#Overhaul Moons v1.3.5 (Mycordytum & Terminus)

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glass mulch
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A moon mod currently consisting of 2 moons:

  • Mycordytum, the mushroom moon
  • Terminus, the graveyard moon

There are future moon plans, but it's a little uncertain how things will go.

Mod Links:
https://thunderstore.io/c/lethal-company/p/Ssencipe/Overhaul_Moons/
https://thunderstore.io/c/lethal-company/p/Ssencipe/Mycordytum/
https://thunderstore.io/c/lethal-company/p/Ssencipe/Terminus/

GitHub: https://github.com/Ssencipe/Overhaul_Moons

Some quick Q&A:

Q: Why "Overhaul"?
A: It's the naming convention/branding that I've used for modding other games so I figured I'd just stick with it.

Q: What assets are you using?
A: All assets used are credited in the README files. I did also make some of my own assets and some are licensed assets that won't be public.

Q: LethalExpansion or LethalLevelLoader?
A: LethalLevelLoader

Most specific moon details are outlined in the mod page.

GitHub

Contribute to Ssencipe/Overhaul_Moons development by creating an account on GitHub.

glass mulch
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Some screenshots of stuff I've got so far. The moon is a giant colony of mushrooms essentially, so I'm working out interesting designs and even thinking up some of the "lore" on the side. So far I have the Sungus, the Moonshroom, and the Nightcap (left to right in the non-level image). I've got about 6 more planned as far as assets go.

As a vague road map, the goal is:

  • finish up my 12 mushroom assets and a few extra textures for the landscape, paths, etc (missing 2 fungi)
  • get a solid layout that takes advantage of the map space without being too large (mostly done, will probably iterate)
  • having some parkour built into the level with the interesting layout (in progress)
  • have a story log hidden somewhere (not sure if they actually function?)
unborn forum
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Fungy

split gale
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mushroom time

unborn forum
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You should definitely have redwood tree sized mushrooms. Feel like those could be really cool for the atmosphere, and to design the moon to feel more vertical. :3

glass mulch
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Not sure how big I'll go, but there will be at least two very large mushrooms of a yet-to-be seen species to designate where the entrance and fire exit locations are.

unborn forum
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Oh neat!

glass mulch
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this being the reference generally

unborn forum
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Also, maybe you could get the permission of the creators from that one deafening mushroom to make like large sized version of those mushrooms on the moon? They would look very freaky, and could have a deafening function when provoked

unborn forum
glass mulch
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Going to be a different species/style but that's the idea.

I was thinking a lot about CompanyCreature's mushrooms when making this, but they're not very active anymore it seems. I'll probably recommend their mod in my page's description but that's about it in terms of plans with them.

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If they ever come back and release their other planned enemy then I'm 100% reaching out

glass mulch
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Updated terrain textures to something that looks better and is hopefully more fitting. Tried to go for a "yep I'm walking on a mushroom planet" vibe. Included is the texture and how it looks in game at vanilla resolution. Open to feedback, right now not 100% sold on the color, though yellow will be distinct from all the other planned mushroom colors.

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Also there was some issue with the GitHub but it should work now. People can test the mod as a local mod before release (though I don't recommend doing so until I actually add stuff to it) via the GitHub, just confirmed. Haven't added the new textures or anything yet. I'll make some larger changes and then push them all at once.

slim lantern
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Does look pog

glass mulch
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It is now 2AM so mod work concludes for me today. I only get the time to work on this very sporadically, so it’s a couple hours here and there when free. But in the time I worked, I've decided I'll need to bump up the number of mushrooms I want to make from 9 total to 11 total. The two new ones are meant to be functional additions as opposed to the more decorative elements of most of the others.

One of the new mushrooms, the Mantleshelf, is done for the most part. It has a function that one may be able to guess by looking at its scale.

glass mulch
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Ended up needing to get up early for some work so no chance to work on the mod this morning. Instead, I'm going to send some of the flavor text about the fungi on this moon (note only like 4 of the mushrooms have any gameplay implication, this is again, mostly just flavor).

The Sungus:
These fungi focus on energy production for the colony during the day and then changes shifts with Moonshrooms once night falls. The Sungus boasts a more bulbous cap than its counterpart to capture sunlight from many angles. This is done for the Sungus' secret weapon: a yellow-orange moss that it cultivates on its cap through undiscovered means. The moss produces energy which the Sungus is able to siphon off of effectively while also managing the colony's energy flow throughout the day.

glass mulch
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Issues came up, big setback. Going to try to get back to where I was some time late tonight.

glass mulch
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Got project up and running again, but will still have to redo a couple things. I think I've polished up the settings for the moon a decent bit though while redoing things, so it should hopefully be a better product overall. I'll try to get back to a solid terrain layout tonight and post another update

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Till then, since it's been 12 hours, the Sungus is now dormant and we can look more in depth at the Moonshroom:

These mushrooms seem to be dedicated to energy production for the colony at night, laying dormant during the day. Sensitive to light, Moonshrooms rely on their broad cap to cover their sensitive stems and roots while growing in twisted shapes to best accommodate this. The caps also give off a slight glow by secreting a sticky substance that efficiently reflects moonlight. It can also catch roaming locusts and other small creatures to consume. They manage the energy flow of the colony at night.

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Aspects of that description may actually reflect gameplay. I'll have to test performance. In other news, I'll need to add a 12th fungus of the functional type for another map element I'm adding. That's probably where I'm drawing the line though for major mushrooms.

polar fractal
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Love the concept of the Sungus/Moonshroom

glass mulch
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Ty ty. The rest get a lot crazier in how they fill out the ecosystem. I'll probably send out 2 a day or something and hopefully the mod will be up by then

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But for now I sleep

glass mulch
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Just realized I forgot to give an update last night. I took a screenshot and typed something out and then just never sent it lmao

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Rough outline of terrain from last night. Still very much WIP, subject to change, etc. etc. I'll update the GitHub sometime today, though still don't recommend testing it out quite yet

hushed fern
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damn I thought it was feet for a second

glass mulch
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lol I sorta see it at this angle

glass mulch
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Before I get sidetracked and forget, going to summarize another mushroom today, the Nightcap (again, all flavor text):

Nightcaps - named not only for their looks but also for their role in the colony - are some of the more exotic fungi in Mycordytum. They secrete a constant flow of poor quality spores. Few will ever grow into adult Nightcaps. The spores function primarily to slightly sedate local fauna, making them less aggressive to the fungi - though this mysteriously does not extend to other life. Should a lifeform start violently attacking the colony, Nightcaps will attempt to fully sedate them.

glass mulch
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Alright, the GitHub is updated for anyone into that. On top of that, I've "finished" up 10 of the 12 planned mushrooms while free today. The very back one is the previously seen Mantleshelf. The rest, from left to right, are the Bacillipad, Glowagaric, Hypnomorel, Bloodamanita, Sungus, Moonshroom, Nightcap, Chromastool, and Gloomtruffle.

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With that, I'll also go over one more mushroom for today, the Chromastool:

These brilliant fungi are deceptive in their appearance. Chromastools are actually gray when they begin growing. As they grow, Chromastools cultivate mildew and mold of varying colors in dazzling patterns. These patterns are intended to attract circuit bees and encourage them to nest nearby. The bees aggressive nature and electric shocks act as an effective deterrent for any pests that would harm the colony. They are also effective pollinators, though their tendency to cause fires has to be kept in check by another species in the colony.

glass mulch
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Going to call it a night pretty soon. Slowly nearing release, though there are still a couple things to finish up, some settings to tweak, and some polish to add. A lot I'll iterate on after getting feedback, but the general map is almost done. Funny enough the tree painting tool was acting up, so I ended up just manually placing every single mushroom. Feels pretty good though in testing.

glass mulch
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Going to be the last big day I can work on this for a few days, so I'll finish up what I can and hold off on uploading until some time next week. I will update the GitHub so that people can test alpha builds until I'm free again, and this time around I actually won't be against testing it at its current state.

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Meanwhile here's our 1st of the pair of mushrooms we're covering today, the Bloodamanita:

Few plant species exist on Mycordytum, but they must exist to maintain a delicate balance in the ecosystem, much to the colony dismay. The colony would prefer to not have to worry about wildcards, which is where the Bloodamanita comes in. The Bloodamanita is a master of cultivating special rust fungi. The rust infects plants, but does not have any major effects on them. The rust instead acts as an inhibitor, draining excess resources from particular hearty strains of the plant in order to keep their population at bay. This rust also mysteriously siphons excess water from the plant through the mycelium and back to the Bloodamanita. The Bloodamanita actually has a white-spotted transparent cap, but stores its rust stained liquid in its crimson cap. In event of a fire caused by rowdy circuit bees, Bloodamanitas can sense heat and burst from the spots on their caps. This often puts out fires and makes nearby fungi too wet to catch fire.

glass mulch
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Finished up the last 2 fungi, Chanteregallia and Stranglemold. I've also manually randomized Mushroom rotation and size a bit, polished up fog, sky, lighting, and water effects, and did a couple other tweaks here and there. I'm going to finish implementing the new fungi to the moon, test it, and then maybe I'll upload the mod today despite what I said earlier.

glass mulch
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The "finalized" scene for beta release. I got sidetracked playing with something very interesting, but I'm testing now. If things are stable, I may go ahead and release the moon.

glass mulch
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Before I forget and so that it doesn't cover up any other big announcements for today, I'm going to cover the other fungus of the day, the Hypnomorel:

Very little is known about the Hypnomorel on account of anyone sent to directly research it is incapable of recalling anything of value about it. Instead all information is gathered indirectly through observation of its effects. The striking patterns of the Hypnomorel seem to be used to catch the attention of fauna in the ecosystem. Victims will find themselves entranced when nearby due to the spores given off by the fungi. They have been observed to calm creatures and keep them distracted for brief moments. While unclear of the exact mechanisms, it seems the goal is to coat the creature in several spores while they are distracted so that they may spread them far. Like Nightcaps, the spores are weak and a quantity over quality approach is used. What baffles researchers is the fact that victims of Hypnomorel get covered in spores of other species as well during this process.

glass mulch
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[BETA] Overhaul Moons (Mycordytum)

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Again, I will be busy for the weekend, but once I'm free again I'll tweak things based on feedback.

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Current list of short and long terms goals going forward:

• Terrain detailing
• Mushroom grass?
• Story log (if possible)
• Better skies
• Off mesh link from entrances to ground for enemies to escape
• Celestial Tint?
• Preview video monitor
• Balance for scrap and enemies
• [SUPER SECRET CLASSIFIED]
• Eventually work on Moon 2 😶‍🌫️

hollow basin
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muserom

glass mulch
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Still going to be away this weekend, but sent screenshots to my phone to continue covering the remaining mushrooms until I'm free again. The first today is the Gloomtruffle:

Gloomtruffles seem to be related to truffles of old, but with two major distinctions. The first difference is that when fully grown they actually emerge from underground and are easily visible and accessible on the surface. The second way in which they are different is their composition. They are still quite delicious to fauna in the ecosystem of Mycordytum, but they also internally cultivate a particularly hardy species of yeast. When the local fauna slowly eat away at fully grown Gloomtruffles, the yeast will stay in the creature's body for years, slowly building up and not being digested. This yeast is able to develop advanced pseudohyphae thay can actually chemically influence its victims. Creatures that consumed the yeast will become more territorial and likely to reproduce. When the creature experiences cell death at a large scale, the yeast through unknown means is able to detect this and fully activate. The creature then violently explodes from the pressure buildup, sending the dead body across a wide area to feed nearby fungi. Enough is left for local fauna to sustain themselves, but this ensures the colony always gets a piece of the pie.

glass mulch
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Btw now that the moon is out, I would really appreciate if people could get some quick tests in so I can have some actionable feedback for when I'm back.

unborn forum
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Oh its OUT out?

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In that case

glass mulch
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Beta so a little rough but has all the essential elements

unborn forum
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Ohhh okay. Yeah was a bit sleepy eepy when Masa saw beta lol. Time to consume this moon into the modpack tho 🗣️

glass mulch
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Let me know how it feels : )

glass mulch
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Woah that's a lot

unborn forum
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That's because so manyu people are making cool things 🥺

glass mulch
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True, and the rate of cool mods coming out just keeps increasing

unborn forum
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It doesss

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A friend told Masa to make a modpack with 60 mods but its impossible because of all the APIs counting to the mod count 😭

glass mulch
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I'm at like 130 right now, but I haven't had time to play with new ones I want to add, otherwise it'd be at least 150-160

unborn forum
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Fair fair, the modding world does seem like a busy world

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Masa will likely also not be able to test as much as soon as Masa gets into modding

glass mulch
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Yeah that's true. Most of my hours for another game I did mods for was at least 70% development time

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LC will probably end up in a similar way pretty soon

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But modding is fun for me so it's fine

unborn forum
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If you're having fun it counts as well spent time!

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Masa hopes Masa will be having fun too! Masa's always full of ideas that Masa cannot execute due to lack of knowledge, so having the eventual knowledge would really hlep Masa's itch for that kind of stuff 😭

glass mulch
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I'm sure you'll figure it out. Excited to see what ideas you end up bringing to the game. I'm not super knowledgeable on modding stuff like other more experienced developers, but if you need help feel free to ask and I'll do my best

unborn forum
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Masa will make sure to ask around if Masa needs it yuh! Masa will be following Audio Knight's guide and start with unity, then slowly learn more coding on the way. Masa's current ideas have been pretty much uhh... A third vanilla forest moon, bringing Helldivers into LC, a spider moon and a moon not based on masks, but possessed by the masked. c:

glass mulch
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Those are neat ideas. Filling out unused niches in the game, bringing in fresh environments. I love the last moon idea, it's really interesting and unique

unborn forum
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Yush! Masa wanted to expand on the idea of the Masked's origins and also their behavior/life beyond just what we see them do in our gameplay. Would they make their own colonies? What if the mask infection spreads onto other creatures? If they were to claim territory, what would they do with it?

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The idea got crafted upon in a mod idea forum Masa made if you wanna check it out. #1206985374841315368

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:3

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(If it says 'unknown' just uhh, search 'The Act' in #1188298686560739389 )

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Anyways though, that's enough Masa idea ranting, apologies cx

glass mulch
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It's fine, I don't mind discussion on my thread

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The idea of "The Act" is really cool I love it

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I'm trying to do something similar with fleshing out the lore and ecosystem on my moon while also tying it to existing lore - in this case exploring the medicinal properties of mushrooms in the universe and harvesting Spore Lizard tails. I'll probably split the info between the mod's wiki page and the story log on the moon if I get it working.

unborn forum
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Oh that's really nice. Yeah in BioDiversity's forum we're pretty much making variants of already existing creatures and how the fauna could expand upon each other in ways (ignore the giant mech worm we made tho), and we had a mushroom bracken & spore lizard idea going on around there. Maybe it could be beneficial to follow that thread!

It would be really cool to see how we can interact with the mushrooms in the future tho. Are you maybe planning to make a mushroom interior in the future?

glass mulch
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I've been meaning to check out the thread, but now I'll definitely have to read up on it. I was going to keep it a secret, but I learned today that Rosie already beat me to the idea so I might as well say it: I'm planning on making pseudo custom enemies like Rosie has on their moons.

In terms of the interior, I've thought about it but a mushroom interior is a little too abstract for me. Maybe I can do a mycology lab or something that became overrun though.

unborn forum
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Mhm! Yeah, something infected by mushrooms that could fit LC. Heck, maybe you could be the first one to make a 'infected' version of the vanilla interiors. :D

glass mulch
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Oooo wait that's a really cool idea

unborn forum
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o7 glad to be of service then

glass mulch
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Yeah really appreciate it, definitely got some cool ideas out of this. Could you link the Biodiversity thread btw? I couldn't find it when searching around real quick

unborn forum
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Ah yes likely because of the [CODER NEEDED] tag

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#1212451384021221457

glass mulch
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Thanks

unborn forum
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yw! Masa's gonna spread some managed democracy now tho. Will make sure to test out later with Masa's friend!

glass mulch
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Going to have spotty data going forward, so going to send this a bit early, data on the Glowagaric:

Despite glowing, the Glowagaric does not aim to attract roaming locusts or any other critters. Instead, Glowagarics glow because they produce energy for the colony through complex chemosynthesis. While all livings things eventually die and are broken down to feed the colony, inorganic elements deep in the moon can also serve as potential sources of energy. Luckily the mycelium of Mycordytum reaches deep enough for Glowagarics to synthesize energy from the radioactive elements that seem to be abundant in the moon. While their caps are chemically altered to look green during their life, Glowagarics only produce their glow from their hyphae. The light is dim, barely shining through the earth, but it's estimated that viewing the hyphae directly would not only blind you, but only give you a lethal dose of radiation.

glass mulch
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Preoccupied for the day, so going to send this out early. Covering the Bacillipad and Mantleshelf today, Chanteregallia and Shtranglemold tomorrow, and then I'll be back to working on the mod. I may have to start doing new bios later for ||some secret more advanced additions||... but until then, the Bacillipad:

These baffling mushrooms are upside-down. Bacillipad spores grow by the shores of bodies of water. Their caps are heavy, and their hyphae are weak initially. Eventually they topple over, uproot, and fall into the water. Luckily the Bacillipad is buoyant. Once in the water, it will begin to disperse a penicillin-like fungus into the water supply slowly over its life. This will help keep the colony water supply clean and promote overall health. The water will occasionally overflow into a small divot in the Bacillipad, which will actually be taken in through the stem. The hyphae will harden as it absorbs more penicillin from the water. The water sources are also reddened by the rust from Bloodamanitas, causing the hyphae to take a pink hue. The now flower-like hyphae will then act as a counterweight, similar to a buoy.

unborn forum
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Heyyy, played on your map!

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Its very colorful, but Masa does have a suggestion. The mushrooms are all a bit too synchronized with each other height wise. Masa would suggest making some much taller or shorter so the map doesn't feel too repetitive.

Another suggestions Masa would make is to decorate the borders with mushrooms, because it can feel very empty and non-unique if the edges do not behold the same fungal funnies and instead you know, just has the default unity mountains

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Some lighting changes would possibly also help with the mod! And well, for the last thing..

What if fog weather was a different color on this moon? And dust clouds was more like spores? 👀

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Oh actually another thing. Not sure if this was intentional but dogs are spawning at 9am

glass mulch
# unborn forum Some lighting changes would possibly also help with the mod! And well, for the l...

Thanks for trying it out!

I'll definitely add more variety to the Mushroom sizes. I had some slight differences but they need to be exaggerated much more it seems.

I did plan on adding mushrooms to the mountainsides, but first I need to play around more with some 3rd party terrain erosion tools. Once I get a good shape for the mountains I can add mushrooms on top of that.

Lighting and scene fog will also be something I'll tweak.

For weather effects I'm not sure how feasible it is. I've disabled fog since I don't think it won't fit the bounds of the map, but if I find a way to adjust it or dust clouds I'll mess with that.

I bumped up enemy spawns since the map's scale made it a tiny bit too uncommon to run into enemies, but I'll add more of a grace period in the early day. ||Enemies will also be seeing other major changes that should be exciting.||

Thanks got the feedback. If you end up having other suggestions or ideas feel free to bring them up.

unborn forum
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Yuh! Yeah no Masa did see you made some height changes with the shrooms, but it was a bit too stagnant still. But maybe the lighting will fix the overall scene. Some shrooms are just too lustrous while the others that are supposed to illuminate feel on the same level of brightness xD

Yeah no that makes sense. Just figured to as kabout the dogs. ||We getting shroom infested dogs?|| 👀

glass mulch
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Currently I don't any mushrooms emitting light aside from the green Glowagarics because I'm worried about performance, but I can test out changing that once I figure out a way to do emissive materials without AI Standard Surafaces from Maya. Going to keep the visuals in mind going forward now that overall form and function is set.

||I've got some more interesting species planned, but will probably also give every enemy a mushroom themed subspecies||

unborn forum
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||Please tell Masa you're making Myconids||

unborn forum
glass mulch
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Going to be busy throughout today but I'll bring up the idea later

unborn forum
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Okidoki!

glass mulch
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On second thought I need to see if the things I want to do are even possible, so I'll just post teasers when/if I get it working.

glass mulch
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Managed to get some free time today so I'm going to quickly do the bio for the Mantleshelf and then the last 2 can be finished tomorrow:

Mantleshelf are polypores or shelf mushrooms that grow on the ground. While shelf mushrooms typically grow on the sides of flora, it's as if the giant colony of mushrooms that makes up Mycordytum is the substitute for this behavior. Their massive size is used to wall off balanced ecosystems the colony has created. This preserves the delicate balance by ensuring nothing gets in or out. Their strong hyphae reach deep underground to stay in place and grow large and strong. Offspring of Mantleshelf actually grow on the parent Mantleshelf itself, digging their hyphae into the older fungi and strengthening the structure. As the old ones die off, the new ones drain resources from the old ones until they shrink down and decay to nothing. Meanwhile, the new ones will grow in place of the old ones and keep gaps in the wall filled. The structure creates a sheltered cliffside with many spots for Manticoils and other avian fauna to nest.

hollow basin
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can i eat it

glass mulch
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With enough time sure. It's about 50-100x the size of a person though

glass mulch
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I'll be finished sending bios tonight and I'll be able to get back to work so cool. Here's Chanteregallia:

Royalty of the colony - they are much larger and more rare than the other mushrooms on this moon. They act as some sort of nucleus for the surrounding fungi, potentially acting as central communication hubs for the interconnected web of mushrooms below the surface. For unknown reasons, Chanteregallia seem to grow on openings to caves, tunnels, and other hollowed out spaces that branch out underground.

hollow basin
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it looks like i can eat it

unborn forum
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Ohhh, love this one a lot <3

glass mulch
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Going to have a couple hours tonight to get some work in, so in case I have updates tonight I'll send the seemingly... last bio now so that it doesn't overlap with any updates later. The Stanglemold:

Stranglemolds are a megafunga structure cultivated by Chanteregallia. They are a specialized variety of slime mold that can form rigid structures along the body of Chanteregallia and maintain a tight grip on the stalk despite any pressure on it. While they do not move in the presence of other creatures, they have been secretly observed slowly moving about the stalk of their host mushroom. They clean, repair, capture any creatures, and communicate directly with their host. Their distinct patterns seems to be a way of attracting creatures to the host mushroom. They are also capable of sensory detection far more advanced than other slime molds, and likely are key sensors for Chanteregallia.

glass mulch
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Had to trim this down and seperate the clips so I can actually send it, but this is some stuff I'm working on right now. Emissive textures and lights so the Glowagaric actually glows, alongside a volume that adds a bloom effect when nearby. I used a similar volume to make it so that Hypnomorels actually function and will affect players that get too close. All is subject to change, but that's a bit of what I'll be doing this week. Sleeping in a bit now.

glass mulch
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Working on mushrooms today 🍄

unborn forum
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Mushroooooom

glass mulch
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Planning on dropping an update today if all goes well in testing. There's still more to be done, but I'd rather get feedback now and change a few things over getting it later and changing a lot of things.

unborn forum
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Likely wont be able to test it out today because of D&D, but hopefully someone else does!

glass mulch
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No worries, enjoy your D&D sesh!

unborn forum
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Thank youuuu

glass mulch
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Overhaul Moons (Mycordytum)

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^ Basically in polish phase now anyways and the thread naming convention is more consistent with other moon threads now as well

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Update soon

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Version 0.2.0:

  • Added emissive textures to Glowagarics, Bacillipads, Chanteregallia, Stranglemolds, and Moonshrooms
  • Tweaked the light emitted by Glowagarics and added a bloom volume that applies to a short range around it
  • Increased variance in all mushroom sizes and add tiny random skews to Sungi, Moonshrooms, Nightcaps, and Stranglemolds
  • Made lighting overall much darker and shifted it to a light cyan for a more gloomy, mysterious feel
  • Made the local fog thicker
  • Decreased the amount of enemy spawns during the first quarter of the day
  • Made Stranglemold footstep noises in line with other mushrooms
  • Tweak terrain and added rock and dry grass textures that apply to steep and flat regions of the terrain respectively
  • Added off mesh links from the entrances so that enemies like Masked can roam the map
  • Slightly offset the teleporter point from the entrances to help with the above links
  • Tweaked main entrance scan node
  • Added a WIP secret across the river to get initial testing and feedback on

https://thunderstore.io/c/lethal-company/p/Ssencipe/Overhaul_Moons/

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Will take a bit to get onto TS/r2

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Pushed back hypnomorel functionality for now, but the effect is used for that WIP "secret".

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What I'm planning currently

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Also mushrooms on cliffsides, forgot about that one

unborn forum
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Mushroom grass? You could have hmm... patches of tiny mushrooms here and there, and maybe bulges and craters here and there to make it look warty/fungal?

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A 'fairy ring' would 100% also be pretty cool here and there!

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And maybe mushroom stalks without a cap could work as a sort of 'grass'

glass mulch
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Not even sure if I'll end up adding it, but now that the terrain textures are updated I have more options what can fit. May I'll just do regular grass or flowers but colored in a certain way. Making a bundle of enoki mushrooms would also look pretty much like grass.

glass mulch
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Going to be working very little if at all on mushrooms today

unborn forum
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True true

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Jus giving out suggestions without just saying 'grass' 😭

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Because it looked like you wanted everything to be fungus

glass mulch
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I'm not opposed to having small amounts of flora here and there. The colony of mushrooms residing over the moon is definitely the one in control, but they'll allow small pockets of other life to be cultivated if it's ecologically beneficial and they can exert control in some way - or at least that's what I've been imagining. I might do the enoki "grass" route though because it looks pretty much like grass.

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Also decided to drop a small hotfix tweaking some things and then I'm posting on #mod-showcase to get the word out and have more people testing.

unborn forum
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Ohh the Enoki grass route would work actually yeah. That looks very neat.

hollow basin
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that looks like i can eat it but it would get stuck between my teeth

glass mulch
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I've tried a lot of mushrooms but not enoki. Not sure how I'd even cook with them

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Oh, can't post in mod showcases without the modder role. Completely forgot that existed

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idek how to apply for it or whatever it is for this community

unborn forum
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The staff is supposed to give you the role after you send a official mod release or show enough progress on a real mod for LC pretty sure.

glass mulch
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So a waiting game then. Unless you meant send in a ticket? That's how I've seen other communities handle the role

unborn forum
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Bully Xu

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But you can technically make it known that well, you dont have the modder role yet. Not sure if by ticket but hey, if it gets their attention..

lofty saddle
glass mulch
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I really don't want to ping Xu or the other mods :(

Found ot on the rules, I'll just wait like it suggests

#

Yeah one sec

unborn forum
#

Masa will do it >:D

glass mulch
unborn forum
#

Surely would hope so. Its playable and in the game 🤣

slim elm
#

Holy moly wholy botany (mycology) course up in here. I do like me done mushrooms and lichens.

unborn forum
#

Shrooms a plenty here!

glass mulch
#

All sorts of fungi here for sure

slim elm
#

Keep the desaturated aesthetic of vanilla if you can. Fair if your shroom species are colourful. Give them some dirt texture. Remember a small mushroom that emerges in a single day could potentially be very clean and bright but if it's been there for a hundred years like a tree it's gonna be dirty.

glass mulch
#

Thanks for the feedback. I'll keep it in mind and look into adding some dirtiness/noise onto the textures

slim elm
#

WoW Zangarmarsh very palatable mushroom region. Probably inspired by Morrowind (plus wc3 obv). Recently everyone knows the underdark from baldurs gate. Felucia from star wars also very interesting, it's depicted beautifully in the galactic contention mod for squad.

unborn forum
#

Zangarmarsh <3 its a shame they didnt do more with the Zangar Sea in WoD

slim elm
#

Never played the latter but Warcraft is just a rolling tragedy to me. Beautiful, toxic.

glass mulch
#

Those are great references, thanks for recommending them. I'm still working on improving visuals over time but I'll definitely take note of them as I do.

slim elm
#

Enjoy

glass mulch
#

Work on the mod will be inconsistent for the next week or 2. A mix of work I need to complete and other modding projects I want to polish up are going to be taking up my time.

With that being said, any feedback from people specifically playtesting the moon will probably prioritized - especially if it's balance related or an issue with the moon. I especially need to see if there are issues with the incomplete little guy I placed across the river (you'll know it when you see/scan it).

brave tusk
#

Found a bug! So normally when you enter the ship, the clock on top of the screen disappears. But in Mycordytum the clock stays, which likely means the game isn't detecting the player entering the ship?
I also noticed mods like shiplootplus don't work bcuz it doesn't think I'm in the ship.

glass mulch
brave tusk
#

no prob!

#

also i wanna ask, what's the intended difficulty for this moon?

#

compared to vanilla moons

#

is it harder than offense/march?

glass mulch
#

Aiming for somewhere harder than March but not as bad as Rend

#

Lmk of you think it needs an adjustment

brave tusk
#

i assume the scrap value is also intended to be inbetween those two?

glass mulch
#

Scrap value is about that much yeah, though beehives can cause it to fluctuate

#

A bit higher than March without hives

brave tusk
#

gotcha

#

might do some scrap value comparisons later

glass mulch
#

Sounds good. It's all subject to change as I get feedback and balance the moon so let me know how it feels

slim elm
#

What's the next moon in your series so I can give you references lol

#

I haven't seen one with really interesting rock formations like the giants causeway or desert erosion structures or a crystal cavern.

glass mulch
#

Haven't completely decided yet. I have considered a rocky moon that isn't the usual orange rocks from vanilla, but not many ideas for that. I've also considered marshland, but swamps have been done and I'm trying to do unique themes. Crystal caves are a cool one to do for sure, but the idea I'm leaning the most towards right now is a ||cloud land themed moon; in terms of lore it would be hyper dense gas on the moon that you can stand on, but thematically I'm thinking it's an abandoned settlement on this cloud moon with giant-centered level design||

#

That being said, no idea when I'll get to a second moon in the series.

slim elm
#

||Venus floating city settlement moon||

glass mulch
#

||Exactly what I had in mind lore-wise lol||

#

||I think visually I may try to blend the Sci fi concept of an exaggerated Venus settlement with the fantasy and whimsy of other cloud worlds||

glass mulch
#

Overhaul Moons 0.2.1 (Mycordytum)

#

Overhaul Moons v0.2.1 (Mycordytum)

slim elm
#

You could go with the retro bubble aesthetic as seen in 50s comics and the recent game called The Invincible (plus many other games)

#

Lot of cloud world games I'm sure you know 'em

glass mulch
#

||I've got a few in mind, though not sure how I'd go about making a good cloud material on the terrain||

brave tusk
#

what's the map size multiplier for mycordytum?

glass mulch
#

For the dungeon?

#

Dungeon is 1.35

brave tusk
#

i see

#

how many fire exits are there?

glass mulch
#

Just 1

brave tusk
#

gotcha

glass mulch
#

Min and max scrap value numbers are about 100 more than March as well for reference. Was getting pretty close numbers to March when testing with TerminalFormatter's scan, but the hives would bring it higher

brave tusk
#

yeah i'm doing some testing right now too

#

gonna do a bit more then show what i got

slim elm
#

I know this is exactly what you wondered sorry lol

#

They're aren't other examples of cumulus clouds

#

In this game

glass mulch
#

Manually obscuring things with fog and post processinging volumes could be way easier. Then I could have things peaking out from below the clouds maybe and use that paired with the settlement for map variation, while the rest is mostly flat.

slim elm
#

Can't wait to see how you handle weather xD

glass mulch
#

Send me what you think are good reference games, it'll be easier to see what you have in mind specifically. Personally I'm starting to lean towards Outer Wilds style fantasy-sci-fi stuff. I'll probably use free assets this time if doing a whole settlement, so the assets will probably set the tone for the rest of the moon

slim elm
#

Outer wilds is rather wild.
Outer Worlds is retro, I get those mixed up lol. Like I say there are a zillion cloud settlements in games particularly like final fantasy. Cowboy bebop has really good Venutian cities. I'm thinking "the deadly tower of monsters" for retro. There's also BioShock Infinite for steampunk.

glass mulch
#

I'll have to find a good balance between the usual Venusian city aesthetic and more typical settlements, since in this case the concept is taken to extreme with gas so dense you can walk on it with no issue. Can't make a cloud moon and not let the player interact with the clouds. A more traditional Venusian city has also been on my radar, but literal floating settlement maps will have to wait for another moon I think.

slim elm
#

Another one from Star wars which I have seen nice in galactic contention on squad is called bespin platform and there's Mygeeto which is very dramatic, apparently there's also literally a place called Cloud City in that universe

glass mulch
#

(Also I stopped caring about spoilers this is just straight up open discussion now)

slim elm
#

xD

#

I think objectively no gas could be so dense that you could walk on it by the way... As it wouldn't fit the definition of gas... Like unless it was a billion degrees under singularity gravity but then it's bozhreinsteins plasma or whatever

I did one see an experiment on YouTube trying to get the lightest liquid to float on the densest gas

#

I.E dirigibles or whatever are needed but it's a game you do as you please

glass mulch
#

Right. Might shift it over then to a cloudlike material that isn't actually a typical gas then. Maybe I can cheat and say it's structured with aerogels or it's weird matter that's a variation of quark matter

#

I'll nail down the lore when I get to it

#

Speaking of quark matter, a moon being infected by strange matter could be very cool

brave tusk
#

overall, the average scrap value seems to be ~50 above march (not counting beehives)

glass mulch
#

Absolutely emaculate data

brave tusk
#

scrap density is lower than march but that's fine since the interior size is much lower than march

#

so full clears are more viable

#

overall, it's generally a lil better than march I'd say, smaller interior rly carries

glass mulch
#

Good balance then, nice. Might tone down bee spawns even more then though so it's less extreme and just bump up scrap gained a bit to compensate

#

Glad I got it close first try, but I'll have to see how difficult people find the moon compared to the reward as well.

#

Anyways thanks a ton for the breakdown, it's a huge help

brave tusk
#

no prob

#

i'm alr collecting data for a bunch of moons

glass mulch
#

Interesting

brave tusk
#

you can have a look

#

i need to change the name tho, this used to only be for lategame

glass mulch
#

It's really cool, I always appreciate good data

slim elm
#

As for walking on quarks I don't recommend walking on the surface of a neutron star

glass mulch
#

I've got a list of all the LLL Moons if you want to eventually get through that https://docs.google.com/spreadsheets/d/1DIMxtYa64d8WkFnRGXLcx6Pi16bwTwHp69r8PUUo39o/edit?usp=drivesdk

brave tusk
#

oh neat

slim elm
#

Nice I'll need to take a look at this. I'm also collecting each and every moon with good plausible vanilla aesthetics. Not just LLL, as sometimes they are ported.

#

And a decent new one is released every day which is pretty tiring.

glass mulch
#

Not a literal quark matter, but rather matter that has different quark-makeup. Theoretically strange quarks could develop matter in neutron stars and then spread across the galaxy when neutron stars go supernova

slim elm
#

But that's just the game theorrrry

glass mulch
#

Been a while since I read over that article though I'll have to look it back over if I do it as a moon idea

#

Making a fictional narrative where strange matter is this zombie matter affecting Celestial bodies in lore would be fun though

slim elm
#

Crystalline propagation is a very real everyday thing if that'll do it for you. If you crystals form in your honey and then the whole thing crystallizes not due to temp alone. Same in freezing pure unperturbed water

#

Crystallized exotic gas clouds boom

#

Floating City structure abandoned due to being fixed in place

glass mulch
#

Oooo

#

Ultimately I'll probably end up doing surface level research and then make a cool-sounding exaggerated concept (like all the mushroom bios for Mycordytum)

slim elm
#

The person that keeps posting pictures of the mushroom enemy concept art certainly wants to talk to you I can infer

glass mulch
#

Which person, because the only ones I've interacted with are the biodiversity people

slim elm
#

Dunno sorry but if I ever see that image again I'll know it's them and tell them

glass mulch
#

All good

#

Probably won't work on an actual enemy at this time though. It's enough to do the subspecies thing for now (before every moon does it)

slim elm
#

I don't think the world needs a lot more enemies. Version 50 is going to be zeekerss "alien zoo unleashed" content update.

#

20 enemies and 4 hazards is excessive, otherwise it gets bonkers more than horrifying.

brave tusk
slim elm
#

What I want is enemies that interact with each other.

brave tusk
#

like v45

#

i heard batby say there's also gonna be 2 new moons

#

that's a crazy amount of content

glass mulch
#

That's why I like doing subspecies. I just replace existing ones, modify their visuals a bit, and maybe tweak their behavior, but you generally deal with the same thing. Currently my ||Gnome|| is the most drastic thing you can do more or less

unique ridge
#

?mod @glass mulch

#

wrong one

#

?modder @glass mulch

minor bladeBOT
#

dynoSuccess Added role Modder to ssencipe

#

Yay! @glass mulch you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.

glass mulch
#

Thanks 🤍

glass mulch
#

Hotfix later tonight, just testing some extra things I may be able to add in

unborn forum
unborn forum
slim elm
#

Just have the monsters eat eachother 😄

unborn forum
#

yum

glass mulch
#

I was originally thinking Mario but with a lot more details and with actual settlement structures, but I also really want to do floating islands too. Maybe Skyloft stuff will be somewhere between moon 3 and moon 5 now that I have some other strong ideas to consider

#

But that's all in the future

#

Still a lot to tweak with Mycordytum.

Also no need to spoiler the moon ideas, I think open discussion will be better right now

slim elm
#

Just focus one until you're satisfied. Don't provision your current ideas to split between multiple moons from the start, because you will get new ideas. Use all the ones that are fitting. Unless you have some grand vision and can combine way much time to that.

glass mulch
#

Agreed, not planning on working on Moon 2 stuff till around Summer anyway

#

For now, dropping a hotfix very soon

slim elm
#

Unfortunately... Discord...

glass mulch
#

Yup, that's who I talked to already

#

Might have to delay dropping that hotfix by about 40 minutes, but I WILL have it tonight

slim elm
#

I'm not even ready to check your moon out sorry : D one day

#

TODO list go up

glass mulch
#

All good, I appreciate having people around to discuss regardless

glass mulch
#

Version 0.2.2:

  • Fixed ship area trigger being offset
  • Tweaked sun and fog colors
  • Reduced local fog a bit
  • Improved the grace period for spawns at the beginning of the day
  • Made minor tweaks to landscape
  • Tweaked AI spawn/navigation nodes a tiny bit
  • Made the [REDACTED] volume more effective but smaller
  • Polished up the README

https://thunderstore.io/c/lethal-company/p/Ssencipe/Overhaul_Moons/

#

Overhaul Moons v0.2.2 (Mycordytum)

unborn forum
#

Darn, Masa and a friend were gonna duo LC today but Thunderstore was stuck with importing for Masa's friend so we decided to play RoboQuest instead

#

We wouldve likely tested Mycordytum if so 😭

glass mulch
#

All good, play when you're free

#

RoboQuest is also a banger so I can't complain

unborn forum
#

IT SO IS ONG

#

Absolutely LOVE this game rn

glass mulch
#

Got it on spring sale?

unborn forum
#

If Spring sale is uhhh... 2/d days ago then yuh

glass mulch
#

Yep

unborn forum
#

It was like 20 euros either way so not too hard on the wallet

glass mulch
#

Grabbed a few obscure titles myself, but I'm saving up for the next Balatro sale and 4D Golf tomorrow

unborn forum
#

Dont know about these ones but MAsa is pretty cooked with the wallet currently

#

Bought GTFO too to play with a friend 😅 becasue they wanna play that more than Helldivers 2 currently

glass mulch
#

Yeah, like I said, I'm into obscure titles. Usually ones that have interesting or innovative game design to analyze. But obviously stuff like this game Helldivers and RoboQuest are great too.

unborn forum
#

That is fair enough yeah. Masa likes high paced action and comedy. Likely would have also played Lethal Company even if it wasn't popular by majority's standards too because the gameplay is just kinda amazing.

Reminds Masa to play BPM: Bullets Per Minute, Skul: Hero Slayer or ANNO:MUTATIONEM sometimes tho.. Still havent give nthem a try. Yomawari Midnight Shadows too 😭 Masa's friend has been tugging at Masa for a year now to play that horror game

glass mulch
#

Yeah got a lot of games I need to try out at some point as well. Haven't played those specifically but I've heard good things about all but the last one.

#

Also Lethal Company is perfect for fast action and comedy. Has a lot of distinct elements that work perfectly for emergent comedy in games

unborn forum
#

And it genuinely scares Masa from time to time 😭

glass mulch
#

Actually got an audible reaction out of me just while testing masks on this moon, which is rare for me. It's a solid balance of humor and terror

unborn forum
#

It really issss

slim elm
#

GTFO is really the spiritual big daddy to Lethal Company. Where LC is the wholesome kid with a lot of potential.

#

4D golf you what 🧐

unborn forum
#

Lethal Company & Helldivers 2 both feel like they can be children to GTFO tbh

#

LC is the wholesome prodigy kid
HD2 is the older brother making edgy jokes (they went to bootcamp)
GTFO is the stern and professional dad that treats like every second counts to a nearing apocalypse

slim elm
#

"(they went to bootcamp)" lmao

unborn forum
#

Its Lethal Company time. 224 mods and we still cooking, time to test out shroomtown

glass mulch
#

I'm probably off to bed, getting pretty late for me. I'll be sure to thoroughly go over any feedback you send tomorrow morning though.

unborn forum
#

Mkay! Have a good rest!

glass mulch
glass mulch
#

Also the way subspecies are being developed will be changing, so some of my ideas will need to be scrapped, changed, or saved for later. Here's a clip of the secret I put across the river for testing since it looks like it will be scrapped for now.

unborn forum
#

HUH, haven't seen that fella yet! Couldve sworn Masa crossed that river and went to the fire exit, but then again Masa also didnt 100% explore yet due to the eep

glass mulch
#

I have it placed down in the far left corner so it isn't a hassle most of the time unless you get unlucky while doing bacillipad parkour

#

Also any feedback from last night? If not no big deal. Main concern balance-wise right now is how difficult the moon feels

unborn forum
#

No issues right now. After D&D tho will test again if Masa's friend doesnt drag Masa into RoboQuest

glass mulch
#

I'll try to get this update out before then assuming nothing breaks - then I may take a break for a couple days.

unborn forum
#

👌 :D

glass mulch
dark ember
#

A GNOME

#

I’m in love

glass mulch
dark ember
#

What enemy was it originally

glass mulch
#

It's a giant. That's why it does the fear effect and points its hand at you when close

#

But I set it so it stops a certain distance away

#

And then there's a volume attached to give the trippy Mushroom effect when too close

dark ember
#

The fact you can do this all in editor is crazy to me

glass mulch
#

Very fun stuff for sure. Hopefully there's a stable variant in the future though

dark ember
#

Yeah for sure

glass mulch
#

Trying to think of the Outer Wilds equivalent of enemies

dark ember
#

Yeah it’s hard

glass mulch
#

Maybe Bracken into the owl dudes as enemies?

dark ember
#

Oops I haven’t played the dlc yet

glass mulch
#

Ah I won't spoil anything then

dark ember
#

I bought it but I don’t want the outer wilds experience to be over

glass mulch
#

Lol fair

dark ember
#

After I release my moon I’ll play it

#

but yes i sadly spoiled myself and saw the owl dudes in the files

#

But that’s about it

#

I didnt know the dlc was included in the base files

glass mulch
#

Not a huge deal. It's the story, world, and mechanics that I think are the core experience with it

dark ember
#

yeahh for sure

#

Other than that I guess the anglerfish are enemies

#

And… the sun

glass mulch
#

Yeah it's only dlc and anglers for specific enemies. The rest is environment

dark ember
#

Yep

glass mulch
#

Could always just skins enemies to look like the alien races though as more of a reference than a mechanic

#

WAIT

#

ANGLER WORMS

dark ember
#

Angler worms?!?

#

🤯

glass mulch
#

Attach angler model to worm body, boom

dark ember
#

Reskin the worms as angler fish on dark bramble

#

That’s brilliant

#

Holy shit

glass mulch
#

Gotta try it to see if it's going to be jank or not, but it's possible I think

dark ember
#

I’ll try it tomorrow for fun

glass mulch
#

You won't be able to swap out models, but you can find a bone at their head to just attach the model to and tweak sizes from there

dark ember
#

so the original model stays there? But like tiny?

#

Or I’m dumb

#

Oh I think I understand

glass mulch
#

As far as I know you can't get rid of the actual model. You can scale down the size if you need to manually, or you could attach a model and scale it bigger than the enemy model so it's larger

#

Though one sec, let me check something...

#

Olay you can totally just turn off the visibility of the model. Don't know if that breaks anything, but it can be done

dark ember
#

Oh well hopefully it doesn’t break anything because that sounds hella helpful

glass mulch
#

Version 0.3.0:

  • Reworked sky, sun, fog, and lighting elements into a physics based lighting system with reworked settings
  • Fog should be more balanced now towards the intended tone
  • The sun takes a different path across the sky and no longer clips into terrain when setting
  • Changed sky, clouds, and sun color
  • Retextured and adjusted UVs for every fungi so that they all look dirtier and more in line with base game
  • Replaced the entrances with custom models
  • Minor terrain tweaks
  • Small visual tweaks to Nightcap, Bloodamanita, and Bacillipad models specifically
  • Minor tweaks to water visuals
  • Further reduced Gnome effect radius
#

Going to take the next day or so off now. I'll try to fit in hotfixes though for any issues. Let me know if any of the new stuff looks weird or is not performant and that will be priority # 1

#

Overhaul Moons v0.3.0 (Mycordytum)

unborn forum
#

@glass mulch Unrelated to the mod, however Masa wished to inform you that Masa almost beat RoboQuest Standard with just a shovel. 10% on Final Boss phase 2 😭 got too cocky and got overcooked by the laser beam attack

Can't wait to see the new visuals of your moon btw!

glass mulch
#

That's sick, gotta get back on the Roboquest grind at some point myself. I think today will be dedicated to catching up on other work and 4D Golf though.

Visually it's not a huge glow-up like you'd see with other moons doing an update like this - and there are a couple things I'm not 100% happy with, but hopefully it's a step forward.

unborn forum
#

One step at a time with your planet! Rome wasn't built in a day as well :D

glass mulch
#

Speaking of which, I might have lied and immediately starting working on it again... Just a quick 5 minute session though - wanted to get a hotfix out for performance and I knew exactly what to change.

#

Version 0.3.1:

  • Swapped from volumetric clouds to cloud layer for performance
  • Changed cloud and sky colors again so that the Chanteregallias can stick out
  • Increased Gnome volume radius by one (found the sweet spot)
#

Okay now break time for real

#

Overhaul Moons v0.3.1 (Mycordytum)

glass mulch
#

RAHHH finally

unborn forum
#

Bro mogged their moon then went golfing

slim elm
#

I hope the gnome makes a HOO noise

glass mulch
#

No sound replacements currently, but I could look into that. I'll probably move its spawn point eventually too

gleaming oxide
#

thats so cool but i think it would be better if it has a new model instead of being a subspecies

glass mulch
# gleaming oxide .

So a couple different reasons the current implementation is like this:

  1. Game Design: The reason I want it to be a fairly recognizable Subspecies that can be associated with the giant is because I want players to generally know what any given Subspecies is capable of at a glance. If they can tell it's a giant via scanner and model then they know how to deal with it mostly.

  2. Art Limitations: The way prefab editing works, I can't really swap out the model. I can attach new models to it, and I could turn the model off and attach specific pieces to the bones piece by piece, but doing it how you want would be very tedious, prone to looking off, and frankly difficult because I'm not a skilled character artist.

  3. Technical Reasons: Won't get into all of it, but there are some issues with implementing Subspecies in certain ways, and there are some people working on new systems for this kind of stuff, so I'm generally leaving things be until everything settles.

gleaming oxide
glass mulch
#

I'll probably look into making the Gnome and another Subspecies I have look better though overall

gleaming oxide
#

Cool ill wait

glass mulch
#

Version 0.3.2:

  • Changed Drop Ship music (see README or mod page for source)
  • Tweaked Drop Ship visuals (will be overhauled more later)
  • Reduced dirtiness of Sungus, Moonshroom, Bloodamanita, Bacillipad, Glowagaric, and Mantleshelf
  • Moved Gnome to more remote reaches of the map and reverted the last volume change (I was wrong)
  • Further improved README format

Wanted to get some smaller tweaks out before I went into a longer break. Just fun stuff I was curious about and fixing some of the new visuals.

#

Overhaul Moons v0.3.2 (Mycordytum)

dark ember
glass mulch
glass mulch
#

Version 0.3.3:

  • Placed down a solid 200 enemy AI nodes around the moon to enhance enemy behavior
  • Tweaked enemy spawn rates a tiny bit
  • Made the Gnome a bit less loud
  • Increased local fog height so that it's more consistent throughout the map
  • Made the sky more space-like

Another mini update to polish things off so that I can commit more time to a bigger update. Should fix and improve a lot of little issues so I can tackle the big ones next.

#

Overhaul Moons v0.3.3 (Mycordytum)

sinful kestrel
#

I may have missed it but are unique interiors ever considered for this mod?

glass mulch
#

I want to work on custom interiors, but that's more of a long term goal right now. I'll be spending the near future working on this moon and quite possibly another one before I start interior work.

young bridge
#

Main entrance seems to be bugged? No option to enter

glass mulch
#

Worked fine in testing. You did the parkour up to the mushroom door thing and no prompt came up?

young bridge
#

correct

#

same with fireexit actually

glass mulch
#

I'll check it out and try to get a fix real quick then. That's so weird

young bridge
#

trying out again on different seed to confirm

#

yep, def doesn't work

glass mulch
#

I think for some reason the bounds shifted? Should be an easy fix, I'll get it out in a bit

young bridge
#

ty 🙂

glass mulch
#

Of course, thanks for the report

#

No fancy update notification, just fixed the entrances not working despite not touching them. They should actually be easier to use now than they were before so there's that. Sorry for the trouble folks. I'm off to bed.

#

Overhaul Moons v0.3.4 (Mycordytum)

hushed fern
#

Tried it out, pretty cool moon ssencipe

hushed fern
#

[Error : Unity Log] "CalculatePolygonPath" can only be called on an active agent that has been placed on a NavMesh.

#

I get this error a bunch of times on the planet

#

I dont get this on other moons

#

atleast not on aquatis or experimentation

#

018e80a7-65a5-4426-caee-5ecc663dc951

#

my mods if you want to recreate this

glass mulch
#

I'll check it out when I get home. It's a vanilla error for when something spawns off the navmesh - usually with Maskeds or the odd modded enemy. I'll try a fix I have in mind though and I'll double check the profile as well.

glass mulch
#

Doesn't seem to be an actual navmesh issue. Could possibly be herobrine or something similar not liking things?

#

Still investigating

glass mulch
#

Okay so as far I can tell, I don't believe anything is failing to spawn on the nav mesh. Masked still navigate fine. The issue does not happen consistently, which tells me either some modded enemy is acting up, one of my 200 nodes has a bad spawn, or it's one of the daytime enemies spawned with STAI. At a glance I see no node issues, and I'll give the modded enemies benefit of the doubt for now.

glass mulch
hushed fern
#

Good to know , I dont think it actually does anything bad atm

#

if an enemy doesnt work ill know why

glass mulch
#

Still super busy this week but found a little time to get in some tweaks and fixes. Playing a little more with the Drop Ship too

#

Me trying to figure out good music for the drop ship

pale matrix
glass mulch
#

Version 0.4.0:

  • Added PathfindingLagFix as a dependency for edge cases with outside enemies
  • Tweaked a couple of AI nodes that were slightly out of place
  • Added a few tactically placed mushrooms to break up linear pathways and line of sight
  • Added some ambient sounds that are weird but offputting - should catch people off guard (the mushrooms are in your head get them out)
  • Made the Drop Ship into a giant mushroom and moved around some components to fit
  • Fixed minor issue with custom Drop Ship music
  • The Spore Dragon now roams the these lands (another experimental subspecies to test out)

Outside of hotfixes, update rate for these larger updates will probably be getting slower until May. There's not much left to do though - pending major LLL additions (like logs). I plan to do foliage and other visual tweaks as one big update, subspecies stuff eventually when I learn the skinner mod, lots of optimization, the preview video for the ship monitor, and maybe celestial tint stuff at some point. I'm estimating 2-3 larger updates until I hit 1.0 and I'm happy with the moon. From there I'll look into other projects (probably either another moon or an interior). If anyone has things they'd like to see for the moon before it's done, I'm all ears.

#

Overhaul Moons v0.4.0 (Mycordytum)

pale matrix
#

"Added a few tactically placed mushrooms" is now one of my favorite sentences

hushed fern
chilly shard
#

Btw a major issue

#

One uhhh I sent an issue about how the vanilla interiors are not in the dungeon flow

glass mulch
#

Whaaaa

#

I'll double check settings and get a fix out if I see something but I've only ever gotten factory on the moon

glass mulch
chilly shard
#

018e8cb1-2934-68a2-dbcd-63def8afbe7e

chilly shard
#

So.

#

One Is missing

#

Which is usually Vanilla

glass mulch
#

Weird. The dungeon is set to allow all as opposed to just custom or just vanilla. This doesn't happen with any other moon? Also if you test with custom Interiors disabled temporarily does it still function? May be a display issue as opposed to a literal showcase of what's happening.

#

I'll test it later either way

chilly shard
#

Oddly enough

glass mulch
#

That's bizarre

chilly shard
#

All the others

glass mulch
#

Well, I'll see what I can do. Will double check the settings and all that

chilly shard
#

Like for example I went to... Uhhh

#

Hold on

chilly shard
#

See?

#

Facility:300 Haunted Mansion: 1

glass mulch
#

Gotcha, thanks for the info

chilly shard
#

Np!

glass mulch
#

@chilly shard should be good now, will take a bit for the update to show up on Thunderstore

#

Version 0.4.2:

  • Fixed issue with level technically not generating an explicit dungeon and instead defaulting to factory or any capable modded interior
  • Factory will now spawn as the primary interior with a weight of 200 (67% chance) and mansion will spawn with a weight of 100 (33% chance)
  • Baked occlusion culling onto all mushrooms aside from Chanteregallia (and the ones attached to it), Glowagaric, Bacillipads, and Mantleshelf
  • Tweaked Spore Dragon audio values to be more audible and mysterious
  • Increased stopping distance of Spore Dragon so that it doesn't just soft lock you with Diversity

Version 0.4.1:

  • Fixed issue with Navmesh not detecting level props after moving them in hierarchy
  • Made Spore Dragon stop a set distance away to help not break things with Diversity
  • Added glow post processing effect to Spore Dragon in set radius
#

Yesterday was hectic so I didn't even post the quick fix I put out but this is where we're at now. Pretty happy with the state of the moon now I think so that's less to stress about as I take my time for updates

#

Overhaul Moons v0.4.2 (Mycordytum)

glass mulch
#

Going to shift development for a bit as I test how/if v50 breaks everything. Probably going to fall more on LLL though, and I'll just modify what they need from me. With that being said, there are some promising new toys in the update (though none that specifically fit this moon - at least from what I've seen so far). Some fun new ideas for sure though.

lapis glade
#

not sure if this is in the plans, but it would be cool to “mushroomify” some of the enemies, bracken would fit well, a hoarding bug with a mushroom hat would go hard

glass mulch
#

That is something I want to do. I have some themed subspecies on the moon, one of which is mushroomified, but that's for more complex reworks that are placed as prefabs instead of spawning naturally. I almost did a Bracken one too that I was going to call the "Stalker" (like mushroom stalks) but that's probably not happening - at least not in the same way.

The plan in the future is to learn the new enemy skin registry mod so that I can make all naturally spawned enemies on this moon look mushroomified while the prefabbed subspecies enemies are more gameplay-changing variants.

#

Btw I've seen the moon you're working on. I love the fog effect you have on it.

lapis glade
glass mulch
#

You can add a mesh collider that just fits the model's shape if you want to do it the quick and easy way, but that does lead to performance issues if you have too many. It's more work, but much more optimized if you add in box/capsule/sphere colliders manually and match the shape the best you can.

lapis glade
glass mulch
lapis glade
glass mulch
#

Yep np

lapis glade
#

he went over your mod in this video!

glass mulch
#

That's insane, there are so many other moons he hasn't covered

#

I guess branding does make a difference. Hopefully the other more talented moon devs get their chance as well

glass mulch
#

Considering the development history of other "moon series" developed by the same dev, I may just start on another moon while Myrcorytum is at a point I can just polish. Probably not going with the crystal cave concept since I believe Tolian has something like that planned, but I think I can come up with something interesting. (Still going to drop tweaks to Mycordytum between larger updates to it and the new moon)

slim elm
#

Cloud colony cloud colony!

brave tusk
#

is there a general theme for the overhaul series?

#

like is it more focused on fantasy than realism, etc.

unborn forum
#

Yooo, congrats on getting showcased by Viperian!

unborn forum
glass mulch
glass mulch
glass mulch
#

With all that being said, I've found a lot of assets for a smaller moon project I want to do. It will be something small, simple, but well themed and hopefully pretty fun. Won't go more into specifics until I start putting things down and I'm pretty sure that it can be done in a way where I'm satisfied.

#

After that one is done I'll go back to larger moons.

brave tusk
#

i see, there are definitely a lot of unexplored ideas for moons

#

can't wait to see what you cook up with this smaller moon 👀

split gale
split gale
#

Anyway, I'm curious to see what you guys come up with

glass mulch
unborn forum
glass mulch
#

Yeah the intent is for a medium-sized playable level that's entirely underground. It won't be fully crystal-themed, just a couple props here and there for lighting and color. I'm planning to make it more natural and without major infrastructure, but that's subject to change. There are planned elements that should make it stick out from the existing moons

unborn forum
#

Lovely, can't wait to see that. MAsa has one curiosity tho.

#

Do it be vertical tho? 👀

glass mulch
#

So far that's looking like a "no". It depends on how versatile these assets are because I do want to add layers if possible. We'll see what I can whip up.

Keep in mind though everyone I am a college student that is particularly busy these days. I'll be more available by summer but I'm sitting on 3 moon ideas with no real ETA

unborn forum
#

Hey, take your time. Its your project, and your passion, not a obligation. But it'd be cool to see it someday so please hurry up jk jk

lapis glade
glass mulch
#

You're welcome to still do so of you want, I don't want people to not make moons because of a small personal restriction I put on myself.

lapis glade
#

Currently I’m making 3 moons that are the same; or very similar in terms of props and terrain. But each map is gonna have a different theme. One is fire themed, one is snow. On the moon there will be clues to type out of 3rd one, which will be grassy with floura

glass mulch
#

And as Masa said it's not even the first cave moon out/being worked on

lapis glade
glass mulch
#

I wouldn't say that, you have solid visuals - especially with the fog effects

glass mulch
#

If you are down for that

lapis glade
glass mulch
#

I think it was cohesive and pulled off its theme pretty well. I hope one day the idea can be revisited. It's a bit of an inspiration to my next moon in some ways

#

They're different! 🦀🦀🦀🦀🦀

lapis glade
#

Yep

glass mulch
#

Okay despite what I said earlier I have spent some time on the new moon. This one is going to be like 95% free assets and it's smaller on top of that, so very little work for me compared to all the custom stuff on Mycordytum. I'll give it my own touches later on. Might not be long before you guys see ||Terminus||

lapis glade
#

Bet

glass mulch
#

Oh kitbashing, how I've missed you

#

Teaser time soon maybe, gotta find a really bad shot so it doesn't reveal too much

lapis glade
#

I cant read the screen at all tho

#

I can only read out "deceased"

#

for population

glass mulch
#

That's intentional. Showing as little as possible but just enough to get some theories going

lapis glade
#

ah I see

unborn forum
#

Don't limit yourselves because someone else is making a cave mod! People would be very happy to see a bunch of cave moons release and use them all. Heck, Masa likes it when there are multiple moons of the same biome so Masa can make it feel like they're supposed to tie in in some way kind of like Rend/Dine/Titan, Offense/Assurance/Experimentation & Vow/March/||Adamance||

This is not about who's mod is better, it's not a competition. :3 It's passion, your own work and hobby! 💜

unborn forum
# glass mulch

Ohh, kind of looks like the name for the moon is Terminus. :O

glass mulch
#

You would be correct

#

Also for the record I've already set up the basic scene and name for my cave moon, I just won't be working on it for quite a while. Focus is on Terminus for the foreseeable future (though Mycordytum is getting a few goodies as well). Playing with a lot of new tools on Terminus so I'm excited to see what people think.

unborn forum
#

Ohh, can't wait to see what you'll cook!

lapis glade
#

Ima start it tomorrow

glass mulch
#

Nice

lapis glade
#

Actually probably Saturday

#

I gotta fix my existing moons

glass mulch
#

I may release Terminus Saturday. A lot of the core stuff is done, I just want to add to it and improve layout stuff. In terms of scale it's actually becoming a decent bit larger than I planned, but still smaller than Mycordytum. The cave moon is looking to be the smaller right now, but I plan to add some verticality to have more playable areas in the same volume.

glass mulch
#

Should be real teaser time soon I think

glass mulch
#

Still not quite done yet, but Terminus is coming along nicely

lapis glade
glass mulch
#

No not quite. Similar style but very distinct structures

lapis glade
#

oh alr but the lighting looks promosing

glass mulch
#

This should get the theme across fairly well

lapis glade
split gale
lapis glade
glass mulch
glass mulch
#

Going to try to put out what will arbitrarily be the 1.0 update today assuming there aren't any issues. It will probably be pretty late though because I ended up spending the day cheering on friends at a competition for a club I used to be in. (They won because they're awesome)

lapis glade
#

btw would it be fine if I also made a graveyard moon, its def gonna be a different direction, but I still have graveyards and a chathedral

#

and it wont be red

#

in terms of visual its going to be simaler to my phantom manor moon

glass mulch
#

Heck, I'm even willing to share assets - at least for the stuff I've modeled and textured myself. In the event anyone wants mushrooms I got you :p

lapis glade
#

Alr bet

onyx moss
#

this fever dream of a moon... i couldn't not XD

glass mulch
onyx moss
#

lookin forward to your spooky moon

glass mulch
#

Trying to test it rn before I push the update, then I gotta get pics and stuff for documentation.

onyx moss
#

the colors in the previews above finalized?

glass mulch
#

Yeah haven't messed with that. There's a wide shot in #1210653206225363018

#

I'll post cleaner pics when I can - rest will be on README

onyx moss
#

Terminus & Conditioninus

glass mulch
#

Ooo

onyx moss
#

ill return to it if i see it fit. for now, got the stones, 2 mausoleums, fences, and a few lights. also the light from the sky hitting the one structure

glass mulch
#

Didn't see the light at first. I think when it's out some of the details may be tweaked or enhanced from reference but other it's pretty good

onyx moss
#

yea, wanted to keep it less of a focal point

glass mulch
#

Gotcha I see where you're coming from

glass mulch
#

Ran into some problems and it's getting really late (4:42 AM) so I'm going to hold off till tomorrow so I can make sure the one issue I saw is fixed. Here's a ton of screenshots to make up for it.

glass mulch
#

Version 1.0.1:

  • Updated README file with important moon information and more sources

Version 1.0.0:

Mycordytum

  • Added tiny mushrooms all over as a sort of "foliage"
  • Added spore clouds ands falling spores and particle VFX
  • Further modified Drop Ship visuals
  • Made Spore Dragon stop slightly further away (Diversity based fixes)
  • Tweaked fog and sky colors a bit and added a mushroomy skybox
  • Reduced Drop Ship far music volume
  • Tweaked scrap types found in interior
  • Made custom orbit moon object
  • Minor tweaks to terrain
  • Upped indirect lighting
  • Did various backend tweaks to support multiple moons in one mod

Terminus

  • Initial release
#

@harsh arrow that moon I was talking about is finally out for testing. In the mod page I also listed every asset I used in case you wanted any of them for your interior.

#

Overhaul Moons v1.0.1 (Mycordytum & Terminus)

#

What I'm looking into for future updates:

harsh arrow
#

i like the primary assets one!

exotic grove
#

lmfao i did not expect the gnomes to be able to eat me

glass mulch
#

Lol yeah they keep that specific behavior, it's just harder to die to them unless their passive debuff thing also disorients you

onyx moss
#

yooooo Terminus drop, lesgo!

glass mulch
#

Now I can relax for a bit and tweak things after getting feedback (unless there are some major issues)

onyx moss
#

feedback will come from me in 1.5 hours (give or take). need to finish shift then get home

glass mulch
#

Awesome, sounds good

onyx moss
#

sorry for the delay. had less time than i thought.

really good start. fantastic even.
one bug i noticed outside however is that the footsteps sound more biased in the right ear for some reason. i think my headset was just bein dumb. i request someone else confirm/debunk
as for an exterior suggestion, when going into either fire exit, i recommend the strong blue light soften as you get closer to it. just so it doesnt just glare in front of you as you enter/exit.
indoor mobs... nix the turrets. doesnt fit the theming at all. the mines are a bit more fitting, but not enough to increase numbers of them.
my recommendation for indoor baddies easily goes to Nutcrackers (as a reference to haunted statues), Bunker Spiders, Ghost Girl (hate her but she fits), and Maskeds.
Hoarding Bugs are pretty fitting if you ask me. little loot gremlins that steal your valuables; not unlike imps

nailed the atmosphere for sure. keep them updates a comin 😄

glass mulch
#

Awesome, great to hear it's well received so far. I'll definitely mess with the fire exit VFX and I'm down to drop the turrets as well. I do have all the interior enemies you mentioned at a solid rate, but I also have more enemies on top of that since I generally want gameplay variety and matching difficulty in that regard over just matching themes. Extior is where I'm more worried about the enemy theming. But I'll keep it all in mind and tweak spawn rates to favor the thematic enemies. - I'm also down to remove turrets.

onyx moss
#

cant think of much in terms of moon specific enemies (ex. Gnome Keeper and Spore Dragon). if i think of something, i'll spitball it. above all tho, u do u

glass mulch
#

Yeah the lack of ideas are the main reason none were included. I'll probably learn the enemy skinner mod and just have reskins of base models, but there aren't any plans now for proper subspecies.

onyx moss
#

only thing i can think of is behavior adjustment of a vanilla enemy, but the tweeks would be extensive

harsh arrow
#

you have custom enemies on these moons too?

glass mulch
#

No, but sort of yes? It's an odd system where Vanilla enemy prefabs are changed in various ways. For example, I have a "Gnome", which is a forest keeper, but the texture is different, the sounds are pitched differently, they're way smaller, they stop a set distance away from you, they have a custom scan node, and they have a post processing volume that causes nearby players to experience psychedelic effects. But it's otherwise a forest keeper.

#

The various moons with Subspecies are documented here https://docs.google.com/spreadsheets/d/1DIMxtYa64d8WkFnRGXLcx6Pi16bwTwHp69r8PUUo39o/edit?usp=drivesdk in the entities list

rugged fiber
#

@glass mulch yo, what are the two interior weights for Terminus? 👀

rugged fiber
#

25 275

glass mulch
#

Correct, with 275 for Mansion. Sorry for the delay in getting back to you

rugged fiber
#

nah no worries xD

glass mulch
#

Got some good pics from the local total eclipse, might actually use them for my moons

harsh arrow
#

bc i see mine is already on there

glass mulch
#

I made most of it and then Alecksword became a contributor and helped format it better and add things I've missed.

lapis glade
glass mulch
#

All my college classes canceled for the eclipse so my roommates and I went out for a mini road trip

lapis glade
harsh arrow
#

whats the nether fortress interior?

glass mulch
#

I'm in the US but it probably varies a lot depending on the institution

glass mulch
#

Should have the mod displayed next to the interior

harsh arrow
#

yeah but ive never seen it before

glass mulch
#

There's a lot of different effects that it can apply so it's just luck in seeing it

lapis glade
languid ferry
#

i will finally add these

glass mulch
#

With the exception of pushing hotfixes, I'll will probably take a step back from moons for a couple weeks. I'm still very enthusiastic about it, but I'm just busy for a bit. Any work I do in my free time will probably be on the next moon ||Lucullan||, but I'll also put out updates for the other maps when it finally releases. For now, I'm juggling like 5 college projects and I want to clean up an old ROUNDS mod. I'll keep everyone posted and keep an eye out for reports and feedback.

#

Also don't worry about V50 compatibility. If I need to make changes on my end that will take priority.

lapis glade
glass mulch
#

I'm wanting to do an interior at some point as well, but I'm waiting for another moon or 2 for now. Hopefully during summer I can finish one up. Not sure what I'm planning for the interior though. The only idea I've thought out to some extent would be difficult to pull off and very... abstract.

On the moon front though I can keep pumping them out for a while maybe. I've got ||Lucullan|| ready to be worked on, I've got the ||cloud|| themed moon I want to do at some point (got some assets that might work), and just today I got an idea and the assets for another unique moon.

glass mulch
#

Version 1.0.2:

General

  • Fixed issue with asset bundling in project set up
  • Updated StarlancerAIFix dependency

Mycordytum

  • Project fix in turn fixed some nav mesh issues
  • Fixed moon orbit prefab size
  • Lowered particle height

Terminus

  • Increased price to 150
  • Project fix in turn fixed some nav mesh issues
  • Tweaked fire exit bloom effect to be cleaner and less obstructive
  • Tweaked light beam above entrance to be shorter to avoid rare instances of it overlapping with dungeon generation
  • Added some level tags
  • Tweaked scrap balance (more potential max scrap, less overall scrap value)
  • Tweaked reverb triggers
#

Overhaul Moons v1.0.2 (Mycordytum & Terminus)

lapis glade
#

Terminus is out?

glass mulch
#

Yeah been out actually

#

From 1.0

lapis glade
#

Oh bet

glass mulch
#

Now I'll be working on ||Lucullan|| and ||Aberration||

lapis glade
#

Are they twin moons?

glass mulch
#

Nope. I mean, they could be, but that's not the intent. I just have 2 moon projects set up that I definitely want to do right now (and the framework of a 3rd but no scene for it)

lapis glade
#

Alr bet

onyx moss
#

oooo, more update 😮

glass mulch
#

Just fixes, tweaks, and balance for now. Probably won't see a bigger update till next LLL version

chilly shard
#

Bathby is working on it

glass mulch
#

Yep, was expecting it to drop pretty soon even without v50 dropping. Iirc I won't need to actually change anything when LLL updates, but I do plan to adjust both moons with v50 stuff in mind. I'll have to adjust how my project is laid out too.

chilly shard
#

Imagine...

glass mulch
#

I don't think old birds fit on my current moons. With that being said, there will be changes to enemy spawns (and scrap)

chilly shard
#

I almost forgot to ask

#

But did you see the problem with the AI being bugged?

#

Or did you already fix it

glass mulch
#

The navigation was botched for a bit because of project issues of having multiple moons in one mod, but I fixed it 1.0.2

#

Unless you mean something else, but enemies being weird should be fixed

chilly shard
glass mulch
#

Yep. No idea what the actual problem was tbh aside from issues with packaging the mod scene which I got a work around for

chilly shard
#

Oh yeah! I wanted to say how awesome termina was

#

Interesting idea tbh

glass mulch
#

Thanks! I was surprised that I hadn't seen other moons do the theme, at least for LLL

#

But now that I'm kitbashing instead of doing all my own models, moon quality should improve

chilly shard
#

If you saw

#

There was one called un

#

Spectralis

#

Reminded me of that

glass mulch
#

Yeah Tolian got one out right before me lol. We had them in development at the same time. They're distinct vibes though so I don't mind.

chilly shard
#

Fr

glass mulch
#

Next moon will be a theme that's been done before, but I think it'll have a pretty unique twist. Two other moons I have planned are completely unique as far as I can tell

chilly shard
#

What's the other moon gonna be like?

glass mulch
#

Maybe I'll post some teasers actually

#

The 5th moon was my 2nd moon idea, but it's so abstract that it keeps getting pushed back. The idea is to have a ||cloud themed moon||. The other two I'll get some teasers posted I've decided

chilly shard
#

I still love the mushroom moon

#

Nothing beats it...

#

Are you ever considering doing interiors?

glass mulch
#

Yeah at some point it's definitely planned. Just not a focus right now because that's a longer project to commit to. I'll probably start work in summer

chilly shard
#

Tvf

#

Tbf

#

Interiors are tough

#

And sometimes a pain in the ass

glass mulch
#

Yep. Plus that's a lot of art assets to worry about. I'm somewhat competent with art stuff but that's hardly a hobby of mine, so I'd rather shift to finding some good assets I can use for an interior

#

Another big issue is the ideas I've had for interiors so far are just way too crazy to start off with

chilly shard
#

Lemme hear one

#

If you wanna sjare

glass mulch
#

Sure, I'll share both

#

One idea was something for Mycordytum where I have underground caverns themed around mushrooms and stuff. It would be kinda like Deep Rock Galactic's mushroom biome, but the interior scale would be big to scale around my mushroom assets and DRG's feel, and the shape would have to be very distinct and natural

chilly shard
#

Square ish

#

But I think about how the bunker does it in more interiors

#

With the cave sections

glass mulch
#

Yeah, it's doable. Someone is doing a mineshaft interior and it looks pretty great. But I'm also not 100% sure how I'd make a regular mushroom cave feel like a fleshed put interior. Bunker and mineshaft have very distinct room types and stuff.

chilly shard
#

Minecraft Mineshaft?

#

Or just... A Mineshaft...

glass mulch
chilly shard
#

Tbf you have a point.

#

Hard to really flesh the idea out

chilly shard
#

The crustallum

#

Moon

#

Crystalline

#

Or something

#

You could take inspiration from that moon

glass mulch
#

Crystallum by Tolian?

chilly shard
#

Mhm

#

You could have like big open lava pits...

glass mulch
#

Hold that though actually :p

chilly shard
#

Just don't make it as bright lol

glass mulch
#

But it's funny because I accidentally found the crystallum assets when looking for my own moon assets

#

And one of the other moons I forget which

#

Same with the assets used for Mineshaft but at this point I'll probably just let that mod cover my planned niche for now

chilly shard
#

What's the other

glass mulch
#

The other was the House of Leaves. It's from this book that gets into this crazy meta fiction rabbit hole thing with it sorta being the first ARG. It's basically the first liminal space - it did a lot of Backrooms stuff before the Backrooms was a concept. A house that's way bigger on the inside than the outside, with endless corridors and constantly changing sizes. The inside can Warp and deform into strange scales and stuff

#

That was my first interior idea, but the idea is insane and abstract. The original concept is from a book (with maybe a picture or 2 from the weird ARG stuff), and the most visual reference I could think of is the Doom 2 mod MyHouse.wad (which was inspired by House of Leaves). The interior scaling would have to get weird to really sell it, and I'd have to make up how most of it looked. Honestly this may just have to be a team project or something because the scope would be pretty crazy.

chilly shard
#

Self changing interior is probably the most interesting idea I have heard

glass mulch
#

Not sure if I'd make it self changing or if it's even possible, but I had some ideas to emulate concepts from it. There was this spiral staircase at the entrance that sometimes was short but other times would go down for miles. I could have a staircase tile that had some trigger volume where if you went down far enough it just teleports you back up so it seemed like you went down forever

#

Also considered having a tile that's like a fake exterior but again that's insane

#

Could do like the normal house part as the fake exterior maybe

chilly shard
#

I just imagined a tile being a fake looking door you could tip over

#

My brain bruh...

#

I would giggle my ass off though

glass mulch
#

It would be a very fun interior for sure, but I just don't have the skills to pull it all off I don't think

#

Anyways here are some HEAVILY WIP teasers for ||Lucullan|| and ||Aberration||

glass mulch
#

Mix of it looking weird in editor, it being WIP, and Discord making it more saturated makes it look way greener than it should be.

chilly shard
#

😭

glass mulch
#

It'll look way less radioactive when I'm done :p

chilly shard
#

Alr I'm excited to see...

lapis glade
lapis glade
#

disabled icons and stuff

#

but the moons like great

onyx moss
crude vortex
#

just got done with the introduction and starting the navidson record

#

in already so confused lmao

crude vortex
crude vortex
#

I could maybe sketch some room ideas though at least if you wanted some help with that

glass mulch
#

It's my favorite book but it's a lot to process and figure out. I learned about it from Night Mind, who covers a lot of ARG/unfiction content. I later learned about MyHouse.wad from game design circles I follow and was blown away by the House of Leaves connection.

When you finish reading and are done trying to analyze it yourself, Night Mind's videos on the book are a pretty solid summary and analysis. Won't answer everything, but that leaves room for you to make your own conclusions.

You're welcome to sketch and send ideas. I may try to give the interior a shot one day when I'm more experienced.

#

For now, I think I'll commit to doing a natural xeno mushroom interior DRG style. I found some assets that may do the trick. I also happened to find assets that were used in a lot of other moons and interior whike looking around, so that's neat.

chilly shard
#

I forgot to mention

#

You are waiting for the actual release of LLL

#

Right?

glass mulch
#

Sorta? I don't really need to do anything because it should work out the box, but I would need to update my project stuff

chilly shard
#

Version is going around

#

Tested it and it does function properly

#

Pretty shocking tbh

glass mulch
#

Interesting. probably won't need to mess with it, but good to know there are options

glass mulch
#

Ported my project stuff over. Unfortunately won't be able to test what I make until LLL updates, and I don't feel like importing the LLL beta or LLLFixed branch DLL into my project, so I'll take the time to focus on other work. With that being said, I'm using some of new tools to make something fun for each map. You'll be seeing more than just the new v50 creatures on my moons...

glass mulch
#

Still need to work out kinks and figure out the animation stuff because this is a premade asset, but the idea is to use sfDesat's new wandering creature tool to have passive critters on every moon. It's now 3AM so I sleep.

lapis glade
glass mulch
#

There's a little ghost for Terminus too but it's getting infinite loading rn so I'm trying to figure it out still. I've also grabbed a couple other characters for future moons, though I'm not sure how I'll handle what I want to do for Aberration

chilly shard
#

but

#

It's not here

glass mulch
#

Oh shoot, I know why. It's just popping an error though right? No issues actually playing?

#

Because I have everything on one package, the actual mod bundle has the other WIP moons as data it wants to grab, but the mod is only published with Mycordytum and Terminus. It will pop an error when loading saying it failed to find Lucullan, but it should break anything.

chilly shard
#

It just asks

#

For the bundle

#

But it's not there

glass mulch
#

Gotcha, should be fine then.

glass mulch
#

Adding another planned moon to my roster. It's a concept fleshed out by Masa, and I asked for permission to make a moon inspired by it. Won't go into it much without having solid progress on it. I'm also not very free for this week and the next.

#

Btw check out Masa's concepts they're really cool.

#1206985374841315368

onyx moss
#

so... the moon is called "The Act"?

glass mulch
#

Nah, that's what the driving force behind Maskeds is. The plan is to make a moon infected with The Act

onyx moss
#

oooo

#

1601 Hamlet

#

1601 for the year the play was written, and the name for the play itself

#

Hamlet also meaning "small settlement"

glass mulch
#

Oooo I like that for the name. I'll probably do some variation of that

onyx moss
#

glad ya like. lookin forward to anything that comes from this idea as a whole

#

Difficulty Level: Break a Leg...

glass mulch
#

Hah, that's a good one too. I'll probably use an actual difficulty though just because people would want that (and they'll be asking here what it actually is). Might be able to put something like that on the display monitor though. Feel free to drop any ideas you have btw. This is already a collaborative moon as is so might as well involve whoever is interested.

onyx moss
#

we'll see if i come up with anything extra 😛

onyx moss
#

while not yet written, these kinds of enemies both fascinate and terrify me

#

btw, interior will probably need a "void" for a ceiling

#

for this to work

glass mulch
#

I think Audio Knight was working on the theater interior described in the Act thread. A lot of the concepts might end up being split up between different mods by different devs.

onyx moss
#

@prime thunder

glass mulch
#

🗿

prime thunder
#

I'm hoping to do it soon, @unborn forum came up with the premise and it really intrigued me

#

Just cooking on other things first @_@

glass mulch
#

Yeah I really liked the concepts. Was planning to do a moon based on it but I got a lot of other stuff on my plate too

prime thunder
#

It would be a great moon for me to just be creative with no regard for reality

#

I love what I've done so far, but I wanna be silly

glass mulch
#

I mean if you're really passionate about it I'm also willing to concede the project. Haven't started outside of basic brainstorming. Going to also have to find non-asset-store assets it seems (or make them).

#

Unless you were already doing a moon? Because my impression was you were doing the theater interior described in the thread.

prime thunder
#

I figured if I made the interior I'd probably make a moon to go with it, but now that I think about it a Theatre fits Solace decently well on its own, so if you wanna make the moon go for it

#

well, it fits aesthetically, ideally The Theatre should be difficult due to Maskeds, idk ; w ;

glass mulch
#

Hmm, tricky situation. I wouldn't want to mess with the casual identity of Solace, but that's up to you. We'll see what happens later. I won't start for a while since I have other projects, so maybe I won't go through with the moon on my end. If I end up getting some assets done and you still want to do the moon I could just send you them to go with the theater accessory moon

unborn forum
#

The theatre is meant to be viable for all moons since its a 'infection' of the Masked, or the concept of Masked changing the factory/mansion into their own home. So imagine a bunch of Masked deciding to change the layout of the interior into their Act, masks consuming the interior eventually, and 'assimilating' this interior into a Masked.

Hopefully that helps with the idea Masa is going after. ^^

#

A moon to go along with it would be essentially a moon that is assimilated as a 'Masked' should we go for the theme, which sounds terrifying as a concept.

glass mulch
#

Yeah that's what I had in mind from reading. Was planning on having the terrain be mask shaped if not just a straight up mask model.

prime thunder
unborn forum
#

A new interior, created by groups of Masked who linger at one place for too long. This place used to be a facility, or a mansion, though in time, the Masked who inhabit the place have given in more and more to their theatrics, their dramatic desires to play an Act. Slowly in time, new masks have been engraved, and curtains have been hung up. A stage, created, halls twisted and mannequins set in place. No one truly knows how the Masked get all of this, some theorize that the interior itself is being converted by the Act, the power of the Masks. They must be dealt with, lest your quota be stolen by scrap recreated into theatric horrors.

glass mulch
#

Was largely basing it off one of the paragraphs in this screenshot for me

unborn forum
#

Yuh

glass mulch
#

But essentially the Masked equivalent of that one Green Lantern that's an entire planet

unborn forum
#

Essentially. Though you can also see it in a more horrory form, where the moon/interior is ALSO a 'breeding ground' for new masks.

onyx moss
#

Mogo?

glass mulch
#

Going to be interesting making a moon feel alive alongside the whole theater motif. Might take inspiration from Terraria's crimson since Maskeds have the whole blood thing going on.

unborn forum
#

So in walls, floors and such, you can essentially see masks bulging out of the material as if they are 'trying to breach the wood' Kind of like uhhhh... That one video with the wall that bends itself into the pressured form, and a dude pushes himself into it to scare the shit out of a child

glass mulch
#

Send me that video because outside of being a reference that just sounds hilarious (if you can find it no pressure)

glass mulch
# onyx moss Mogo?

Yeah pretty sure. Not huge on DC stuff tbh I just have a wide array of random trivia

unborn forum
#

Trying to find it but Masa has no way to describe it 😭

onyx moss
#

well

glass mulch
#

All good, I think I get the jist. I'll run by designs when I get around to this and see what you think.

onyx moss
#

may have a little pixelization to do when i get home

glass mulch
#

I wouldn't jump the gun just yet. This is a backlog project rn

#

But the orbit prefab will almost definitely be a moon wearing a giant mask so that's a safe bet for concept art :p

unborn forum
#

Cant find it but Masa found a alternative example

glass mulch
#

Though seeing how excited people are, maybe I'll get to this sooner than later. Though at that point I may look into recruiting a proper artist because I don't think I can make models that are both good and optimized well

glass mulch
# unborn forum

Ah gotcha, I like that. Might be able to do that with texture and normal maps, but would work for models too.

unborn forum
#

Yeee

#

For the interior, the idea to make it feel twisted was essentially that, but at various spots and such, as like a 'when you see it' kind of idea. Though for a tile, Masa actually had the idea to have a corridor that twists a bit in its shape and has those mask bulges practically everywhere

unborn forum
#

YES

#

It would be even cooler if there could be a script event for some mask marks to appear at random intervals in the walls.

#

Instead of already being there

onyx moss
#

hmm...

#

dont know how optimized that could get

glass mulch
#

Idk enough about net code to make that synced either

#

But I have some ideas in mind for more dynamic mask effects maybe, I'll have to mess around with it

unborn forum
#

Might have to ask Wesley for that one yeah. But these are all ideas of course. The interactive side of it all is moreso the advanced 'if it can be done, would be poggers' ideas

glass mulch
#

I get what you mean yeah.

onyx moss
#

so... the moon actually wears an enormous mask?

glass mulch
#

Maybe not literally, but I intend to at least make the terrain of the moon shaped like a giant mask

unborn forum
#

In a abberative way, yeah. Kinda more the material of the Mask 'melts' into it and around it, corrupting it.

onyx moss
#

then i know how to pixelate it at least. example wise

unborn forum
#

So imagine a mask that kinda deforms into the shape of the moon.Soemthing a similar effect to uhh... Leatherface from Texas Chainsaw Massacre.

onyx moss
#

ah

glass mulch
#

Hmm

onyx moss
#

well, i'll still pitch my icon idea later.

#

again, as an example and not final

glass mulch
#

Well, the neat thing about game projects is that they're iterative. I'll make a first draft at some point and change it based on feedback later.

unborn forum
#

You can go wild with it too, it doesnt have to just be white materials and blood textures ofc. You could probably put like a outside theatre, buildings and whatnot that look 'raggedy' crafted, or go even more bizarre and put like, willow trees around that have curtains instead of leaves!

onyx moss
#

nah, i have an idea

glass mulch
#

I was thinking some rivers that run through with blood red water

unborn forum
#

Could work! WAIT

#

OMG

#

A WATERFALL BUT THE LIQUID GUSHES OUT OF A MASK FACE BULDING FROM A MOUNTAINTOP

#

Which then connects into the river

#

😩

glass mulch
#

That is AWESOME

#

Going to have to exaggerate the mask terrain a bit more than intended but that's definitely going on the list

unborn forum
#

And like, a mount rushmore esque mountaintop for like, the edge escenery but its masks instead :OOOO

misty heart
unborn forum
#

YES

#

Masa was thinking about that too omg

onyx moss
#

someone's been pouring all the undrunk green room punch into the river

misty heart
#

Great minds think alike

glass mulch
#

Writing this all down for later

unborn forum
#

Gotta think of a moon name now too

onyx moss
#

1601 Hamlet

unborn forum
#

Oooh, what about Spectacle?

#

Hamlet?

onyx moss
#

a play by Shakespeare

unborn forum
#

Good play good play

onyx moss
#

1601 refers to its script completion date

#

and a Hamlet is a "small settlement"

#

while not necessarily small, it is a settlement of sorts

misty heart
# unborn forum Masa was thinking about that too omg

adding to the whole temple of notch shtick

if I remember the map correctly a cool interaction for an inspired moon would be some sort of pedestal before lets say a closed cave entrance you'd need to put a mask on for it to open
Putting other scrap would swarm you with masked or something of sorts idk

glass mulch
#

Hamlet is my top pick for moon name currently, but I'm willing to hear other options. Maybe I'll do a poll or something too

misty heart
#

Or rather make it a separate dungeon entrance
I remember Batby saying something about LLL supporting multiple dungeons on a moon?

glass mulch
#

I'll talk with Wesley and see if he's open to some scripting lessons :p

glass mulch
unborn forum
#

Thank you so much for wanting to work on this. This is amazing 💜

misty heart
#

Kinda sad that lucky dice dev left the modding scene, their mod had an event where it would spawn a couple masked and a mask, and picking up that mask would make you immune to them

glass mulch
#

I mean it's a great concept that I'd like to see come to fruition. I'll put together something basic within the next couple weeks (got college finals coming up) and use that to set up a thread in #1210315682613436446 so I can get an artist for these wacky ideas.

misty heart
#

Good luck with your finals!

glass mulch
#

Ty ty

unborn forum
#

Good luck! Masa's friend is dragging Masa into watching/playing a game so Masa will talk later! ^^

glass mulch
#

Thanks, cya masa

onyx moss
#

prototype Hamlet (sticking with name til officially changed)

#

@unborn forum

lapis glade
#

I might possibly make an interior for mycodytum, I would love to communicate with you in the future if you are down ssencipe.

glass mulch
# lapis glade I might possibly make an interior for mycodytum, I would love to communicate wit...

Yeah I'm down. I considered doing one myself, but it is a weird theme. I can point you towards some free mushroom assets I've found in preparation of this alongside the models I made myself for Mycordytum. Otherwise I'll be in touch for stuff.

It's cool that's there's suddenly more collaboration going on for me to be a part of. Maybe I'll put together a basic LDD or 2 as a way to get some ideas across (and practice my documentation).

lapis glade
glass mulch
#

Eh I'm not super invested in doing so. Maybe I will, maybe I won't, but if you want to make one you can take over. I have other interior ideas I'd rather make over the Mycordytum idea tbh

onyx moss
#

lookin at the icon i made... ehhhhhhhh, im definitely redoing it... as the idea develops more

glass mulch
#

I feel the mask will be more prominent on the final moon, but it's a solid start. Gets the point across well.

onyx moss
#

managed to work a comedy face and tragedy face into it. the main building is the mouth of comedy. tragedy cries the river of [[bloodlike fluid]]

#

honestly, may just do a similar thing i did with Atlas Abyss

glass mulch
#

Honestly yeah that would work pretty well. I feel the map is weird and abstract enough to have a sprite that takes creative liberties like that

lapis glade
#

im currently working on a interior rn ehich is like 60% done, then im going to make a luigi mansion interior, since there is a really nice rip for all the assets. Then i will work on this.

glass mulch
#

The lab interior looks sick can't wait to see it finished

lapis glade
#

im not sure if i should seperate the office area and lab area, or integrate them

glass mulch
#

I think it's possible to make them work together. Offices for supervisors or researchers that need a workspace for non-lab stuff and the like can exist in labs. Depends on the ratio of lab to office you want I guess. The reverse would be a research company office building with testing facilities included.

#

The room wall tiles will probably be the main factor in getting it all to mesh well together

lapis glade
onyx moss
#

take 2

lapis glade
onyx moss
#

||that's the point||

lapis glade
#

Oooo

#

looking at it compared tk thr first one, this one is def better, more clean. I like how its supposed be a face, but it’s not super obvious

glass mulch
#

A step forward for sure. Would be interested to see how it'd look with more mask-like contours. I think when the level layout is set it will be easier to get a good sprite overall

onyx moss
#

agreed

glass mulch
#

Probably going to sleep soon because I'm sleep deprived and have a lot of work to do tomorrow, but here's what I'm generally considering for level layout to get feedback for later:

Idea 1 is to have adjacent tragedy and comedy masks, either in the traditional side by side format or one mirrored under the other.

Idea 2 is to have slightly conjoined masks for a more cohesive connection between them and a general eerie morphing effect.

Idea 3 is to have 1 mask, but it's split into a half comedy side and a half tragedy side.

This would all be terrain shaped to look like the masks. You'd likely start on the tragedy side with the vomit Waterfall and maybe some tear stream rivers, and that would lead to the comedy side which will likely have the main entrance near the mouth area or eyes depending on the layout I finalize. I'll flesh things out more with a LDD later, but wanted initial thoughts.

lapis glade
#

ooo

onyx moss
#

... wonder how the director will function, let alone look like

unborn forum
unborn forum
glass mulch
#

Slept on it. While I think both versions of idea 1 look nice and convey the theme well, it has the glaring flaw of being the only level type of having a choke point that cannot be bypassed. Since we will be dealing with Maskeds on the surface (and potentially enemies like Spiders based on the original concept description in The Act thread), it can be frustrating to be blocked off or sandwiched at a choke - especially one that connects core areas of the map. I'm leaning towards idea 2 now - especially the one based on the attached image. With that being said, this is still an open discussion for what I see as a more communal moon project.

onyx moss
#

yknow, what if 2 Masked were conjoined at the head as a result of some kinda mask merge like this?

#

cant imagine how animations would work, but the idea is there

#

custom Mask Hornets for outdoors. slow, randomly wander, cant board ship, and if someone dies to them, that someone becomes masked

glass mulch
#

Probably not doable without additional modding components to have Masked hornets convert people, but the rest is feasible and already planned. When LLL updates, there may be extra stuff I can do with the ExtendedEnemy function, we'll see how it goes

#

Currently dropping an update I've been sitting on for an old ROUNDS mod before getting as much work done as possible today on college stuff. I'll see if I can get a LDD doc up this weekend

unborn forum
glass mulch
#

Yeah that's partially the inspiration for the level layout I'm now aiming for

unborn forum
#

Yeeee.

unborn forum
glass mulch
#

Couple ideas I want input on:

What do you guys thinks about having props on the level that look like ||Masked enemies staring at you from a distance but are actually just cardboard cutouts|| maybe at the ends of bridges or intersections or something

What do you guys think about making the level ambience audio have ||laughing, cheering, booing, and awww-ing like you would hear from a live studio audience; this could be distorted to sound eerie||

unborn forum
#

They both sound amazing as ideas, not gonna lie. In a way, the interior idea with the bulging masks was to instill not only creepiness, but also the feeling of being watched. But since you are also so attuned to the fact these masks are around, you also make yourself more vulnerable to the real deal.

#

||The ambience would work perfectly, though they'd have to be done right so it doesn't become too annoying. Maybe certain events could lead to certain 'audience responses', like hearing a boo when you escape a chase, or cheering when someone gets converted, laughing when someone dies, awww-ing when someone goes outside of the interior undamaged/the ship leaves. Maybe even crying when a enemy is killed, and heck, a 'shhhh' when it turns nighttime, before it becomes DEAD SILENT.||

misty heart
#

||just cardboard cutouts||
||reminds me of one time when i played votv and 3d printed a jerma cutout, which i put outside the base door and swiftly forgot that i did that
scared me to death next time i went outside||

glass mulch
#

Got, going to take this all into account. And do some alternatives when possible. I think I can have collider volumes for trigger sounds when entering certain areas, and I can ask Matt about keying in audio for times of day too maybe. We'll see, this is exciting. Making a moon comparible to something like Bozoros is like a massive development milestone

unborn forum
#

Definitely. Hey, can you perhaps DM Masa a rough draft of the moon layout whenever you have a chance (and don't want to spoil people)? Masa could help with the vision for placements etc.

It is fine if you don't, of course. But Masa's DMs (despite the DBD, thats just to minimize getting spammed lmao) are always open.

glass mulch
#

Got it, you'll bring first to see the LDD

unborn forum
#

Awesome, thank you. 💜

glass mulch
#

Absolutely swamped for this week and the next so I'm going to do smaller things here and there to keep at least a little momentum for myself. Sending a poll out for possible names for the moon in a sec just to get a feel for opinions.

prime thunder
#

My vote was Spectacle, but if you make Hamlet maybe I'll make Spectacle down the line 🤭

onyx moss
#

neighboring moons mayhap?

glass mulch
#

Sounds good. If I end up making some of the assets myself you'll be free to use them on request btw.

(Though hopefully I can recruit someone else for it. I can make models, but the UVs and topology will be a pain compared to Mycordytum.)

unborn forum
#

Multiple Act moons? Not against it at all :D

#

Maybe one (Hamlet) that is the main Act moon, fully assimilated and all, and another moon (Spectacle) that is under the effects of being assimilated? :O

glass mulch
#

I don't necessarily want to take the title of my moon being THE main Act moon, but the idea of fully and partially assimilated moons could be good inspiration for having unique designs for Act styled moons

onyx moss
#

dibs on icons, but you know me 🙂

glass mulch
#

Going to be porting all my moons to 4D. Already making tetrahedralized meshes that I'm UVW unwrapping to add 3D textures to. There will be x^4 more fire exits, but they'll all be in the same locations still - you'll just have to shift ana or kata until you find them. You can't hide in the ship anymore though since enemies will just come in from a plane where the ship isn't there.

<《{[(REAL)]}》>

exotic grove
onyx moss
onyx moss
#

so LLL released. Lucullan is in the pack i guess, but wont load. my guess, injected a bit early or in a (newly) wrong place

glass mulch
#

Known issue, but it doesn't really affect anything. Just a byproduct of my project setup. Next patch will probably have even more moons that don't actually exist yet, but it shouldn't cause any actual problems.

onyx moss
#

hmm...

glass mulch
#

With that being said, there may be issues with V50 foggy weather on Terminus until I can get back to work next week.

onyx moss
#

gotcha

#

tbh tho, id rather not see moons that aint there XD
especially ones i can pull the lever to and subsequently get softlocked

glass mulch
#

Wait it shows up in the moon catalogue now?

glass mulch
#

That's a completely new issue. I'll try to get that fixed after Sunday then. Little hotfixes for v50 (maybe a couple extra goodies)

glass mulch
#

What is Terminus rated at out of curiosity?

#

As in difficulty determined by LLL

onyx moss
#

A-

glass mulch
#

Nice, as intended

#

I'll sleep now but I'll keep my eye out for any other reports

onyx moss
#

aye aye

split raptor
#

Probably just a side effect of LLL updating lol

onyx moss
#

definitely is

glass mulch
#

Just so that I've made a clear official statement on the matter: I'll work to porting moons to v50/LLL1 2 and fixing things sometime after this Sunday. Too busy with college finals to spend time right away. Might take a day or 2 as a break as well because I expect to be fried after Sunday. Go ahead and keep any reports, suggestions, or feedback coming though.

onyx moss
#

no no i need them NOW take all the time you need, compadre

unborn forum
#

Masa will be awaiting your updates and sending good health and good luck to you. ✨ Take your time!

noble whale
glass mulch
noble whale
#

Is there someone I can ask about it?

glass mulch
#

Might be able to submit a ticket, but at this point you would find a mod or trial mod to ping.

noble whale
#

Alrighty.

glass mulch
#

Here

noble whale
#

Oh, thanks. I was just gonna hit up mod mail, but that works too.

glass mulch
#

Ideally now that it's up you get the role sooner than later so you can put up a post in #mod-showcase

violet lantern
#

?modder 235460401418993665

minor bladeBOT
#

dynoSuccess Added role Modder to yinigma

#

Yay! @noble whale you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.

noble whale
#

Thanks!

violet lantern
glass mulch
#

Make sure you drop the WIP in your channel name too btw. Best of luck with the project, really hope it gets popular. (Especially with moon devs)

lapis glade
#

yea its really underated

#

i just need to find the time to use it

glass mulch
#

Having some banger ideas right now based on some of the new stuff in v50, LLL1.2, and Lethal Toolbox. Might need to recruit a proper programmer to take it a step further, but this seems like a fun idea that could potentially grow into a much larger project. I may be in contact with a certain sprite artist soon for that second part... Until then, this could be a neat expansion to the moon mod.

glass mulch
#

Got finished with the brunt of my work. Just got one last project to finish up by Sunday and I can get back to the grind (and maybe start putting into place the new idea from earlier). Act Moon is still priority after the initial ports though.

glass mulch
#

Also in 2 hours the survey is totally going to ping everyone so that should be interesting

lapis glade
glass mulch
#

2AM Cryptic Message Time

lapis glade
prime thunder
glass mulch
prime thunder
#

There may or may not be a sort of teaser for a moon idea I have in my recent posts

glass mulch
#

I'll be sure to find it then

prime thunder
#

Have fun! I didn't really think anyone would notice it without me mentioning something, but it still brought me amusement to do it 🤭

glass mulch
#

It's always a little fun to do something like that yeah. I think I have a general idea of what it is based on a comment you made.

#

I think the extent of what I'm planning will depend a bit on how robust LethalToolbox and a couple extended events end up being - we will see.

prime thunder