'all even remember it
Do the vending machines on the surface of Summit work?
Actually speaking of Summit, I found this just regular guy here in one of the offices adjacent to the main entrance building. He does nothing, cannot take damage or be killed, and does not have a radar node. He is literally just there.
just so you know, the old sector 0 was in my top 3 modded interiors, but the new one in not even in my top 10. So if you could maybe bring back some of the stuff that were in the original.... that could be nice
Accident, was using the player scale ref
i think area 71 is pretty decent
its like a more industrial version of the facility interior
New update is about to be uploaded, moon collection, and interiors because im busy lmao
the rest will come as soon as I can get it out
even standalones finally
might add like a 5% chance for haul to be snowy too since that sounds fun
And I worked out a changelog system so Ill do that too
overall lots of stuff lmao
it's not that i dont like it, but it's because i loved old sector 0
yeah i know that, there was a lot of issues but visuals and layouts were peak
Mhm
I do say i liked the red fog parkour holes
I may try and add it to this current one
Is area71 like a different interior basically? Haven't looked into either one yet
How is v1 broken?
V1 had a ton of bugs and stuff that never got fixed, I remember how broken it was
Weird, I don’t remember experiencing those
It's hard to describe since I haven't played on it in a while
But I know I got shot by a wall turret hiding inside of something once
XD
Tons of missing references and weird tile clipping + the walls were double sided
Very unoptimized
Maybe
Storehouse doesn't have any problems for me
Dopa, Purple, me, and Nova all have had issues with the Storehouse
I could introduce generik to the tool i use
What’s your GPU
If it’s higher than mine, then no shit you’re getting no lag
I used to get lag in Storehouse but I don't anymore
It was caused by some mods I pulled I don't remember which
things that i liked about the old one : industrial / labo layout separated by the drill (even if there was desyncs, still cool), all the parts that had enemies inside tubes, all random pathways that lead to other rooms (the one with the fake apparatus, the short "exterior" hallway, the rooms with old birds statue or the one with an employee ship). Even in the labo part we could find some experimentation rooms that served as loot rooms and a lot of other really cool things. Also all custom doors were insanely well made. When exploring the old sector 0 you really feel that it is a company forbidden dungeon.
However with the new area 71 it's more of a abandoned company building with big rooms and hallways. It's really not the same feeling when you explore it
So yeah maybe area 71 is not buggy like old sector 0 but i think old sector 0 is a much more fitting interior on the sector 0 custom moon
anyway... that's just my opinion, if you dont know how to fix the original sector 0 or you dont want to, thats totally ok. Area 71 could get some upgrades in the future
Ofc
But Area 71 just feels like an empty warehouse atm, not a place you should be fearing
Tubes will be added
yeah
Those huge hallways of Area 71 have potential though
I too really loved V1 but I've loved all the versions of the Sector Interior
Combining v1 and elements of v3 would make it great again
Some stuff about the old interior was kinda weird
Like how the drill worked, since it didn’t sync with everyone, and there wasn’t really a clear way to even tell if it could do anything
I know Rosie said V2 is gonna be coming back with some changes and a diff name
v1 is the best, v3 is good, v2… we don’t talk about that one
oh really? cool
Hey no negativity here lol
I ended up finding out how to use it on a whim, and when i tried the interior with my friends, they didn’t even know that you could use it. They kinda just went around thinking the interior was small as hell
I loved v2’s aesthetic, but it’s mainly the gameplay that I disliked
It felt rlly wonky
Np
What? I loved the gameplay
I take no offense
The drills were sick
v2 was my favorite ye
One of the main things iIrc was that the doors opened too slow
They were before i knew how to add networked objs to interiors
Fair
Weren’t they like big vault doors
The doors were unused assets that Zeekerss originally used for the ship lol so the open speed was a Zeekerss' thing
Those are left over in the current version? I thought they were taken out of v4
Rosie got access to them so they still exist in the game's files
the elevator seems to be missing but the vault doors are still there
Isn’t the vault door apart of the ship though? If so, where is it?
Ah
Still think v2 is the best minus the bugs it sadly had
What were its bugs?
sync issues
Ah
got the standalones uploaded, that was super tedious haha
Yipee, love ur moons
I too miss the OG Area71, and even parts of the second Area71, I feel like all three of them could combine into one awesome interior if blended just right, like having the clean, but populated tubes of entities and dormant Old Birds of the second iteration, the glowing red offices and elevators of the OG, and the open layouts of the current version. I feel like all three of them have something unique about them that when combined, could make for what I feel might be the true insides of the Company building.
Yeah, I know it's not completed
Also, Fs in the chat for Untitled. I swear, I haven't encountered anything out of the ordinary with that moon, minus the doors on all the cabins that just don't get unlocked.
Actually, I did find a pseudo-workaround: UsualScrap's crowbars pop those suckers open in a single hit... even the ones that you wouldn't think you could go inside (like the cabins floating in midair and the gigantic cabins in the distance, those too lol.
@pseudo thistle Would you consider uploading a standalone of Untitled for those of us that would still like it? If not, that's fine. I just can't remember if you got rid of it for thematic reasons, or if it was because of more technical issues.
surprised eve isn't deprecated
I also loved the doors
and the lab sector
also sector-0 interior still has an icon from the very first version...
Nah those tubes are in the second, too
the rest of the room isn't
haha
Ill fix that eventually
@lethal bay no crazy enemies were always spawned right away, rock formations out of wack, very short paths. I've tested it plenty, there's a distinct difference when it's in and flooded vs not.
I only had the Gordion pack installed, not her bundle.
there's a small part of ||the giant|| passing through the wall on Haul
already fixed it haha
and this?
perfect then :]
||The giant? Do you just mean the forest keeper, or is it something else||
That's what I was talking about and how it made all other audio break
lol
yes, the ||forest keeper||
spoiler?
Is Cozy office part of one of the sagas, or is it meant to be a standalone thing?
did you accidentally delete the entire interior?
Ah... I don't have the standalone and it's been working perfectly for me
yeah it should, but people voted for the interior to be a dependency rather than bundled into the saga
Thats fair
so confusing
now sector 0 and cozyoffice are seperated? gordion saga doesn't have sector 0?
no gordion saga still has area71
forgot to remove it
itll be a dependency
alright so I should probably remove cozyoffice and just use rosies interiors to have both then yeah?
Just making sure, for just the raven saga, I need the cozy office mod too?
old sector 0 my beloved... where are uuuuuuuuuu????? 
Something is very wrong with Haul after latest patch
The speaker at the main entrance is spamming deafening white noise, and there's so much of it that it's preventing normal sounds from playing, even inside the facility. No footsteps, turret noises, etc.
Console also getting spammed with an error
im fixing it
Even with LCMaxSoundsFix it breaks
cus that speaker is just spamming such loud audio
yeah
Cus I have LCMaxSoundsFix in my pack
Its fixed on my end, JLL configs are just being annoying with the new feature
well, its not JLL's fault im just doing something wrong lol
thanks much!
I'm also trying to figure out some stuff haha but its a learning curve 
fair
I just cant get the config to load right
as in the booleans
ty
so the interiors are no longer included just asking since I use the gorgion pack
yeah, changelog says that
K I did check just wanted to make sure
youll need to download gordionsaga and the corresponding interior
true
I get these errors when I approach the door on the main entrance on Haul.
does it impact performance?
Sound vanishes around the entrance, otherwise it seem to be okay
this is the same error i was getting spammed combined with the speaker playing deafening noises that broke sound on the entire map
(it’s kind of a funny bug honestly, gave my friends and i a laughing fit)
speakers are gone though, thats the confusing part
They’re too powerful!
haul isn't free for some reason?
Check configs and make sure you check the box to enable the configuration.
recent update made it a paid moon iirc
ah
Yeah there was no speakers there for me at all. But when I approached the door, I began getting the above errors spammed and all sound vanished. It stopped upon going inside.
LLL configs
Lethal level loader 🙂
Sorry I’m sorta busy I’ll let you know later, or maybe someone else can help
Here's 2 ways you can configure prices for moons
-
Left is via Lethal Level Loader config
-
Right is via an alternative mod I use known as "LethalQuantities" that lets me edit specific parameters regarding moons (one being routing prices), lil bit of a learning curve to use it but is easier to look at and offers some features that LLL's config lacks (such as editing enemy spawn curves, max enemy counts, and trap count/curves)
For both you wanna boot up any save with the moon(s) you want so that the respective method for either of the two above gets populated with the moon/interior in your pack
I don't have experience with either CentralConfig nor LethalCompanyVariables, but both also let you edit route prices. I'd consult someone else more knowledgeable of those mods if you wanna explore those options
centralconfig doesnt need a webpage like LQ, and it works like LLL
its like the best of both worlds, but its up to preference
As in, a similar sorta parameter editing setup like LLL's config?
Cause I'll be honest editing enemy & scrap weights in LLL is kinda fugly with that long list, nitpicky of me to say that but I kinda just don't like it lols
yup
when you install it and head to configs, you can enable what you want to edit
like you want to only edit time and map size multiplier, you just set it to true
and when relaunching, its gonna be there for you to change
you can also change things like traps, level info and much more
I've been wanting to explore it sometime but been way too busy with other stuff + some Lethal burnout going on with me
I'm curious if editing the day/night/indoor spawncurves via CC might get the desired results I want from some moons like Volition
I'm having this weird case where indoor enemies on Volition like, seem to spawn way late in the day, making it too easy for folks at times, I notice stuff really only starts to spawn around 1pm or later even if I edit the spawn curve to be more like say, Titan's, but I can't determine if LQ's at fault or if I need to forward this to Distinct
What mod are u using to display the value of your items?
i think so?
just to let people know, Ill be working on fixing bugs and getting the moons/interiors stable but I will be busy working on another project too
Well, 11 now. She removed one pending a rework
Still for a decent while it was about 5ish moons
Is this new project the replacement or Untitled, or even the hangar interior you mentioned once before? Or is it even LC related in the first place?
not LC related
Ah, okay. I still never got an answer to my question regarding exactly why Untitled was removed (and if you'd upload a standalone of it, because I still like it)
- I didnt like it and just felt like a very sloppy thrown together moon imo. 2. Probably not until I make it better
I kinda feel like it being sloppily thrown together was part of its charm, since everything was kinda floating and weirdly-sized. Though unless I'm missing something, there were no fire exits on it
That was my only gripe with it
fair
Ill see what I can do with it, but I want to rework the terrain and how the floating objs are set up
Was there a story log on Untitled at all? Cause I had been able to find a workaround to opening the locked doors on all the cabins and while it was still in the pack, I never found one. (Actually, I don't think I found any logs in the anomaly moons so far)
Oh, that also reminds me. Do your story logs happen to only appear based on the weather? On Feign, I checked the spot on a new save where the log on that moon would be when it was eclipsed, but it was not there, but I landed again on clear weather, and it was there.
I remember back in the old pack (before you had all the moons in the different sagas), you had the secret logs that would give clues to ||Penumbra||, so I thought maybe there was some kinda latent weather dependency on these other logs, whether intentional or not.
shouldnt be
Huh. When I get a chance, I'll test to see if Feign's log shows up when it's eclipsed. (I'm referring to the log that's tucked away to the right of the main entrance building, facing the side of the shed I mentioned I got stuck in, in the event Feign has more than one log)
can i get a list of everything that works together and doesnt overlap
Please
if i download the sagas do i download rosies interiors
Just download moons and interiors?
not the sagas?
Rosie's moons contain everything, sagas work together and with interiors, don't download standalones if you have sagas or Rosie's moons package, don't download sagas if you have Rosie's moons
thank you
does area71 work with the mimics by chance?
no clue
nah theres only a few modded interiors that are set up to work with mimics
lc office and scarlet devil mansion are the only ones i think
Gonna try and test scoopy's, cozyoffice, and generic with mimics
After playing on march twice and searching the storehouse, it seems mimics just don't spawn in that interior lol. Dunno an easy way to look for them either since idk if they're an entity or what, but nothing shows on imperium spawns ands I cant seem to manually spawn one
I know they spawn in Scarlet Devil Mansion
But I’m not 100% sure of any other modded interiors
I checked the thread, looks like only the ones listed in config have support cause those dungeons had to be set up a certain way
Would be cool though, if there was a way to implement them like traditional entities somehow, or even traps
You have to make sure you have the interior name right
Then turn on max mimics
And the just go into an interior or use free cam to see if they spawn
(They don’t work on CozyOffice and Area71)
almost every interior does not work with mimics
This is a shame
At least they work in vanilla, I'm guessing all 3 vanilla ones anyway
expecially ones with custom fire exits
tho lc office and scarlet mansion
have compat
Mineshaft doesn't work
Grand Armory has its own equivalent
Hi is anyone else just.... unable to land on Eden? It just gets stuck at random seed for me
Mimics only work on Factory, Mansion, LC_Office, and Scarlet Devil interiors. They will not spawn in any other interior not mentioned here, including the Mineshaft, no matter what you do, it is up to the developers of those interiors to alter their interiors to enable them to spawn within them.
It does? If that's the regular fake doors, I've never been able to interact with them lol
Okaaay I am no longer having this issue? Even though I changed nothing? No idea what that was about.
It has Lurkers
I'll have to look into it
@pseudo thistle So I found this in Area71. It's a glitched hallway from the third section of the interior crossing into the second interior. If you walk into it from either direction (i.e. either side of the hallway), you'll get yourself stuck between two one-way walls. Best part is, there was a turret in the section opposite of that wall that can see me but I could not see, so it could still kill me without me being able to do anything about it. Fun!
RETURN OF THE REVENGE OF THE WALL TURRET
yeah, Im going to be doing some testing here soon
Hey does the teleporter just not work on Feign? Is that a bug or a feature?
(Also whats the dungeon map multiplier for feign?)
pretty sure its the same as titan, which is 2.2
ill look though
bug, huh
What happened was the teleport animation played, but I was sort of brought back to the same spot, and invisible to everyone else with all my items on the ground. I didn’t move at first but when I did, they said I “fell from the sky”
That's not just me? I mentioned that when I informed Rosie that I managed to get myself stuck in the sunken shed, but it seems all forms of teleportation do not function on that moon for some reason.
So I just want to get some help on the cozyoffice, I literally can’t find it anywhere. Which moon does it spawn on are there any specific moons? Thank you very much.
Check the LethalLevelLoader config. It has the default values and you can change it.
Has anyone had any issues on Haul and Ichor specifically where teleporters don't work? Also, Ichor doesn't seem to have an outside navmesh/node system (forget which Lethal Company uses) - enemies that spawn are unable to move anywhere and just get stuck in place.
Question 1: do you have General Improvements?
Question 2: How does the teleporters not work
Ichor is fixed though
I don’t mind the teleporter not working on Feign, ||maybe something with Halden Electronics is messing it up||, but if that’ll be a feature I think the interior difficulty should be lowered since it’s the same as titan, but condensed
well, idk why its happening so thats the reason its an issue
Yes we have General Improvements, and the teleporter initially brings the person to the ship for everyone but the one being teleported, who doesn’t notice anything on their end. The moment they move after others see them arrive on the ship, they go back to their original location.
So far it’s only happened on Ichor and Haul, though we haven’t rigorously tested the others. Vanilla moons work fine.
Hm
To give a video example, it also occurs when the person is driving - they never left the car from their perspective.
We've been having... "problems" with our teleporter.
I wouldn’t think there’s much a moon could do to mess that up. What a perplexing situation.
I can try to do more extensive testing soon, see if I can narrow it down at all. I’ll also post the mods we’re using when I can.
from Lunx I heard GI had some issues regarding compatibility idk with what though
I highly doubt this is moon specific
Probably a mod issue
We've only ever experienced it on mods in the Rosie's Moons pack (specifically we have the Raven and Gordion Sagas)
Our modlist hasn't changed significantly since we added the moons either
why is it always my moons lol
Ill have to do some hierarchy testing with another moon dev
My friend and I are going to do more testing tomorrow to see if we can replicate the issue consistently, and to narrow down if it's just on Haul or Ichor or if it's on every moon.
(I only know those two for sure because they're the ones we had the teleporter for)
Hey what does the lever on Haul do
is this normal?
Am I missing something, that just looks like penumbra
the ship is in orbit
ohhhh, missed that lol, would be cool if there was some debris in orbit
@pseudo thistle I've made recordings of the moons with broken teleporting - which includes Ichor, Haul, and Feign. The video also includes Experimentation and Tunere, to show that the teleporter works on other moons (I tested every other moon in the pack + base game, all but those 3 worked).
Also noteworthy is that the area immediately outside the ship exit on Feign causes extreme lag whenever you're standing there, shown in the video (Feign is the last one shown)
https://www.youtube.com/watch?v=a3r4JHf5l4Q
Moons shown are:
Experimentation (Base Game): Success
Tunere (Rosie's Moons): Success
Ichor (Rosie's Moons): Failed
Haul (Rosie's Moons): Failed
Feign (Rosie's Moons): Failed + ship door lag
why would the moon break teleporting?
I didn't show it in the video, but when the teleporter fails on those 3 moons, it does still cause your items to drop at your feet as if you were teleported.
I don't know, but those 3 moons specifically aren't working with the teleporter.
have you tried testing it with nothing but the moon mods?
I'll try a clean mod folder soon, but it'd be strange if there was an incompatibility with only those 3 moons and nothing else
like I said, I tested every other moon, so it's just those three
It isn't consistent on one pack either - Haul and Feign are together in the Raven Saga pack, but Ichor is in the Gordion Saga pack.
also yes, that's worth noting - I'm using the Saga packs, not the individual moon downloads.
wait the sagas packs and not the whole bundle of rosies
just for a quick test may wanna also try the whole rosie moons pack to test for consistancy
I'll test that quickly
Okay, can confirm - Rosie's Moon pack still doesn't work for the teleporter, but interestingly the lag bug on Feign isn't present.
So the area around the ship door causes extreme lag on Feign in the Raven Saga pack, but not the Rosie's Moons pack.
Teleporter works on the others, same as before
yeah
I'm ngl, I just want to thank Rosie for the moons and interiors. They are awesome
Secret area
oh also, on Tunere, there's a potential softlock spot next to the main entrance door, in the fenced-off alley. The player can jump on the barrels to reach the ledge and drop down on the other side of the fence, where there's no way out.
(It's technically possible to get out by jumping against the wall until you get caught on the geometry, getting you high enough to jump back onto the ledge, but that's difficult to do and not obvious for players)
everyone tries to get over the fence lmao
its a very enticing fence
haha
So since you haven't updated your interiors yet, I noticed if scraps spawn behind the large lamps in Cozy Office they're a bit hard to grab, another issue with Cozy Office is it doesn't work well with the new Duck Song enemy Xu added to CodeRebirth, the Grape always spawns in the basement so if you don't have easy access to get down there you're basically guaranteed to die. From what I understand it's supposed to spawn fairly close to the duck so idk if you need to fix it or if Xu does or what tbh lol
Those are the only 2 issues I know of though with it
Otherwise Cozy is fine
cozy office is very compact so its probably not xu's fault
Yeah I didn't assume it was
not sure how to fix that other than redoing the entire interior haha
Although it was funny to have the duck spawn when testing and see the grape spawn under me XD
Yeah I suggested for Xu to add an Interior blacklist config
that'd likely be the easiest
mhm
Since there's so many variables
yeah, im going to be working on the sector interior a bit since I dislike some of the things in it
so that takes priority
Yeah for Cozy the only thing I would do is remove the scrap spawns behind those lamps - everything else is fine
Sector definitely needs priority
It was funny having my doll spawn though and struggle to grab it cus the grab spot was so weird
LOL
I was like "I'mma get it"
XD
thats easy to fix
Ye
esp because the prefab is sprinkled everywhere
Was there anything in the logs about the teleporting? The lag at the front of the ship might be audio reverb trigger related but don’t know about teleports.
Might seem like an odd question but do jetpacks work? I ask because a while back someone had this really weird bug where a bunch of odd stuff was broken and it was something with an audio reverb trigger the ship passes through right at the start of landing. Don’t remember what exactly but I could probably find it.
Here: #dev-moons message
You could put a “No trespassing” sign by that fence, and if players still jump it, then it’s on them
||you cant deliver two handed items from main on penumbra||
@pseudo thistle
well technically you could use an extension ladder to walk up
but, still a problem i think
||also is it always meant to be eclipsed??||
yes
I can fix that
||outside elevator||
||attached to no scaffolding||
||just the box and buttons||
Wha
||for the Penumbra ladder issue||
Unsure if this is the place to ask, summit seems to have loading/lag issues whenever entering the little houses is that just a oersonal skill issue? is there something i can do about it? is it because im running the map on v69 instead of v68?
Nvm theyre gone now
Wtf??
Nevermind sorry
Hype that it works cuz this is probs the sickest lethal map Ive ever played
I just inversed through the floor on ichor
Also, love summit, but enemies get really bugged on the elevator
@pseudo thistle I believe you forgot to turn on read/write on the terrain mesh for Ichor
not doing that will result in the terrain not being able to have a navmesh written to it and will result in enemies standing still doing nothing
??
I have yet to actually do in depth testing and changes for the moons and interiors
isnt navmesh data auto generated when u land
not usually
like regardless if u bake a navmesh or not
I dont think so?
🤔
i added a bridge to march and enemies were able to path around it without me baking a new navmesh
just in case, double check if this is ticked
ofc
in any case, if baking a navmesh fixes it for you, then that's good
just kinda odd cuz the game should be doing that on its own
batby told me that a bit ago
maybe modded moons are just strange lol
Ill look into it either way
Im just heavily confused on the teleporter issue
@daring torrent @pseudo thistle it will regen if you have random spawning outside objects
in general assume it will regen
it needs a scene bake so it can sample positions
makes a lot of sense
ideally your moon would be considered broken in that regard given that assumption
after looking around on ichor for a while with freecam, unity crashed?
it was probably around when outside enemies would start spawning if that matters
also eden feels a bit too green by default, the fog should probably be closer to the color of the vanilla fog which is blueish i think
old bird at 8 am on summit....
on summit, there's a speaker in the elevator but this speaker doesn't actually go with the elevator
i don't think that guy is meant to be there
only found three pieces of scrap in a pretty sizable sector-0 interior, the door to the outside section was locked but no key spawned
Its odd because the navmesh was there prior at some point.. i think when you consolidated them all into 1 modpack it got lost somehow?
idk
ichor crashed unity again, i think it's an issue with the moon since it was an entirely different modpack
also this probably isn't related to the moon crash but there was a red solo cup on palettes that nobody could pick up so we stopped messing with it for 5 seconds and then it flew away into the ceiling?????
huh
thats a vanilla game client side desync
when someone picks up an item, sometimes the origin coordinate for it doesnt get altered on clients
if you try to pick it up, it tilts in unnatural ways
when the person who actually has the item drops it, it floats into the air on client screens
what are all the hints for sector-0?
Provided to YouTube by IIP-DDS
Spooktune · Toby Fox
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Composer: Toby Fox
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Is there a master list of the specific moon prices and difficulty and name?
Couldnt find them in the mods description
i get this error everytime a footstep sound is played in the main entrance building on Haul
[08:41:36.0726246] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnemyAICollisionDetect.INoiseListener.DetectNoise (UnityEngine.Vector3 noisePosition, System.Single noiseLoudness, System.Int32 timesNoisePlayedInOneSpot, System.Int32 noiseID) (at <b5c9757a4ecc4ee1b8a83c58c3df2def>:IL_0009)
(wrapper dynamic-method) RoundManager.DMDRoundManager::PlayAudibleNoise(RoundManager,UnityEngine.Vector3,single,single,int,bool,int)
GameNetcodeStuff.PlayerControllerB.PlayFootstepLocal () (at <b5c9757a4ecc4ee1b8a83c58c3df2def>:IL_007C)
PlayerAnimationEvents.PlayFootstepLocal () (at <b5c9757a4ecc4ee1b8a83c58c3df2def>:IL_0000)
also uh.. this (loud warning)
when this happens it spams this error which ig has something to do with SaveItemRotations
[08:56:20.0110877] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
EnemyAICollisionDetect.INoiseListener.DetectNoise (UnityEngine.Vector3 noisePosition, System.Single noiseLoudness, System.Int32 timesNoisePlayedInOneSpot, System.Int32 noiseID) (at <b5c9757a4ecc4ee1b8a83c58c3df2def>:IL_0009)
(wrapper dynamic-method) RoundManager.DMDRoundManager::PlayAudibleNoise(RoundManager,UnityEngine.Vector3,single,single,int,bool,int)
EventWhenDroppedItem.PlayDropSFX () (at <b5c9757a4ecc4ee1b8a83c58c3df2def>:IL_018F)
(wrapper dynamic-method) GrabbableObject.DMDGrabbableObject::Update(GrabbableObject)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineGrabbableObject::Update?-851839408(GrabbableObject)
moe.sylvi.SaveItemRotations.Features.SaveRotations+Patches.GrabbableObject_Update (On.GrabbableObject+orig_Update orig, GrabbableObject self) (at ./Features/SaveRotations.cs:338)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookGrabbableObject::Update?-2075568012(GrabbableObject)
Feign also spams ReverbTrigger errors
Rosie is on a bit of a break atm unfortunately so idk when this will get fixed
aw, i hope theyre doing okay
atleast it isnt game breaking, i found the thing with the bell quite funny lol
She's doing fine, she just wanted a break from working on Lethal mods for a bit
She still has to fix the Sector-0 Interior for example
lol
What's the forecast of ||Soreal|| and ||Idiosyn||?
Another thing: Please fix tulip snakes on ||Soreal|| whenever you get the chance
When tulip snakes drop off from a player, my fps is quite literally shot down to 10 for about five seconds
Mind you my average fps is 120
So this is saying something
what are all the hints for sector-0? want to know what and where they are so i can push my friends towards them
I think one’s on Titan?
Please... also make ||Idiosyn|| a little brighter, and also probably not change every of its light source's hue to blue
I can't see shit
It's especially bad /w Zeekerss' vanilla interior fog, and Voxx' solar flare
I don't mind ||Idiosyn|| being dark on the inside, but I do mind it being this flawed
I'm still gonna try to complete an entire quota of ||Idiosyn|| tho
ah so sector 0 not having its interior isn't just me issue...
its broken in a different way
tile bounds issues
I can technically upload the fix
Will it be updated soons? ;o
I think you had some stuff you wanted to do with it first right?
Outside of the fix
yeah
Also hope to see Haul and Feign get fixed soon since those moons throw some errors
probably do it tonight since why not
what types?
Feign throws AudioReverbTrigger errors
Someone recently made a bug report regarding Haul
Lemme find it
oh my god..the bell
yeah im just going to get rid of the giants since thats what is causing it
They said that error was everytime a footstep sound was played
also is that the exterior or interior i can't tell
Exterior
cool wip stylized rosie moons
0:10
Might be an issue with that interior
But I could be wrong, I don't recall them lagging anyone like that on there though
idk tbh
If you're certain it's the moon @novel scroll you should probably post a log
I'll send a log when I reencounter the lag
This is footage from earlier today
I didn't even record it for this bug, just the ULTRAKILL reference in Castellum Carnis
That sounds like the distortions of a Super Nintendo game trying to figure out what's going on. (I got massive Contra III vibes, particularly the C weapon)
is the interior mod spawning the enterior random on every moon or how ?
Check LethalLevelLoader in the config if you use Thunderstore.
What Ultrakill reference? nvm I remember
found a crack in cozy office just wanted to lyk
happens with vanilla interiors also
most noticable at mineshaft
what vanilla interior has a crack in it?
and if mineshaft where exactly
I've only ever noticed it on Catalyst funnily enough
Catalyst's skybox is just so brightly purple
caves
the reason you dont really see cracks is zeekerss made the skybox just.. black at the bottom
you mean the holes in the caves that are black on bottom?
The pits in other words
no
actually the best place you can see cracks is the manor interior
the foyer always has 2 on the ceiling
no, when you enter the interior the sky is made completely black. that's why
ah
Mansion has ‘em too
are they on the ceiling or floor?
Either way on a wall is diff from ceiling or floor since your looking forward most of the time
and a lil bit down
@heavy ruin ok its the polygon shifting the game does
when youre standing closer to stuff, they gain more polygons, and lose polygons the further you are
heres some polygons missing from being further away that reveal the skybox
but im pretty sure the manors foyer is not this and zeekerss straight up forgot to model around those spots
Nuuuu not the LOD holes!
im confused
its fine for me
I had the volume low so I thought the rats was you wheezing 😭
That actually happened to me too though. Dunno if it's intentional but it's not really a huge deal
the round before i massacred the rats
do you think you can slightly move those docking things so that the cruiser don't get stuck
with the wider ship mod
Tbh, I beg of you just
Increase the brightness of Idiosyn just a bit
Gameplay-wise, eclipsed Idiosyn is horribly dark
Thank you, I rlly appreciate that
Idiosyn is rlly well-made aside from that
Oh yeah, semi-bug(?) report for Idiosyn and Soreal
Their dropships play their music as they're landing, not when landed
This is a common issue for almost every custom moon, but it can and has been fixed b4
weird
@pseudo thistle i know why this happens
its because the gameobject is enabled as its landing
ah
all of your moons have this issue i believe
can we make a sticker that just says disable the gameobject 
sorry i dont really know how this mod works but is it supposed to replace the company building or is it an entirely different moon
sorry for bothering
prob best place to ask is #dev-moons
if youre asking about sector-0, its a seperate moon
alright thanks so much
I missunderstood, I though you were trying to MAKE a mode like that lol
oh its ok lol
Hey Rosie, is there any chance that we may see a bit more ceiling lighting in cozy office someday? I enjoy this interior a lot, but I've noticed that it can be quite dark most of the time. The basement tiles are fine as is imo, I just think more of this would give a neat vibe
Idiosyn being dark? Nah. Just install LGU and get yourself night vision goggles. EZ 😎
But in all seriousness, yeah, should definitely be brighter. Maybe not as bright as even vanilla moons since the watching eyes being at max brightness adds to the atmosphere, but shouldn't be near miserable with a pro flashlight
I also saw that the eyes actually act as a sort of an aura that follow the players, keeping their distance, both in and outside. Very clever
There is a pin in dev-moons on fixing it for reference if you’d like. The animation rips incorrectly for the dropship and yeah, as Purple said, it enables early. It just needs a keyframe somewhere in the middle where it’s not enabled.
Does Tunere have any outside AI nodes?
I wanna put something outside via LQ
could you maybe add screenshots to the moon pages in thunderstore? would help me discern what type of interior i want to correspond with them, also i just like having an idea of what a moon looks like beforehand so i can make sure i want to add it without needing to constantly open the game
Sorry, meow, but the Lethal Company Modding server doesn't support looking for groups anymore! Please use another Discord server such as the Unofficial Community to find games, thank mew!
good try pawsy
nvm i might be dumb, i was looking at the moons in thge anomaly thingy
by default i dont think tunere has outside power
this is true
there is no outside power on tunere
it does have ai nodes though, because spiders that spawned outside (from a session i played with brutal company) can still navigate
tunere has no outside enemies???? not even eyeless dogs???
Hey there folks ! first of all thank you Rosie for all the fun ! I really love the feeling of your moons, the details like the logs. I am esepecially in love with Sector-0 and its interior. Sadly I'm not able to go into it since a while. I managed to bind certain moons with your new Area-71 (I think it fits well on offense, assurance and experimentation), but when I change the config in levelloader, no moons go to the laboratories 😦
Did I need to go on a past version where there wasn't Area-71 ? I love having specific moons going through specific interiors and I really miss laboratories for Sect-0 and Thank you all a lot for any future answers 🙏
did you tick "enable content configuration" in the lll config for that interior
that's uh
an important first step
yeah
I guess it's about the mess I've made there ?
Mod names is for specifically adding weights for the entirety of a certain mod's moons
Manual level names seems fine but i don't see the moons you mentioned wanting to add it to in there
So maybe I just remove what I've put in Manual Mod Names List ?
Yeah
With how manual level names is set the interior should spawn like crazy in sector-0, titan and tunere
This is the config for Sect-0 laboratories, not Area-71, which works for me
??? area-71 is the sector-0 interior though?
Yeah I want the lab there
ah
right
If you want extra confirmation once you're ingame that it's working you can try running lll's simulate command on the ship terminal with the moons you're trying to put the interior on
Yeah I'm referring to the sect-0 interior, the one with the vat tubes and old birds
Should tell you every interior that can generate, and percentage chances they spawn
old birds
since when does area-71 generate old birds
i'll admit i haven't been on that interior much at all
so i could be missing smth
No no, there is Old birds IN the sect-0 facility, they are just decoration (they do some of their noises tho)
didn't undertood what you're saying tho
You can run "simulate sector0" (or simulate whatever moon name) in the ship terminal and it'll basically tell you what interiors can spawn on the moon
- percentage chances
Oh @pseudo thistle also when you'll see this, the room in Cozy Office that have computers, glasses and simantled turrets never have any loot, a bit sad cause I love that room but if it's locked I won't want to go in it cause nothing to have
Dismantled turrets *
to show it with another moon i play on sometimes
Ohhhh that's very nice ! I'm gonna try it right now !
I need to try Slaughterhouse, looked fun
Yeah it's cool
This was off a lighter modpack I have with a friend, i've played with bigger packs that'll have longer lists for running simulate most likely
Picked it so I wouldn't take as long to load in
that's a cool trick to test mods for sure, thanks !
There's other mods that'll cut out elements of startup, and i'm pre sure one exists for instantly loading into a save
You mean making the game load faster ?
as in like
I think generalimprovements has the option to instantly load either online or lan, skipping that entirely
as well as skipping the lil "pc booting up" bit
The game will still take a bit to load those are just for getting ingame faster
But generalimprovements also does like a morbillion other things
Yeah I just looked up and my Sect-0 doesn't have the interior I'm looking for :<
I'm expecting it to have "Sector-0 Interior" and that one only
It's just the way I written it in the config, it has to be it
Oh
I guess it's because under the config the moon has its own internal weights for the vanilla interiors
I assume in case area-71 isn't installed
Which
The interior will and should be called area71 that's normal and expected
Again, they are two clear seperate interiors
I don't want 71 for sect-0 :p
???? i'm getting confused
71 literally IS the sector 0 interior
Are you thinking about something else?
From your mention of old birds
you MIGHT be thinking of grand armory from wesley's interiors
Which I know for a fact has those
(and they can wake up and become active depending on config)
Nope, different
This is Sector 0 interior
Hmm
Maybe this was an older version of the interior
I wouldn't know I haven't seen how it used to look
I wouldn't be surprised if it changed
71 is either way enormous ceilling, like big warehouse, or little corridors

since when does area-71 generate old birds