#Rosie's Mods (RosiesMoons, CozyOffice)
1 messages · Page 23 of 1
This is the whole reason I'm here, sad to not being able to see those bracken, masks and coilheads in vats, there was also a cool room where you drill through a wall, one of my favorite interior
I love 71 but I want to play both T.T
Yeah that's the name I have in my config
🤔
I wouldn't be surprised if the old interior flatout didn't work anymore but i really can't say
however it is you're trying to use both
wait
If it's that
Sect0 interior mod picture have the vat, so it would be weird that its not playable
you have both the older version of the interior installed
and the newer one
Bepin might be going
"oh you have a newer version of this mod installed, not gonna load the older one"
Yes, they are two interiors in my list 🥲
But then the interior wouldn't be showing up in your lll if it wasn't loading/getting registered this is confusing
Fack, maybe
ok, gonna try disabling 71, but if it works I'm still having one interior woooted :'))
this is a confusing situation
like every time with my modlist, but with time its getting more stable and deep and fun <:
Since it's the older version of the interior it's super likely it's gonna be unstable
I remember hearing of there being desync issues before it got updated/changed to what it is now
word of warning
Yuuup, remember the drill thing I was talking about ? You had to do it, but your friend too cause if not they wouldn't see the animation
yeah sounds like a desync issue to me
but we didn't had that much problems unless that
Ideally you don't want that to be happening with your interiors LMAO
yeah it ruins the gameplay but we love playing that interior anyway
damn
𝓤𝓟𝓓𝓐𝓣𝓔
So the last version available for the labs is the 2.0.3, unfortunately it will be unstable in groups and there won't be any werehouse
Don't mind my 140hp, I'm just a good employee
they gotta update that interior stg
they did! it's remastered (and honestly much better)
judging by the conversation that was going on earlier i wouldn't be surprised if it was a thing of
"oh i preferred how it used to be"
Because from what I've played of how it is now and what I've seen of the old interior it seems to have changed a lot
I like the new warehouse looking interior but yeah so much different, I want them all
One based on v2 is being worked on
ℕ𝕚𝕔𝕖
Quick note: I think Sector-0 is just referred to as "Sector" in configs like this.
It's "Sector0"
Is it?
Yes the whole conversation wer where having was about the interiors
And yeah I like having this interior for the moon
Ahh, the second iteration of it. Understandable
Nono, the first, called "Sector0" in the config, the second is named "Area-71"
I like having the second on dusty moons like exp, off, ass
Oh nvm you were referring of the config of Sect, I was talking about the levelloader config
Area-71 is the third iteration iirc, few remember the first one
i remember the first iteration vividly. the damaged hallways, the red mist, the test tube chambers, the vanilla scraps implemented into the architecture; so much of it was peak 😩👌
yee i really liked the first verison
for now tho, v3 needs some dead ends looked into. taking the elevator down will lead me to one, but there are plenty more halls found on that level when taking a fire exit
And they're not just doors with a missing hover text? Ow
elevator ? you're talking about the CozyOffice ?
what ? so the first one is that one ?
I'm confuuused
Thas v2 you're playing with, 2.0.0 remade it yeah, unsure whaf screenshots are from which version though, haven't llayed em
Sector-0 int v1, sector-0 int v2, area-71 v3
the ONLY probs I had with v2
is the drill dsync
the front door dsync
and the Nucleus app was turned around in the app machine so it looked weird
plus depending where you put the nucleas, it would activate meltdown again
Other than that, the inteiror was pretty much functional
ooookeyyyy (was from 2.0.3)
yup
Oh ! Interior JUST got updated 🥲
gotta visit the warehouse
you mean generics?
generics ? I mean the V3, the "Area71"
that update been outforever where you been lol
No I mean there has been an update like less than hours ago (I tested the warehouse a while ago)
bro, no there hasn't
Rosie's interiors has the area71 interior and it's been 2 weeks since an update
yeah, it says that on the website
on thunderstore it says that
what
that says INSTALLED on the 31st
wait
how are you a day ahead?
oh time zones
Yeah that says installed
no they're from the future
👁️ 👁️
woops, confusing myself
I'm still from the future tho
End of lethal company is very cool, you'll love it guys
Oh waw I just saw the elevator, ok
So is it normal not to have Sector0 in my Lethal Level Loader config file? I have Cozy Office and Area 71, but nothing for Sector 0
I have Rosies_Interiors downloaded on TStore
Area 71 is the Sector-0 interior
The last version for the laboratories of sect0 is 2.0.3
Then after that it's the warehouse
the 2.0.3 is unstable with desync issues
Got it, thanks
polygon shifting is the funniest thing ive seen someone refer to lods as
i mean
its not wrong
wtf
it fades between them
hello gyus, I was just now trying Gordion_sect0 by RosiePies and I dont know what to think about difficulty, it says its S+++, but it just feels easy, like almost nothing spawns. I dont know if its intended or it is just poorly made modpack I am playing. I would like to hear your opinion
Its definitely the modpack, that moon goes crazy - checked in on 1 streamer a few days ago and they were looking at 4 coilheads from the top of the ship while another player was dealing with a thumper, a mimic and a slime 
oh, thats little unfortuned, anyways thank you for your fast response
a lot of the threat comes from outside the facility
i think it'd benefit from higher spawnrates for stuff like ghostgirls, bracken, etc. stuff that doesn't rely on visual sighting and just can hunt down the player in the facility
and fast thumpers/coilheads
the other enemies are really slow in comparison to how huge the space is
i made sector 0 spawn nutcrackers outside its pretty crazy with my edits.......
Can I ask how you were able to do so ? I would realy like to experience pure chaos it would cause.
you edit the spawn weights with centralconfig or lethalevelloader's config
oh, thats nice to know, thank you
nothing to do with SafeItemRotations, that's just a MonoMod moment
(sorry to necro that message but I really dislike when stack traces like that make people ping the wrong devs)
the way MonoMod hooks work, if you hook a method, your hook shows up below the original method in the stack trace, regardless of whether the error occurred entirely in the original method
Ill implement those. I think I have an idea of how to fix the elevators too
sorry for the late reply
got a bit burnt out but after doing some other stuff im good
taaaaake your time. was talkin about my memory, not tappin my foot in impatience
well thank you again for your efforts then
I usually like it when an interior has a very distinct quality that separates it from other interiors.
true
Im having trouble with sector-0 interior mod, it doesn't show up in config so I can't edit what moons it is and isn't on, and with a fresh install no edits made it doesn't even show up on sector-0 moon so idk if something is broken or if I did something wrong or if there's some missing dependency
Area 71 isn’t appearing in the LLL config?
Was wondering why you vanished recently, I hope to see you return soon and fix your stuff but don't rush it 🙂
It is I just didn't know it had gone under that name, I remember it looking different or going under a different dungeon name in config file so I wasn't sure if area 71 was the right interior or not as I had added multiple interior mods
but thank you for the help
Ahh
feel free to ping me if you get stuck on the elevator stuff, I had to fiddle with ours in Black Mesa a bit as well
DEFINITIVE Gordion icon
Company = Main building, left side
Sector-0 = Main building, right side
Gordion Abyss = Leftmost landmark
Tenebrous = Bottommost landmark
I'm going to make a Gordion moon just to mess with you
Or I would if I wasn't lazy/working on other things
Nah, I don't even know what it'd be. You're safe for now
What mod is tenebrous from again?
if I'm already in the right thread I'm gonna look pretty silly
Ofc, i enjoyed making it
Area 71 I still have yet to explore
Thanks mate 🤝
Sadly Lunar won't continue maintaining those moons.
Most likely she will give the files to someone else to maintain and correct some errors in the moons she has made.
Does anyone else think it would be logically reasonable to make all Gordion-situated landing sites free, regardless of difficulty?
Including Tenebrous and Sector-0
video game logics 🙂
Or maybe the Company is purposefully trying to keep these sites hard-to-reach.
What mod is tenebrous from?
lunarlights
I wouldn't say most likely S1ckboy asked about it after she made the announcement and she hasn't replied
I would say there's a small chance
Well, there's that probability
will say in terms of model style they fit pretty well among his moons
hm, maybe I should check out sick boy's moons again
I think youll like Arelion
that means another moon for me to comfig though ugghhhh
I THOUGHT I WAS FREE
then again I'm maintaining a modpack I'll never be free from bullshit
unfortunately I already have 50 moons in my pack and if I add any more, my ram may kill itself
I mean yeah xd theres always gonna be new moons, interiors, enemies coming out 
I recommended Lunxara too to rotate them once in a while
I may rotate my moon selection right now actuallya
issue is that I have my pack as one on thunderstore and I like to keep that pretty consistent
idk if there would be an easy way to rotate moons without needing to change config stuff every single time
I could theoretically use a big list and add all of the moons including the ones that I would rotate in and out, and whenever I disable a moon and add another, I would already have it configured
then again that requires a lot of work
how much ram you got
16gb
and I think one of my friends has 8gb of I remember correctly so I need to be careful about ram usage
check dms
I honestly hope there's new enemies because compared to the moons and interiors, the enemies are lacking.
very lacking
Though I would rather have a handful of polished enemies than a myriad of rushed ideas made to look like enemies.
It is what it is, we had a bunch of enemies and no interiors, bad moons. Now we have great moons, a bunch of interiors, and the enemies are a bit behind.
i really like the mysterious harbinger a lot
The Boomba and Shrimp are by far the most solid ideas put into gameplay.
the puppeteer from code rebirth is also insanely good
Using MapHazardsMove (at 20% chance) on landmines for a boomba substitute rn, but I think they're much more stealthy than roomba should be
Eventually we may be terrorized by roombas once again, surprised there's no stabby variant though
anyone got pictures of all the new (saga era) moons? I wanna check these out but some of them don't got pictures or the pictures aren't super clear heheh
soreal in particular looks interesting but there's no pics
soreal is based on this image im pretty sure
or at least the type of liminal space
oh that's cool, i'll prolly add it heheh
all of anomoly saga has a liminal/eldritch theme
Yeah
Hello! I'm currently making a modpack, and during some testing with Sect-0, I came across this. I’m not sure if this is an intended feature, is it?
intended
The tentacle was not moving at all it's strange but alr
ok, ill see what I can do about that
I assumed it was intended.
I am unaware if the mods are currently being maintained, but I'll report just in case
Eden has terrain geometry blocking the main entrance cave. Plus, there's a rock formation that a player can get stuck in by walking through one of its sides that isn't rendering
Theyll be back to being maintained soon. Im getting paralysis when I try touching the moons atm
Got it, my apologies
Is || Soreal || supposed to always have clear weather?
Spoilers are just ||text||, unless your keyboard lacks that for some reason ig
Hope you're doing okay Rosie
Tyl, thanks
Is there a way I can disable sector 0
I have another command that conflicts with it
there isnt
But I want to still be able to use the rosies moon mod so I dont have to have each moon individual.
maybe in the future
also when I was counting it said 12 moon in the rosies moon pack but in the other moons there was only 11
Does TerminalConflictFix or whatever it’s called fix the issue?
I have it in the pack
it might be the one causing the issue
Oh. I doubt it would cause the issue but perhaps. I’d think it’d be more likely it just doesn’t help in this instance
but its not all the time
it might be after we sell at the company
not sure if you are already aware of this occurring, but in this tile I was shot through a solid wall
@pseudo thistle
hey I noticed a weird bug with the mod where the custom audio logs aren't appearing
when i went to the company moon and (spoilering for those who don't know) ||went down to the drill/ram, I found a light switch which was new, but the audio log wasn't present.||
i tested this with just the rosie's moon and rosie's interior, as well as all the necassary dependancies
I think that log was moved? Not 100% sure though
It turns out that Area71 is Sector0 Interior, am I right?
yes
Thank you very much, it took me a long time to figure out what this Area71 is and where Sector0 Interior is located to register it on the planet, now I will leave a note in the document
is that on purpose orrr
🐬
||There's a switch next to main||
Ya know if the "monster" log was supposed to be prior to the company actually hiring anyone then how come it uses the Sigurd thing to access it, which was when the company was hiring?
Desmond could hack it and access the file, even if they erased. There's always a trace left
So apperently on the moon Ichor outdoor creatures are stuck at spawn
Is it only me? I also tested it with only the mod itself and its dependencies and I get the same error
use this it fixes that issue
other moons can have this same issue
Oh, thank you
showcased the moons https://www.youtube.com/playlist?list=PLBuGXqLymvSerrEGw70aNJwe7c52MmWsZ
ichors outside navmesh is broken iirc
lostenemyfix is good to have anyway though
Not just broken, it seems to be gone
Which is weird, I've played it not too long ago, and it was working fine
Look I know it tastes like blue beans, but yall gotta stop
So yeah, even with LostEnemyFix it's just straight up deletes all outdoor enemies
I get that
I mean, technically I could live with that and this mod also calms down my performance, since, without it, it would throw errors every seconds to the terminal (Not the ingame one)
Yes indeed, lostenemyfix is kind of a must
However, if the ghost girl tries to hunt me down outside, this will cause a spam again
Helps with brackens and centipedes getting stuck and lagging everything
Unfortunately itll be like that until an update
https://thunderstore.io/c/lethal-company/p/Zaggy1024/PathfindingLagFix/ Huh? And what about this mod
They work together, and tackle the same aspects
Lostenemy kills them, pathfinfinglagfix tries to help them before that
id recommend the beta instead https://thunderstore.io/c/lethal-company/p/Zaggy1024/PathfindingLagFix_Beta/
Interesting
Does it work fine? I play with a lot of mods on a notebook so it kind of spooks me
I havent had issues
and if you do run into an issue its good to report it so it could be fixed
Ill try it out then
It has some bugs right now
I sent Zaggy a log
I'd stay on Stable if you plan to play on some things like Black Mesa
fair
ermm
what the
Now that's some anomalous geometry
The wall is prolly too thin lol
I've seen the main entrance clip through the wall behind it a few times, luckily it all seems to be just visual and nothing is broken to the point of impacting gameplay
I do think it would be nice if the square cutouts (the blockers, probably) filled in the wall a bit better so things could look more seamless and the exit clipping would be an non issue I would think
I've never made an interior so I'm just making educated guesses
does the CozyOffice just works with the RosiesMoons or it works with vanilla moons?
You can check its config in the LethalLevelLoader config. I think it can spawn on some vanilla ones but you can change it if you want.
that's awesome, thanks
is the internal name for sector 0 just Sector0?
area 71
with the space?
Wait moon or interior
moon
For moon space
^
so the moons called Area 71?
Interior is Area71. Moon is Sector-0
but dashes dont really count and if you are adding things to LLL or something, just using Sector is fine from my experiences
Ill have to look actually
Btw nice to see you around
haha thanks
this outside Coilhead on Sector-0, near one of the top fire exits, consistently spawns behind the wall when approached (I used RestoreMapper to make it more apparent)
problem
solution
inconvenience
convenience
chicken
moose
Hi I miss the Hoarder Bugling, Eclipse Wisp, and Hoarder Queen I was wondering if they will ever make a return or a separate mod, by the way love sector-o and summit great moon mods
They'll be a seperate mod after Rosie returns from burn out
Thank you for clarifying, I hope Rosie gets the rest and recovery she needs—burnout can be tough.
Hello!
How can we customize the probability of getting Sector 0 or CozyOffice as the interior?
thru LethalLevelLoader's config
Can you point out where exactly?
I saw someone say that earlier but I couldn't figure out where to edit it
I'll try that now!
Though I've definitely played before with these mods and it's not there
Thanks for the response though!
okay yeah that worked! Thanks so much
I've got no idea why playing yesterday didn't generate them but whatever
Any idea why Sector-0 would be showing up twice?
I'm using TerminalFormatter if that would change anything
When hiding it using LLL it hides both of them
You don’t happen to have it as a standalone and part of a pack, right? I don’t know that that would be the cause but you never know
Ichor is looking good
other than that, I figured out a fix for the missing drill head
would you like a list of bugs I found while showcasing the moons
👍
ok so, on haul its really easy to clip out of the world in the underground segment
on eden there is a part near the ship up the hill where you can get caught between the ground and the mountain(you clip through a part of it)
ichor's navmesh went bye bye
thats what ive found so far
got it
can't believe hoarding bugs are stealing navmesh now
oh yeah im not sure if this is on purpose or not but on idiosyn the trees seem to phase in and out of being visible
mhm, I might change it
Soreal is the only moon I really like out of my anomaly ones lol
Its my fav saga lol
I also felt the Anomaly one was kinda underwhelming tbh
I like the others but Anomaly became my least fave after I experienced them all a couple times lol
I also have a similar feel with Eden, I like it but it feels a bit barren compared to Eve and it was meant to replace Eve
im the other way around, besides, sect, and summit the other non anomoly moon were underwhelming
My favorite moons are probably Sector-0, Summit, Affliction, and og Penumbra
I liked old Penumbra more
pretty much same
tho I love idiosyn
or at least the general look of it
maybe you've already fixed it, but thought while you're at it I'll remind just in case. Lava on that moon is not affected by fog, it should use the Default rendering pass and if it's transparent there should be a checkmark for "Affected by fog" in the material settings. It's not a deal-breaker just looks a bit jarring to me.
Also not sure if I installed something wrong, but I have the Gordon and the Raven sagas and the raven one throws an error about the data for story logs being already loaded during startup, does this break anything?
wait a minute 
(good shit)
it doesnt break anything othyer than logs not spawning idk why its happening though, thought I fixed it
its because stuff is lit up, idk how to fix it sadly
I did the best I could do though
mightve been the fog
Ahh, in that case switching from unlit to lit material might help
it uses its own shader to determine the flow of the lava
it might be a bit jarring but decreasing the fog and making it a bit flatter helps a ton
which ive been doing
oh, ok then. It's not a big deal, it being custom makes things complicated yeah, unless it's a shader graph
day 1
looks good
@pseudo thistle awesome to see you cooking
Looks way better Rosie, the old Ichor was underwhelming
c;
Excited for this
@languid bridge
I have a quick question about one of the interiors you've made, Rosie.
Is the old futuristic interior Sector-0 had still around or is it replaced with just the office-like interior?
old sect 0 is only on older versions of the mod
agreed, underwhelming and way too small imo

Glad to see you getting inspired again it's good to see
I remember first time I played Ichor, some dogs could spawn, lunge, growl and roar, but stayed in only one place.
So if i could change the version of the Mod? Would that work? Would I have to install an older version of both the moon and Int?
Yeah something was wrong with the terrain or navmesh
It’s buggy but technically
Oh really haha! My partner took advantage and he killed like 3 idle dogs and we made a FORTUNE with the SellBodiesFixed Mod lol!
Hahah
Ok I read this out of context and was like wtf till the last line
Lol
Are you completely changing up Ichor? I don’t fully remember seeing this before
yeah itll be completely redone
But ill be taking a lot more time to polish it
To add on to that statement
I will polish every moon, but not redo every moon
any plans for interior related things?
not yet
I just wanna see the issues with Area71 get fixed and maybe see the Christmas stuff get taken out of Cozy Office lol
wait its still there?
Ah well last time we played it was still there, maybe it's gone now
lol
What was the date you set for the stuff to go away?
should just be the month of December so if you played with it after that then somethings broken
Hopefully it's an easy fix, might just be the script wasn't set up properly
I'm a bit new here but I have a question about your mod and I don't know if here 's the best place 
This is the place 👍
I did a bit of a silly and answered myself
Sorry
I kinda got spoiled so I'm gonna ask one more thing about Sector-0
Is the ||Nucleus (Red Apparatice) Room|| accessible? It loaded up behind the drill room and I don't know if that is either a real destination, you have to do steps to access it, or it's just scrapped and unfinished
Will there be another Red Apparatus in the newer one?
This one. The only reason I knew it was called the Nucleus is because one time I loaded into a modded game, and for some reason, the Nucleus showed up in my ship. I also had to go through the process of prying it out of its initial location like as if it was still lodged in.
Oh yeah i have no clue
Maybe
Is there any way this room can be accessed? It's always blocked off by the Powered Drill room.
isn't that the old sector-0 interior? how do you have that?
activate the drill
I can't. There's nothing to interact with in this room.
I installed older version: 2.0.2.
the old version of the interior has tons of desync issues, you should probably use an updated version.
I mean uinless there may be something I'm missing with this little block right here, I am not entirely sure...
Is it just... not accessible?
see that little hatch right there
press e on it and there should be a green button behind it when you open it
(it is very desycned with other clients though.)
where's the lava on ichor from?
Costs 35 USD though
when i got "gordion saga" i noticed it doesnt come with sector0's interior and had to be added manually by either installing the interior or the moon seperate. else it only got normal interiors
You will not believe how many people downloaded both this AND the standalone interior at the same time and crashed out because the Gordion Saga used to be bundled with the interior at the same time.
Everyone kept on asking "Why game don't work?" and Rosie kept on having to tell them all: "STOP DOWNLOADING BOTH MODS" until she conceded and just removed the interior from the Saga bundle.
What a time to be alive.
that makes sense. lol i was like it says its bundled i know the interior works whats up. but that makes sense double downloads
Could maybe just depend on the interior mods
not that its a difficult fix anyways i always jsut downloaded sector0 standalone to begin with but was doing wesleys moons and figured teh gordion saga goes well for mini story progression stuff
I'm a very pragmatic mod user, so I probably won't get another moon until I find one that's really unique and fills in some kind of niche, or I find another few interiors to go with it.
Hey, I'm kinda new here, but I have to ask, is there any clue/hint for sect-0? What I mean by that, is there something similar like Artifice moon being hinted by Adamance's shed in the valley?
I believe so. There used to be a story log on the Company building but I think it’s been moved. Maybe on Titan? I feel like that’s where someone else said it was but idk.
does anyone know if "custom story logs" is required for the rosie moons to function? I'm assuming this is just those tapes you cant find out in the map
If it’s a dependency it’s required
I actually just searched up other posts on this...looks like it shouldnt have any effect gameplay wise
I mean, probably won’t break anything but you won’t be able to find the custom story logs. At least one reveals the name of a hidden moon but I guess if you just look up their names
¯_(ツ)_/¯
Don’t really know why you wouldn’t have it installed
I personally odnt mind if its there...but people that i play with are very anal about "adding mods" in general so the less i have in the pack the better
they dont like mods
😂
I can get not wanting to stray too far from vanilla, but if you're going to do a modded moon might as well do the whole thing. In this case they're literally just the story logs. That's a very small thing and a weird thing to be anal about lol
yea im keeping it in because it doesnt seem to be a big deal
@pseudo thistle Do you think you could add support for mimics on cozy office? https://thunderstore.io/c/lethal-company/p/x753/Mimics/
no clue how
and cozy office is really compact together
mimics need a large stretch of space to spawn
As far as I know the fire exits just need to be on the doorway blocker prefab like they are in the vanilla facility and mansion but 753 listed this stuff out #1181019013409677312 message
I am not too familiar with cozy office but assuming the doorways aren't much bigger than those of facility/mansion it could work. Like, the blocker isn't a massive wall and instead just something to cover a normal doorway
okay for anomoly saga it says there are 3 moons but 2 are not listed are they hidden or was it a mistake?
I just spent several hours trying to get sector zero moon to load the older version 2 (and in my opinion better) interior from 2.0.3. I'd get it set up...and then it would load some random interior i have never seen before. After that, it refused to load ANYTHING other than the newest version of the sec-0 interior. Quite infuriating. Just figure i'd report this, even if it is for an older version. For now, Sector zero is getting uninstalled.
okay so i
will not lie
those 2 past versions of the interior
the office looking one and the metal looking one
both lost
like rosie lost all the stuff for both of those
the interior had to be remade like 3 times
there isn't necessarily a bug to report here
those 2 past versions are basically unsupported at this point
if anything happens because of them rosie can't do anything about it
now if you don't want to install the mod, that's completely your perogative, you can do whatever
but to come to the thread and basically complain (because that's kinda how it sounds) that an unsupported and possibly broken version of the mod is broken
and then go out of your way to explicitly say that you're going to uninstall it because your mad the broken version of the mod is broken, even though you basically brought that on yourself for playing it since you know it's an old version
it honestly comes off as rude
yeah thats partially my bad as I told him to report the bug but forgot he was using the old version
lol???
was in a rush and had to leave so sent told him to report the issue, forgetting that him using an old version is the reason its buggy
me stupid
lol
it’s not really your fault, it was the way they phrased it that came off as “oh something’s WRONG with this and until it’s fixed IM not gonna play it and YOU aren’t gonna have ME as a player anymore.”
if they just said like “hey so there’s a bug with such and such” or smth to that effect it woulda been fine, we’d just tell them the version’s outdated and not supported anymore
but the tone was kinda weird with what they said, like it was an honor that they were even playing it
yeah, I only really wish that the int was optional for the single moon
since I use fleshrooms there
as I felt it was more fitting
well that was not my intention. Sorry. Only reported it because exploding said i should. The office one i do believe is superior but it IS outdated and i do understand that. Though whenever i try and load it on Sector Zero, the tier 1 comes out strangely enough.
It really bugged me so I uninstalled. Not saying like the mod creator is inferior or something for it. it IS old.
we all miss old sector 0 man, you aint alone lol
The Nucleus
Along with this completely different looking science research lab interior that was different than the metal/futuristic one, but still loaded in with it. It apparently would only be able to be accessed through fire exits or through one of the powered drill rooms.
My partner was playing it with me and we even encountered WHISPERS going on while at the main entrance. I dont know if that was also included but, that was an AMAZING touch. It's a MASSIVE shame that Rosie somehow lost all assets to work on that interior any further. At least that's what I'm getting form this.
I still wish the Nucleus would return in the current rendition.
hey @pseudo thistle, does your pack have moons that have to be unlocked e.g. by picking up a custom story log or are the secret moons just hidden?
I want to say just hidden but I could be wrong
I see. I was just asking because I added a compatibility feature to my mod LethalMoonUnlocks for cases where moon packs unlock their own moons like wesley's journey update and saw yours includes a .dll.
is eve discontinued?
I think eden was being developed as a replacement
needs more work tho
DemonMae reported this before
Ok
Is there any easier way to set cozyoffice weights for modded moons other than manually setting a weight for each moon?
You can use LethalLevelLoader and use tags like Vanilla and Custom to cover all moons or ones like Tundra, Valley, Canyon, etc. You can also do it based on moon price and a few other things too but I can’t remember them.
Oh wow i didn’t realize LLL had a system like this. I’ll check it out thanks
is there a way to configure sector 0 ?
what i mean is there some config mod that i dont know except lethal config ?
define configure here
because asking about lethalconfig implies you only want to change something like the audio
if you want to change something like monster spawns, thats a whole different thing
i want to change spawnrates for sector 0 but its not showing up in lethal config
i mean rate for sector 0 to appear
yes, you need to use LLL's config
personally, i would advise using centralconfig or lethalquantities instead
it lets you do more than LLL's and is just nicer imo
does that properly work for setting interior's spawn rate? 🤔 because i've been trying to use LLL to set them and some of them don't seem to work (i still got to ask iin #1193461151636398080 why it happens and if i can fix tho)
both do afaik
i'll try them, thanks 😄
I hope I won't get crucified for this, but my friend asked me to restore the old Sector-0 and I know some people wanted it back, soooo... https://thunderstore.io/c/lethal-company/p/v0xx/Sector0_Interior/
I fixed some bugs that were on top of my head, please report weird tag/layer mismatches or broken shaders. It was in a rather broken state after ripping it, but I hope I didn't introduce new bugs after glueing everything back together 
Also I tried contacting Rosie a while ago, but there was no response D:
nevermind the preview description, it's an oopsie, it's actually a restored version v2.0.3
so this is version 2 and not version 1?
that's version 2 then yeah
Is the code like open or something? I reckon you would need permission. I'm not 100% I just thought that was rosies
Or just a temp until you get a response idk
idk how mod permissions work
there was no license, but if she objects i will take it down. we just liked the interior in my group but it had a bunch of bugs and since the original files were lost that was the only way to fix them
I think I recall and a friend mentioned she wouldn't rly mind if someone restored it or something along those lines so maybe it'll be alright in the long run!
Missed this interior tbh
yeah she said she was up for it, may just be taking another break rn
so maybe thats why she missed your message
yee I know, but i wrote almost a month ago and waited, and yesterday just decided to risk it
I'm glad you brought it back though!
this is... great!
I hope Rosie is okay with this :,]
the only actual non-bugfix change is this can now spawn on moons with the Company tag
Now if you can restore V1, but I am so happy to see this return the V3 one is in a pretty bugged state rn
I can, but it will be merged with this one in that case
Yay
like a special path
I will love you forever if we get V1 back fixed with optimizations
oh, now that'd be THE sector-0 lol
I just really want eve back now lol
eden is
certainly something
i mean it still works
yes but isnt optimized well
due to not being updated in ages
so if anyone knows this, lemme know, i dont wanna sift through them
ive been trying to keep older unupdated moons out of my pack
https://thunderstore.io/c/lethal-company/p/RosiePies/Sector0_Interior/versions/ The last version of V1 was v1.1.4
OOOOHHHHH SHITTTTTTTT
i gotta try it this weekend
Getting v1 back in working order would be so hype
@pseudo thistle gotta double check. is this ok?
omg this doesn't even use lll
It does, it might have just not been listed as a dependency on accident
aah, i just saw the dll with LethalLib dungeon loading script and assumed it doesn't
at least this one doesn't use any custom shaders, it was the hardest thing to restore
had a feeling, but just wanted to be sure. thank you ^^
yippeeeeeeee
Preferably I wanna see V1 and V2 be seperate interiors and both fully restored btw
I love them both
I would just change the name of them. @pseudo thistle Do you have names in mind for v1 and v2 if they're both fully restored?
No lol
"Sector-0A" and "Sector-0B"
EZ
and in what way is it unoptimized
i literally don't know anything about it lol
sector 1
which bugs did it have
I approve of this
@static acorn would it be possible to delete this from TS?
https://thunderstore.io/c/lethal-company/p/v0xx/Sector0_Interior/
i accidentally uploaded with an incorrect manifest, i want to change the name to make it distinct, while it's not too late
whats in it for me?
I removed it
thank you! 🫶
It didn’t really have any i just lost all the files lol
I think one thing I remember was the rooms with the elevators were still a lil finnicky lol
Oh yeah
that's encouraging 
were there any problems with lightning? i see lots of lab rooms have dozens of lights in them
there mightve been some light flickering I dont remember much
Oh and there were probably desyncs since back then I didnt know how to do synced objs in interiors lol
the problem was that NetworkObjects were in a wrong place in the hierarchy of your prefabs
they need to be at the root
other than that everything is rock solid 👍
i really want to commend you for your organizing skills, it's so easy to understand what's going on in each tile thanks to that
im terrible at organizing so ty for that lol
no, no it's really great, esp on the recent version
A16 Hangar is dead
/j
Im going to hold off on interiors for the moment anyways lol
Yeah just teasing lol
ik A16 was gonna be a bit different anyway, just same aesthetic
DemonMae moment
not to dis her but at least for the unreal stuff they arent super high detail
still great
and its still crazy
iirc it uses unreal assets so it isn’t really a diss lol
ik, just meant didnt wanna discredit the work
Ahhh
also its so weird to see you pop up as I almost never see you hear than you just pop in lol
its been a min lol
unless we just happen to use threads the other doesnt lol
That’s prob the case?
yeah that makes sence
now time to go piss on the moon
@timber warren Lmk when you reupload it, I look forward to playing with it tomorrow
besides some elevators that i believe weren't networked, there wasn't really anything wrong with it
It had some performance problems that needed resolved iirc, like some of the tubes and stuff needing optimization
so basically standard older mod issues lol
And some tiles had wall turrets
https://thunderstore.io/c/lethal-company/p/v0xx/SectorAlpha_Interior/
https://thunderstore.io/c/lethal-company/p/v0xx/SectorBeta_Interior/
OMG I love you
tubes were ok, nothing criminal, so idk. none of the meshes were overly complicated, the problem likely was with the gazzilion of lights that were casting realtime shadows and were never culled since they had 10000 fade radius lol
That would make sense
now we just need to make sure the Nucleus apparatuses dont despawn on reload
idk if you know @languid bridge apparently there's something special for you in the beta, but i think it was always broken before
they don't
I also have an easter egg in there
My old ship layout I was using at the time
apparatuses (apparatii?) have different colors now, specifically the one in alpha
it's not red anymore
apparatuses or apparatus
What color did you make it? :3
beta is red like before, alpha is UV purple
Oooh I like that a lot
Ultraviolet Nucleus
Infrared Nucleus
ok i just realized obsolete fields in LLL ExtendedDungeonFlow asset override normal ones... @alpine halo pls fix later
some of the defaults are VERY default
like size goes from 0 to 1 lol
for beta
better change this if you gonna play
holy peak
Oh yeah what should the sizes be set to for Beta?
I noticed that it looks off
you probably should push a hotfix update to fix it
PEAKKK
It should be 1 and 2.25
Okay yeah be sure to push a hotfix for that c;
yup I'll do it later
I'll set those up
Sector-B Nucleus is plugged in backwards
I think that was a bug that existed with the original Sector V2 as well, Voxx probably just missed it when fixing it lol cus it doesn't always happen
iirc it depends on the tile the Nucleus spawns in
reported that and a bunch of other minor issues straigh to him
What other minor issues are there?
weird LODS, some tile collison issues(on some corners the hitbox is too small so you can clip tru the texture), a door clipping into a wall
all visual issues that dont effect gameplay
Ah yeah I remember some of these, they were probably easily missable when he had the project open in Unity
yeah, just made sure he was aware
seem like easy fixes
for the mostpart
Mhm
V1 is the one I'm most happy to see return but having V2 back and fixed is great too
Lmao the iconic Wall Turret clip was from V1
😆
https://clips.twitch.tv/UnusualBenevolentThymeEagleEye-lMH9C6-y8lgXQDcN Even has our og model that Zuri used at the time in that clip
https://i.gyazo.com/46790ebb938bf9f98055b3059ebbc1d3.jpg Ultraviolet so pertty. slight square shadow, but not major
did v1 have any gimmick like v2 has bc I never used it much before it got changed
I don't believe it had any gimmicks really no, Rosie didn't do gimmicks until V2 iirc when V1 was a thing I think only some of the moons had gimmicks
V1 is the most unique of the versions though, with tubes with monster bodies in them and stuff
It was my absolute favorite and I was so sad when we lost it
There's even one with a Jester body that plays audio
It's so cool
v1 was never really my vibe but I dont like to see dead mods so im happy regardless
V1 was my favorite one
It was so unique
I prefer more gimmicky stuff to be frank
It had issues like lag and wall turrets and stuff but you could really see the love and direction that was put into it
thats just a me thing tho
Well yeah I love V2 as well
but in it's own way
and it fits on moons that V1 doesn't
Like for example V2 works for Cubatres and Asteroid-13 really well imo
V1 doesn't lol
I kinda wish v3 wasnt required for sect 0 standalone(ik you can uninstall but it since it reinstall itself I just keep it)
V1 just existed before interiors really introduced gimmicks and stuff
You have to remember it came out I think before even Starlancer's Warehouse did
I think starlancer was out at the time
but like
first ver
Nope Sector 0 was first
Sector 1.0.0
it has been a year so I prob just forgot haha
Warehouse 1.0.0
ah yeah not far off
Interior Gimmicks weren't a thing til Wesley's came out
at least back then since elevators werent a thing in vanilla
True
I think I would like V3 more btw if it didn't generate so huge and have the issues it has, I hope when Rosie fixes it it gets scaled down a little
I think it generates larger than V1 did back when V1 generated too big
tbh on the talk of elevators
id love for appartments to have one
I think id fit great imo
and lowkey id swap out office if it had one
if we wanna get super technical about it, i suppose the test tubes being scannable and adding monster data couldve been considered a gimmick when it was new
anymore its not special but it was really unique back then
Guys when you report bugs about the interiors, please try to take pictures of the tile, I don't navigate this well since I didn't create this. Pictures would help me find the actual place, sending a screenshot of a generic metal wall unfortunately won't help me to do anything 
Btw if you haven't done so already, make sure you implement the stuff Pacoito discovered so the Nucleus' can wake up Old Birbs
Is there no way without using custom scripting? Do Wesley's apparatuses trigger old birds?
They do as far as I'm aware but I remember him not remembering what he did for it when Starlancer was trying to figure out why his Cobalt Apparatus wouldn't do so with him so this is probably the best way unless you can manage to figure out with him how he did it lol
I'd only apply it to the Nucleus for V2 and not the Baby Lungs and idk if you renamed the V1 Apparatus tbh but that one as well, also you said the Apparatus' no longer despawn after lobby reloads right? so outside of fixing Old Birds the V2 Nucleus just needs the rotations fixed
Btw in Sector Alpha you can sometimes scan scrap through walls if there's a scrap in the tile next to it, I would guess some of the walls are thin so you can just scan right through them. Not a major issue and I remember it happening back when V1 was live but it is a thing.
Oh right and the steam valves I noticed were bugged and don't create fog
But I think that is another bug that remains from when it was live as well
iirc Rosie intended for them to emit red fog when they were popped
wesley's don't work either, just checked with grand armory on embrion
can you make a mod that adds EVERY SINGLE one of your moons
I miss old penumbra so much 
new Penumbra better imo. MUCH more prominent that it's an anomolous location
anomaly saga is my fav part of rosies atm
besides maybe sect 0
would be my fav too if Untitled was still there. i saw nothing wrong with it. got the message across that it was "just odd enough to be considered 'anomolous'"
what did old penumbra look like i forgot
it doesnt include eve and sector 0
partially lush, partially canyon, little bit volcanic, purple starry sky
it was pretty
I couldn't play on old penumbra because for some reason it beat my cpu to a pulp
eve is deprecated and sector 0 is included in that i'm pretty sure (i think it's hidden though)
Eve was replaced with Eden
new Penumbra however drives home that it's a finale moon, and i much prefer that concept
what does it change
it was beautiful 😔
I love that the whole final constellation of my pack always has an anomalous vibe since a lot of moon packs have the final moon be something crazy and otherworldly
if stargazer ever gets released, i'll definitely do something similar. if it adds an option to use 2D images, even better
I just use lethal constilations for now
it works alright
tho is annoying to set up
yea, but it's just extra commands. i at least want em to look pertty
well it isnt just commands it can be used for some better progression
I usually jack up the prices of the later consetelation but have the moons be cheap when you are in one
me playing with all moons for free
ah ok then fair
Ah I see
its also funny vanilla has the same bug
@timber warren not to backseat mod, but maybe start a thread for these 2? only because id hate seeing people begging Rosie for fixes when A and B are being maintained by you
(im fine either way, mind you)
@timber warren funny floating turret in Main Entrance tile
Btw @timber warren Apparently the drills still desync
@timber warren i found a hole in one of the rooms. tried to take other pictures of the room to get better idea of which one it is
@timber warren I removed the part where I mentioned the giant Apparatus tubes didn't light up btw, they lit up when I got the interior on stream today just during all of my solo testing I got unlucky and they decided not to lol
So they still have a chance to light up or not to

@timber warren Can you change the Baby Lungs in Sector Beta so they don't vanish on lobby reload? I imagine they need to be registered properly as a custom Apparatus instead of reusing the same name as the vanilla one ^^
Could be cool to see the color changed them for them too tbh, like maybe a lighter green or something that matches the color of the labs and stuff
hi @timber warren , thank you for your work on the restored sector interiors! Just wanted to report this stray valve during my testing 🙂
He's a floaty little guy
@timber warren Btw whenever you fix the steam valves not emitting fog in Sector V1 I would copy the mechanics that the current live V3 version uses for them cus I know Rosie intended for the steam valves in V1 to be red and damage you just like the ones in V3 do ^^
I remember that valve always showing up when V1 was live too lol, not sure how easy that is to fix tbh
theres so much doors in sector beta omg
What got changed in sector 0 interior 2.1.5?
If it’s always there it’s probably placed in the scene directly and can be removed.
If it’s a random thing and sometimes there’s a pipe there, sometimes not, that to me suggests the valve spawner just needs to be nested under the corresponding random pipe spawner (so only if that object is spawned there would be a chance for the valve spawner to activate).
Likely a simple fix, but also a simple thing to accidentally do incorrectly. I did something like that on CabIn. A table could randomly spawn and a plant on it could randomly spawn but my initial setup allowed the pot to spawn independently of the table meaning sometimes it was floating lol
the elusive sector zero update 
i'm pretty sure a pipe does have a chance to show up there. i think vanilla facility can do this too (the valve is alot closer to a wall though so it's not as noticable, should still be fixed)
(i hope it's a fix for the Monstrous Heart despawning on lobby reload)
I thought this happens in vanilla facility too, and I swear it was something like the valve being animated falling off the pipe
The tile issues that existed before
I asked Rosie to fix them
what were they
There was one section where players could go inside a wall and never get back out
lol
oh ok
Yeah and some navmesh issues in certain tiles iirc
that should all be fixed now
I'm happy means I can use all 3 versions in harmony 
Btw @timber warren Tysm for the Sector Alpha update, glad you fixed the issue of it being too long and winding
It's amazing to have the project restored and getting development after so long ^^
Hope to see a SectorBeta update soon :3
Hey there is a unique and odd square lighting issue with the Nuclues Alpha/Ultraviolet Nucleus.
I though there was a weird plate underneat it but I think it's the lighting
just saying that it happens on a empty profile with only this interior
yeah i did something without taking into account how the tiles were setup, so it fails to generate on moons with a small size multiplier D:
gonna push a fix soon
thats probably why it failed, since i tested on exp
This is how the minimum and maximum possible dungeon sizes will look like
waiting for the patch then, because i really like this interior
done
nice !
btw the changelogs are a little broken, the versions 1.0.1 and inferior are in the 1.0.2 spoiler
ah oops. anyway 🤭
this should be fixed too
i feel like a railing should spawn here if a path doesn't generate (sector beta)
scrap can spawn in these cabinets, you can grab them though (sector beta)
nutcrackers can't fire at you while on these railings (sector beta)
Geometry showing outside the interior on alpha. Tested it with a buddy and we had no issues whatsoever!
i need more pictures of the room to understand where this is
I'm so grateful for all the love you're giving to Sector Alpha
Thank you for bringing back the best version of Sector 0
It's good to see you doing all the QOL changes and stuff Rosie wanted to do as well, I remember she was pretty bummed out when the project corrupted on her so it's amazing you have the extensive knowledge that you have with AssetRipper to be able to revive it. ^^ I really am grateful and love you so much for restoring both Sector Alpha and Beta 
I feel like I recognize that tile so I might be able to try and find it lol
is sector alpha just going to be a maintaining type of project? or do you think you'll eventually start changing little things to make it better?
He's already been changing it to improve it
Changing the way it generates and stuff :3
They've been really good and needed changes, it was stuff Rosie wanted to do before the project corrupted and I think voxx has been changing it to improve it in his own way lol
Oh
I mean I would love to see new test tubes added with the other monsters added since
cus i'd consider changing dungeon generation to prevent failures to be maintaining
Sector Beta also has the test tubes, so the new tubes could be added there too cus we need tubes with stuff like the Barber, Kidnapper Fox, Maneater, and Butler imo
that would be cool. i was also thinking of something along the lines of adding extra bits to each room to fill in space more. cus even though sector alpha doesn't suffer from the massive unused space nitpick i have for current sector, it does have a lot of unused open space in certain rooms
like idk, maybe strands of company monster, or more desks in big rooms, more shelves, etc
but that's dependent on if voxx wants to make those changes, or if he just wants to keep it running good in its current state
I mean if @pseudo thistle Has the asset that could be done easily, I think the Steam Valves still need to be changed to be red and deal damage too like the ones in Arwa71 do
Voxx could even do the JLL compat if Rosie tells him how to
so the company monster bits are only on company moons
Have you tried messing with the size settings in LLL btw to see if there's settings that make Area71 feel better?
it's not the dungeon generation size i dislike about current sector
the rooms feel cavernous with not much clutter or anything to fill them
sector alpha's lower ceilings and tighter halls were what i liked more than current sector
current sector / sector alpha
(i used night vision for these images)
I mean right away the biggtest problem with current Sector are the textures on the walls imo, they feel a lot more bland and lifeless
they're also a lot taller, and don't have as many pipes lining them
and i guess also is the weird placement of the shelves
the one shelf jutting out like that it a bit weird, it would make sense in a room thats supposed to be a big storage room but this is just a hallway
actually now that i think about it this makes me realize why i like beanie's storage complex interior so much
what is the origin of this sector alpha btw?
i live under the rock
was the initial 1.0 version of sector 0's interior
afaik
sector beta is the same but 2.0
The current version of the interior is vastly different to both, i'm pre sure at least in 2.0's case she lost the files for it and had to rework it as a result
I wouldn't be surprised if it was a similar deal for sectoralpha
if i remember correctly rosie lost the files of the original version
@timber warren I saw you got the effects working for the steam valves being red and hurting you, I wonder if the actual smoke emitting from them can also be changed from white to red
Btw coilheads ignore doors and clip through walls
in Sector Alpha
i might add some decor, but i'm not gonna add completely new tiles or drastically overhaul the original ones
yeah sure, just forgot about it
oof navmesh stuff, i'll check later
gotcha, that was really along the scope i was thinking of how it could be improved anyway
there will be a new tile for sector beta that almost never could generate due to the way it was setup
it's a parkour tile, just so ya know
kinda like a catwalk one from alpha
Yeah if Rosie could send you the Jeb Strands from the current Sector 0 along with the custom Apparatus you could use JLL to have it be different on company tagged moons
Cus Rosie uses JLL to have custom Jeb Strands and a diff Appy on Company tagged moons for V3
V3 just generates way too large so it's impossible to ever really get the Appy in it
I think Sector Alpha having that stuff on Company tagged moons would be perfect
i know what you're talking about, but i don't want to copy non vanilla assets from the current sector0 in order to not overstep
jeb things are vanilla i think?
anyway those i wanted to add as well but its easy to find online if they aren't
Yeah the Jeb Strands are retextured webs essentially
I think the Apparatus can stay as is on Company tagged moons, I just wanna see the Jeb stuff added
also glad Sector Beta is gonna be getting a nice update soon
Any teasers for how the Baby Lungs are gonna be changed so they register properly?
i kinda like the maintenance wing from the current sector0 too but if i ever gonna add them i'll need to make something original to keep it distinct
Yeah the current version has a lot of cool things in it it just generates far too big
they already should tbh, they are setup the same way, the only difference that I found is that they reference a vanilla apparatus in the prefab, so maybe that was the problem
in my tests at least they work now
Yeah it was probably that
i also slightly altered them to be more orangy
also (courtesy of @strange arch for adding a thing to jll) they now alert old birds
even on the current version
excellence
i called it Sodium Apparatus, but it's cuz sodium lamps have the same tint, more of a placeholder name lol
Baby lungs sounded too weird
i agree
I like the change in name and the color change idea
🙂
I'm excited for the update
Sodium tho? eh, wth. Halden has done weirder experiments, im sure
apparently current beta (and even all the previous iterations of the originals) could fail generation if you set multiplier below 1 D:
i fixed it, but just so ya know
i am open to suggestions 
havent had that, but appreciated
Makes a lot of sense, I imagine the current version of the interior is also the same way tbh
i'm trying to fix that stupid drill but in my tests it works ok in lan, the only thing is that i cannot press the button randomly for no reason
- Test Apparatus
- Experimental Apparatus
- Eco Friendly Apparatus
- Proto-Apparatus
- Prototype Apparatus
- Minor Apparatus
- Alternative Apparatus
how did it desync exactly?
Proto-Apparatus sounds cool
i got that too, i guess that might be the desync? i thought it was something like only some players can press the button, and if they can it doesn't sync the animation with other players or something
the thing is it's not even pressing or something, super weird, because the animators themselves are synced for sure
Oh the drill, it's that when the button is pressed it's client sided
so the animation and wall breaking only happens for the person that presses it
For some weird reason
D: i cannot repro this in lan
yeah, when i tested sector beta it wouldn't let me press the button
only the button not actiavting
needs a player 2 at least
yes i test with two games open
ah
So Multi specific issue fun
and there is nothing in the code that would make it work differenlty in lan
love using zeekerss scripts
Maybe it's a network prefab sort of thing like when the door on Mazon wouldn't sync
@vivid vale maybe you got some tips here 
I also wonder if maybe it doesn't open if the other player isn't near it
that would be super strange, nothing in the code suggests this functionality...
in any case i usually teleport both clients at the same place to observe it from both POVs
Did you test if activating it as the client is when it's desynced? I wonder if it syncs if the host presses it
you seem to be able to scan some items through the walls in certain rooms on both the alpha and beta sector interiors
its not like this happens in vanilla....
yes! it's not like this happens in vanilla! i don't remember ever seeing this happen in vanilla
also enemies can do this in the alpha interior
scp 106 aah enemy
blud's not SCP-106
nah hes 035
Watch any bread vod
no i don't want to
Ok
"certain rooms" - which ones?
I have just updated beta with a new tile (it's parkour, but easy) and some minor fixes
don't remember exactly, i think it was a generic hallway tile of some sort in the office portion
what's the new tile look like?
also this seems to be intended behaviour, since the nodes were placed there deliberately judging from the structure
it's kinda like a catwalk one from alpha, but different
no spoilers
it also randomizes parkour paths depending on connections
Yeah I mentioned Coilheads doing this to voxx he plans to fix it lol
what does the redesigned app look like? for sectorbeta i mean
@timber warren so interesting scenario. was on Lithium and i discovered that both external fire exits lead to the same internal fire exit. interior was Sector Beta. sending to DemonMae as well
You know some other people were discussing fire exit mismatch a bit back in the LLL thread. Wonder if it’s related #1193461151636398080 message
That thing happens too on client players on my modpack, not really sure why
It's more of a thing in General rather than only one interior
if there is more than 2 fire exits, a bug with fire exits sometimes occurs, origin is unknown, but its not the interiors/moons fault as ive had it happen on march with vanilla facility, some mods seem to increase the chances of it occuring, but dont seem to actually cause it.
The bug is.. entrances with ID 0 and 1 (main entrance + fire exit) are given an exit point BEFORE interior entrances are given their IDs, which sometimes leads the inside 2nd/3rd fire exits being the exit point for fire exit #1.. so either a mod is making that happen. or vanilla code is making that happen.. either way its wrong and i cant trace it.
The fix (if my fix works as it seems to but, who knows, and incase anyone wants to make a mod to fix it though i assumed someone with a fix compilation would take it on eventually) is to make all entrance teleports's exit point null after level is generated and ID's are assigned correctly (i am patching it as a postfix to "SetPowerOffAtStart" and that seems to work)
i also then.. right after making them null.. use the vanilla code to set them correctly.. but that isnt nessecery for players as when players use a fire exit, it calls the same function (just masked dont have that luxury :D)
ive had it occuring for like 4 months, i mentioned it a long time ago, and i had the same feeling.. no one was talking about it.. so i figured it was just me, but the conversation in the LLL thread showed me it was just flying under the radar (and still seemingly doing so) so trying to share this information where anyone may care 🙂
oh btw, its not just on clients, may show up more on clients, but, ive had it happening on host too. dont know if its ever affected the main entrance (the same "bug" occurs with the main entrance, but the main entrance is always given id of 0, so its always linked right i assume), but the bug will always be with fire exit #1 (well ID #1 cause ive found sometimes thats also not fire exit #1)
that's weird
on moons with low interior size, the alpha sector interior hardly generates any of the laboratory sector-0 part


