It's purely headspace until I have the time to fully experiment with all the new tools. I'll probably make some version of the idea at some point. Nothing in particular really spawned the idea - it's generally taking inspiration from a lot of different concepts throughout the community and even other games. I'm willing to discuss it a bit in DMs if you're interested (this extends to other moon devs as well).
#Overhaul Moons v1.3.5 (Mycordytum & Terminus)
1354 messages Β· Page 2 of 2 (latest)
got bees on terminus for some reason????
Wtf
I have not touched interior spawns since release so idk why that would happen. I very distinctly remember there not being bees because I copied Mycordytum's settings and removed them.
i sometimes have bees on company and titan and other moons with my pack and i have no idea why, but inside its the first time tbh
Weird. May be something weird with configs for LLL or LethalQuantities or some other mod like that. If you haven't already done so, it could be fixed by deleting the config and regenerating it (but of course you'd have to fill in your settings again)
yeah, ill try doing that
Otherwise I'm planning to change all spawns next update anyways, so if it's some weird pre-port issue then it may just be fixed in a few days.
okay forget everything i said, i got rerouted with malfunctions and didnt notice it wasnt terminus cause i entered with reverse tp
Lol okay that's good
So to demystify the cryptic message earlier a bit, I'm thinking of expanding the lore of the my moons with the LLL update now allowing logs and other things. I had wrote up some stuff on the wiki page about Mycordytum, but it is largely standalone stuff. I'm planning to eventually tie the stories of all my moons together in some way eventually. Sometimes it may be strands that tie into one story that ties into another, but I think it'll be a fun little thing to expand on the game's lore. I'll be tying my 2 current moons to the 3 being worked on right now, and I do have solidified plans for 3-4 more in the future. All should be pretty unique and fun, so hopefully this project goes well.
On a side note, here is a cleaner version of that cryptic thing from earlier. Note that there is something I removes in this version that the old version still has... and be wary of who is watching...
the bees also spawned fir me on rend
in vanilla
Their issue was with Lethal missions or something like that
Mod that adds a mission sometimes to collect dungeon hives
#1189688386701762732
oh
Some other things have come up so things will be going a bit slower, but work is being done on the next update
π«‘
https://i.gyazo.com/0982e1c85e3d3fb5e5e94448bee6209d.png found something when landing on Terminus
Probably the story log if I had to guess. They didn't render in older versions of LLL/LC so I think I just left it floating since it didn't function or appear. I'll move it and make it function next patch.
alrighty
Last day of big work stuff for me before I can dedicate more to this stuff. Might spend some time unwinding tomorrow (probably playing Another Crab's Treasure or modded Noita :p). I'll keep productive though because I have a very loose, informal list of sprint tasks. Going to prioritize the Hamlet (the now official name) LDD while I get fixes out. Expect an update sometime this weekend if not earlier.
Something unrelated as I wait for things to package:

I am finally free from exams and projects. Your regularly scheduled broadcast will resume shortly.
I will spend some time unwinding and doing other minor work though as an FYI (updating portfolio, polishing up old projects, mini non-Lethal Company modding adventures), but consider this my current job for a bit.
tyt
Back on the grind
no way
bog business
Image was just me finally fixing the issues with the scene and getting Aberration to load in game. Going to look very different in the final product
Marvelous Misadventures will be had
It is not safer at these docks
Something like Candy Island would be such a cool moon idea though. To the backlog idea prison it goes
lookng great
is it just standard to use the xmas dropship
i've always wondered why all the modded moons seem to use it
It's just a matter of enabling the Christmas stuff in editor, which is easy. I only enable the lights though because I think having extra lights turn on when landing is a neat effect - the star stays disabled
Terminus lookin like absolute π₯
V50 port had messed up the lighting somehow, so I did a pass on that since it needed to be redone anyways. The lighting should be much more moody now.

Hopefully update is out tonight. Trying to get both it and my portfolio stuff done. Then over the weekend I'll draft out the LDD for Hamlet and mess with stuff for Aberration and Lucullan.
greatly lookin forward. keep us well previewed so i can get a finalized icon
@glass mulch
So Lucullan is visible in the Moon Catalogue despite not being on the mod page. However, I cannot travel to it. Freeze on lever pull
Yeah the actual moon bundle isn't included, but it's basic data is in the mod bundle. This wasn't an issue until the newest LLL update, but it should be fixed some time tonight.
Version 1.1.0:
General
- Updated project for Lethal Company V50 and LLL 1.2
- Removed WIP moons from mod bundle
- Added dll for wandering creatures
Mycordytum
- Adjusted terrain textures
- Added Tulip Snakes to enemy spawn list (without reducing hive spawns) and removed Snare Fleas
- Reduced Baboon Hawk spawn rates to account for new v50 changes
- Added passive mushroom critters
- Added spike traps to interior
- Tweaked scrap loot table
- Temporarily removed Spore Dragon and Gnome - they will return in a hopefully improved way but they are currently broken
- Added Argon, Valley, Marsh, and Free tags for parity with LLL and Celestial Tint tags
Terminus
- Enabled accidentally disabled bound walls
- Added Butlers to enemy spawn list
- Added passive ghost critters
- Removed turrets and added spike traps to interior
- Adjusted lighting (more red and moody)
- Made Drop Ship spookier
- Reduced max enemy spawns outside and a tad
- Tweaked scrap loot table
- Added Paid and Wasteland tags for parity with LLL tags
Overhaul Moons v1.1.0 (Mycordytum & Terminus)
yer wandering creatures sure love saying red things to me thru the log
Wow they are very angry. I'll try to figure out what their issue is. Might be something to do with valid navigation points, but I'll look into it in general.
Error spam
[21:31:57.9141882] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
WanderingCreatureController.Update () (at <1ad7eb0a989e43f0a893b6734e74f488>:IL_01D5)
[21:31:57.9141882] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
WanderingCreatureController.Update () (at <1ad7eb0a989e43f0a893b6734e74f488>:IL_01D5)
Also connected players do not see the same entities
Player 2 sees a mushroom, host does not
Looking into first issue. 2nd one is tricker. They have the proper network object and all, but it may be something wrong with the actual dll. I'll ask desat if there are similar issues with Aquatis
Hey everyone. I like keeping people updated on everything, so I'll be blunt. Life is rough for me right now, so I don't know when I'll be doing anything that I have planned next. I love this project and want to keep working on it, and I really like this community, but I'm not mentally in the right headspace to be working on all this right now. I'll be taking a little break, and when I feel better I'll be back to work on this hopefully.
[Temporary Break] Overhaul Moons v1.1.0 (Mycordytum & Terminus)
take all the time you need
Updates later today, generally positive
First off, thanks for the support everyone, it really helps.
A lot of the bad stuff has passed or otherwise worked and the rest should be manageable.
I am however going to be less free than usual on account of working and starting a small scope game project.
Otherwise I'll be getting back to work on this. I already finished up the Hamlet LDD, just showing it to Masa first as per our agreement.
I'll keep the "Temporary Break" stuff up for now as I might not be able to get significant progress done right away, but I'll be on the grind once more.
Very general road map:
-
Fix new critters
-
Finish up and ship Aberration and Lucullan, possibly simultaneously
-
Finish and ship Hamlet after finding someone to do the more complex props
-
Get to work on some more exotic moon ideas that have been in the backlog alongside ||REDACTED||
I had to disable overhaul moons because I would always get the infinite loading for mycordytum
found out it was HDLC
LCUltraWide is a good replacement for that
Overhaul Moons v1.1.0 (Mycordytum & Terminus)

Things are slow going as I manage my new schedule (which is still changing), but progress is happening. Don't have much to update on, but here's the LDD for Hamlet just so I have something to show.
Going to try to show something once a week (minus time taken off for various irl events) so that I can keep myself accountable.
They got to see it already, actually. They specifically asked to see it first.
that makes a lot of sense heheheh
super cool stuff man, looking forward to all of this
HACHA! this is gonna be great π
:D :D :D :D :D
Weekly Update:
Unpolished level layout in engine. Will likely see several tweaks and fixes. Pivoting work going into next week, but will try to keep the updates coming.
More of an "in scene" shot
red
i know it's WIP, but you'll definitely wanna brighten it before any build of release
Yeah for sure
bros cooookinggggg
i'd def add that to my modpack
how's it going ssencipe?
Oh man it's been a while. Here's an update on what's been happening:
Long story short, some stuff happened and I started working a lot more than I was a month ago. It ate up a lot more of my time. Admittedly I had some moments here and there to work on stuff, but I've been so drained that I just used that time recreationally. I've also just stopped keeping track of the modding stuff here and haven't played the game in months, though I am aware of what the new update adds.
With that being said, I think things are starting to slow down. When I next get a chance my priority is to port current moons over to the latest version.
Two things will be changing in terms of future plans:
I'm probably going to drop wandering creatures for now. Apparently my issues were common with a few other mods and the dll is no longer being maintained. There may be an alternative I can swap to, but nothing solid with that.
I'm also swapping over from Hamlet being my priority to Lucullan. This is due to Lucullan being a smaller moon to work on to fit the amount of time I can commit. From there I'll either do Aberration or take a break and get back to modding more later. I have spent a small amount of time on Lucullan, so I'll try to share something later this week.
Sorry about this everyone, just some bad luck with how things have gone, but the mod isn't abandoned or anything.
hi on mycordytum for the cruiser some mushrooms have bad collisions that block cruiser, the path to the path to the left leading to main entrance is really difficult to cross with the cruiser
I'll make some adjustments to the pathing when I port to the latest update. I'll take a look at collisions, but idk how much more I can tweak them without making them too offset (or making them fully accurate but that's laggy)
if you make a path no need to change the mushrrom collision its just sometime truck get stuck under murshoom
Got it. I'll probably make a number of path mushrooms taller too then alongside making the path more open.
No problem man!! I'm just glad to know you're doing somewhat alright
Take it easy, don't stress yourself <3
Before I forget to post it:
This is the vibe to expect from Lucullan (through still missing many planned elements)

just checking in hows progress coming
Oh man it's been a bit. I got sidetracked again because I'm adjusting to a new job that I was working hard on setting myself up with.
I have actually spent some free time catching back up with modding stuff. There's so much new stuff that I don't know about, but I'll slowly get back into it. Current priority is updating things to the latest game version. I have most things done, but there's an obscure issue where the ship leave animation is just suddenly less high than it used to be that I'm still puzzling out. After that, if basic testing goes well, I'll push that out and spend more time on Lucullan again.
In the meanwhile there's a lot of modding tools available to me now, so if I can learn JLL and other stuff then that should lead to cool things in existing moons.
Long story short, this Halloween season will be when I resurrect the ghost of this mod :p
nice, was checking in as I was looking for some spoooky mods and terminus fit the bill
I'll try to get it out sooner rather than later then. Was going to add some smaller changes before swapping fully to Lucullan stuff, but I might just do 2 smaller updates for now (also gives me more time to deal with any issues with the newer content)
JUST KIDDING I PLANNED TO DROP IT TODAY
Overhaul Moons v1.2.0:
General
- Updated to V64
- Added CompanyCruiserFix as a dependency and made other truck friendly changes
- Updated dependencies, README, manifest, and added license
- Swapped to modern LLL structure
- All custom enemies and critters are gone (WanderingCreatures support dropped)
- Changed the types of scrap that spawn on both moons; many are new scraps
- Fixed various audio sources
- Tweaked occlusion areas and terrain layer settings
- Fixed flame textures for rockets and made the flame colors custom for each moon
Mycordytum
- Added 2 hidden non-wandering myconids
- Added mines interior chance (Factory: 150, Mines 45, Manor 5)
- Tweak ship leave animation and lowered hill behind ship
- Adjusted left path to main entrance to be more cruiser friendly
- Various misc minor terrain and mushroom adjustments
- Tweaked fire exit spawn blocker position
- Removed Valley tag
- Fixed issues with water
Terminus
- Added 3 hidden non-wandering ghosts
- Added mines interior chance (Factory 5, Mines 45, Manor 250)
- Adjusted fog variables to generally be less dense
- Added rain
- Added the Barber and Cave Crawler to interior
- Made terrain less flat
- Reduced the sizes of various props to be more to scale to player (many parts still big for hiding and maintaing certain lines of sight)
- Moved dropship position for easier cruiser use
- Various misc minor terrain and prop adjustments
It had been a long time and this update has sat through several mod and game changes, so let me know if there are issues that pop up as a result.
I forget what I usually do when I drop updates ngl...
Uhh, I'll see if I can do something by Halloween or so now. Something small at least. Any feedback or suggestions till then are free
Mycordytum having AudioReverbTrigger(?) error spam when at the door and on the catwalks/railing of the ship
Stack trace:
AudioReverbTrigger.ChangeAudioReverbForPlayer (GameNetcodeStuff.PlayerControllerB pScript) (at <d2996142fa1d46369fdcffced906545b>:IL_034A)
AudioReverbTrigger.OnTriggerStay (UnityEngine.Collider other) (at <d2996142fa1d46369fdcffced906545b>:IL_018B)```
WHAAAAT
LET'S GOOO
Will look into after work tomorrow π
Heβs back
@glass mulch I'd personally love if Terminus could be uploaded as a seperate moon, simply cus this mod is over 190mb and I don't want it using that much space when I'll never visit the other moon in my game lol
I'll look into restructuring then; I've been back and forth on it for a while (also I'll be optimizing space but that's just a bonus now).
Ooh
do the wandering ghosts still spam the log to hell and deeper? wanted to test yesterday but allergies made me fatigue
the wantering creature were removed
and turned into stationary decor
I'll mess with lighting. Maybe a a slight green lighting would be more thematic anyways.
Probably going to have to delay things though. Power outage hit after work
I think he meant the logs, not the actual light
Ah yeah I think you're right. Still, I'd like to make a small tweak either way, prob not a whole color change tho
Also working on making the ghosts a little more fun despite now being static, though nothing crazy. Once I figure out JLL maybe they can do more.
How did you do your ghosts btw?
I know they're red
and I'm curious how you got them to look red, cuz I just spawned in a dev cube in the moon to test something and it's also red LMAO
It's literally just Terminus' red lighting being SO STRONG
or is it just the lighting that just makes it red?
Yeah lol
oh my god LMAO
YEAH I JUST NOTICED π
The ghosts are white
I started testing with JLL stuff, to mess with the sky volume on certain weathers, and I'm already planning to tone down the redness, so you should be able to see more of the moon's actual colors later
I legit thought they were just the same free asset as haunted harpist but red
interesting :O
Free asset yes (I think?) but yeah not red
you can do some sick weather stuff in JLL, so maybe you could put in red fog?
just to preserve that distinct red40 look
This only happens with Imperium I imagine
I'll have to mess with it more. First thing first I want to have proper lighting for stormy and eclipse scenarios
Found a fairly effective and quick method I think
what?
Namely enemies can't get onto the ship
no this is a dev cube
Yeah hit me with them
i'm testing an enemy on terminus
oooh actually this might be helpful
That's the only problem I'm aware of really otherwise the moon seems fine, enemies just can't get onto the ship they seem to get stuck
yeah I can atest to this cuz the enemy we're working on needs to get onto the ship, and this guy just got stuck on the side of the ship on both mycorditum and terminus
I think I'm gonna reimport the whole ship and all the trigger cubes because they have become weird over the past few updates
So enemies like Slenderman, SCP3199, Dogs, and Shy Guy fail to become a threat on there
Which is bad
lol
Got it, I'll work on it
tested on exp and it works, ye it was this... phew
anyway Im so happy you brought these back, I really love mycorditum a lot
would you be alright with us adding mycorditum to the default spawn weights for one of our mushroom enemies?
I'm looking forward to the moon sizes being optimized
Have you checked out the guides yet Ssen?
Yeah, life has been crazy for me lately, but I'm hoping to find some time to mod again. I think I may need to prioritize weekends for a bit, but it will be done!
Terminus is phenomenal though, such a great Halloween themed moon
Not sure which ones specifically you mean
The ones pinned in #dev-moons
Yeah sounds great. Also congrats with releasing biodiversity! I wasn't around for that
super looking forward to it, always loved myco β€οΈ
best of luck with your irl stuff, and make sure to focus on that stuff!! modding is cool but it's okay if life gets in the way, ya gotta do what ya gotta do!
I've seen some of it previously it seems, though the whole channel is new to me, so I'll give it a proper look-through.
thanks a lot bud!!! do you have any ideas for values? It's a daytime enemy, so I was thinking around 20? 18?
Optimization definitely a priority going forward too, especially with this next patch essentially being polish
Give me a sec I'll double check my current values
it's mostly an ambiance enemy BUT it spews spores when hit, and those spores do damage to enemies
so on smaller moons it can rack up some dog kills due to them ramming into them frequently lol
Did you ever fix the sound being global for Prototax yet?
My daytime values are relatively high, and this one would be neat to see more often, so at least 50 would probably be a good baseline. Probably 70ish just to give it a majority chance
Though if they're also making thing easy then 40 or 50 is probably still a solid value
probably won't be a problem on myco unless the b-hawks act foolish
myco does have some dogs, so 50 is probs the right value if I had to guess
i love discord
Alright busy day tomorrow so I'm going to sleep for now, keep any reports, feedback, or questions coming though. I'll probably work on things some during lunch break and later tomorrow night.
this'll be balanced out later, so it largely shouldn't happen as often next update
MY MESSAGES WONT SENG FHGAAAH
they're being rewritten completely π
An update to keep things transparent: I've been in this worm training thing that has been sucking up most of my time. Goal is still to push an update out prior to Halloween, but rn it just kinda comes down to how quick I can figure out issues in conjuction with free time.
I have had some time to mess with stuff and should have a bit of time tomorrow hopefully,. (I do another job part time weekends and there's been baby shower stuff so I can't really estimate).
Regardless, I should get fixes, polish, and separated mods out in time along with some extra goodies I'm experimenting with (nothing big rn)
Currently aiming for this weekend. I was very worried at seeing an update just dropped, but it seems to not really affect anything relevant for now.
Happy Overhaulloween season everyone!
Mycordytum is having a little trouble that should be fixed up quick, but I wanted to get Terminus out ASAP. From here on out my moons will be standalone for accessibility purposes.
The changelog:
- For Overhaulloween, Terminus is 90% cheaper to fly to and has triple the candy spawn rate
- Restructured various things to make Terminus a standalone mod
- Removed CompanyCruiser dependency
- Added JLL and LEvelMusicLib as dependencies
- Added more animations to the ghost NPCs
- Skies now become cloudy when Rainy or Stormy
- Made a new moon orbit object
- New spirit particles all around and bats at the main entrancce
- Properly implemented mines as interior (why is it ID 4???)
- Made clouds darker, made lighting less red, and made things a bit darker
- Added ambient music for day/night queues
- Fixed dropship and its music and updated its visuals
- Made terrain less flat (again)
- Moved around some giant pumpkins and added a few more (long story)
- Fixed a variety of reverb trigger issues
- Fix ship nav links and removed some unused links
- Scaled down a cart that I missed
- Made environment fog a radius a bit smaller
- Fixed a floating fence
- Various minor prop adjustments here and there
- Hazards should not spawn near the entrance
- Probably some other minor stuff I forgot
As always, if there's any issues or just feedback on something you want changed, lmk!
I'd avoid using this with the main mod for now. I'll try to get everything up to par later, taking a break for now.
Overhaul Moons v1.3.0 (Mycordytum & Terminus)
π₯
Btw just a funny little thing: I got a steam leak right at the entrance while testing around
The boot time improvements from replacing your full package with the seperate moon are so nice :3 Love how much optimization you did
I still need to do more but wanted to get a working version out while it's still prior to Halloween. Hope you enjoy, tell me if anything sucks!
great work man, so cool!!!
now Mycordytum just needs to catch up. til then tho, super job on Terminus. also happy to see my little icon join the party :3
Yeah Myco will take a bit unfortunately. There's some issue from making it standalone that I haven't quite found yet
It had some reverb trigger issues before you seperated it, so I wonder if it's some underlying issue that just exxasterbated itself lol
I should have gotten those fixed. At first I thought it was some issue with both moons having an overlapping reference somewhere, but they seem to all be unique. Something isn't loading and I hit infinite loading. Just gotta work through it though
Issue magically fixed itself??? Uploading soon then
And here's Mycordytum:
- Made Mycordytum a standalone mod
- Added JLL and LevelMusicLib as dependencies
- Removed CompanyCruiserFix
- Added ambient music for day/night stings
- Made weather cloudy during Storms
- Moved ambient particles to be active during DustClouds and Eclipse weather, changed the colors, and added new ones
- Added some hypnotic volumes near the myconids
- Properly implemented mineshaft interior this time
- Hazards should no longer spawn near entrances
- Fixed various reverbtrigger stuff
- Fixed ship nav links
- Fix dropship being in a legacy state (no cruisers without dependency)
- Lots of optimization, which did reduce some texture and model quality
https://thunderstore.io/c/lethal-company/p/Ssencipe/Mycordytum/
I managed to cut file size down to about half, though the texture quality especially took a bit of a hit. I can roll it back some for specific textures if there's poor feedback towards some of it, though it won't be brought back to the original resolution.
now we just need em mashed together again. glad to see your time freed up again for this mod's maintenance
Yep, the original mod will just have dependencies to both new mods now
Alright all 3 mods are updated now
... eh? D:>
Uh oh what did I do
^
now there's literally no reason to download the bundle pack
It will be more convenient for new people trying it and for modpack creators primarily
Just an option with fewer steps
ehhhhh...
thing is
many of us want as much content yet few mods as possible. it's why moon packs exist as single entities. splitting them is a good thing, but turning the all in 1 into 3 different downloads can be cluttersome. it's your mod, yes, but this is my feedback
Fair enough. Let me see if I can just stick multiple packages together and avoid conflict. If all goes well I'll consider swapping over. I usually like to keep things simplified for people new to modding (in this case avoiding someone downloading duplicate mods), but seeing as that a few people have swapped their similar mods to a package you're describing, I'm willing to change it
Going to take a bit though, got other work
i get where yer coming from. i just know that if i dont say anything, i know some others that will.
tyt, friendo
So uh the dropship music on Terminus is bugged, it seems to play twice and overlap itself lol
Dang, I'll look at that tonight. Probably an issue with the far audio clip
This also happens if items drop out of the right side of the drop pod
Also Glitch mentioned he was getting some desyncs specifically on Terminus
I've not had this though so it could be something in his pack
dropship was probably me "unflattening" the terrain mb, I'll get that in a hotfix fairly soon
desync I'm inclined to say isn't me. I don't have anything that would do that afaik. Maybe JLL stuff but it has network scripts attached just in case. I'll double check
Version 1.3.2:
Mycordytum
- Adjusted item drop ship far music audio
- Updated icon
Terminus
- Flattened area around item drop ship to prevent items clipping into grounds
- Adjusted item drop ship far audio clip
- Removed unused story log
- Adjusted orbit object
- Updated icon
anyone know why this mod breaks the lcoffice elevator?
#1196943144009351258 message
will say dont expect a patch for office any time soon if its on their end
piggy is on hiatus due to life stuff
yeah i just find it weird i can reproduce the issue, but not with the mods alone, with 0 errors in either case
I don't have a single clue what would be doing this. I'll try to test some stuff and see if anything comes up.
i highly doubt its not this mod but since disabling this mod fixes it (but again, not with just these 2 mods together) its weird
Yeah that's the part that confuses me. It's some weird very specific interaction going on I guess
Send me a profile code at some point. Super busy until tomorrow but I'll get to this then
its on the message link :3
but here: 0192dea9-e437-2228-16bc-21ac2e06c189
do keep in mind its like 180 mods
I try to sift through it. Lmk if you find out anything else
will do
Alright so just an update for everyone on stuff going forward for a bit:
I'm not dropping this project or anything, but for the foreseeable future I will be prioritizing maintenance and feedback over major non-polish additions.
Work stuff was already taking up a lot of my time, and I expect it to take up more time for at least a month. I also was shifting over to another project for a bit (non-modding).
There's still a lot of stuff I want to do with this mod, but active development on new content will be on hold in favor of maintenance. So not really a hiatus, just a more passive development approach until I have some free time.
Of course this means all reports and feedback will be dealt with as time goes, and I'll try to maintain parity with new versions of the game and most major mods people really want me to work with. I just won't be working on those 3 new moons or anything like that for a while.
(Still looking into LC_Office stuff too of course, I'll be free this evening but I'm also sick and sleep deprived so might push off big tests till tomorrow).
Anyways, thanks for the reports, support, and just generally sticking around and dealing with me everyone. I'll be around if you need anything.
Overhaul Moons v1.3.2 (Mycordytum & Terminus)
o7
Version 1.3.3:
Mycordytum
- Slightly change scrap pool
- Fixed drop ship opening
- Fixed rare crash instances
Terminus
- Price returned to 150 now that Halloween is over
Haven't gotten the LCOffice elevator issue quite yet
Might do some small fun stuff somewhere between today and the weekend. A little mini list of polish things I want to get to (slowly) and maybe go over a bunch of the moon ideas I had on the backburner that are kinda up in the air now. The latter might inspire some other devs idk.
Overhaul Moons v1.3.3 (Mycordytum & Terminus)
ππͺ¦
I'll get to the whole moon idea discussion another time. For now I'll go over short term plans:
Fixes and Errors:
- LCOffice elevator issue [testing]
- Reported empty errors with level music [will test]
- Requests for looking into fps stuff [will test]
Minor Features:
- Story Logs [higher liklihood since I have some ideas and it's low commitment]
- Optimization [depends on if glaring issues are found]
- Minor polish features [things like eclipse model for sun and more visual level stuff; depends on time and how easy it ends up being to implement]
- JLL Testing and Ideas [again comes down to time, ease, and additionally if I think of something worthwhile to add]
Again time is limited to me now, and I've been committing more time to another project for now, but this is what would be happening in minor patches until work eases down in a month or so.
Speaking of lcoffice, do you have any ideas on what causes the issue? Or are you not sure yet?
Just curious (I like to sticky nose)
Not sure yet, haven't had a ton of time for testing lately. I know the latest patch didn't fix it. Planned on narrowing it down further today so I'll post an update tonight if I figure something out
Have you been able to reproduce the issue?
Yep
Ok, good to know Iβm not insane lol
Big project and interview stuff this week which is why radio silence, will get back to stuff next week. Also may be developing a crippling Factorio addiction when I don't have things to do, but work will go on.
tyt
My weekend is booked, but I can't sleep rn so now is a good time to go over those moon ideas I said I would cover since they'll be going unused for a while now:
Obnubilate/Cloud Moon:
Earliest moon idea I had after Mycordytum that never really went anywhere because I expected making good looking clouds to suck. Would have been a blend of jack and the beanstalk fantasy and maybe some ancient sky city stuff. Basically a moon that's a huge cloud land.
Lucullan:
This one is a WIP but the idea was originally a crystal cave, but I pivoted to more of an underground lake focus. I wanted a smaller moon but utilizing vertical height more with extra layers in the tight cave paths.
Aberration:
Another WIP moon that would have been a sea town with some small islands and boats nearby to navigate on. Similar tight paths like Lucullan but with more interconnected ways to get around and some more parkour stuff to get across water and around town.
Hamlet:
The last WIP project. A moon that's essentially a Masked with a lot of theater inspired environment pieces and a mix of creepy and humor. Realistically this one is also kinda blocked because some planned art stuff would need a collab with someone else.
Marshland Moon:
This was another early idea moon that didn't really get developed much beyond "big swamp, giant lilypads, poison bog, mangroves"
Fire/Ice Moon:
Didn't have too much thought on this, just a moon that was half icy and half basically magma with some volumes to change the atmosphere when going between them
Warp Moon:
Another not-thought-out moon that would have had this portal that warped the player to another point obscured from view. The catch being the "other side" is an alternative version of where they just were, possibly in the future or past.
Bee Moon:
I wanted a giant beehive moon with honey water and lots of bee themed stuff all around. Not a lot of stuff thought out, but a much clearer picture.
Eclipse Moon:
What if all the eclipses were caused by a single moon going around? Nothing else here, kinds merged this idea into the next moon.
Flesh Moon:
I wanted a moon made of living organic tissue. Would have taken inspiration from concepts like The Crimson, Groth, Xipe Totec, and Hellstar Remina. I guess more recently Vita Carnis also sorta fits the theme, but I learned about that after this moon idea.
Marble Marcher:
Completely unfeasible afaik, but I thought it would be cool to have a moon made out of 3D fractals using ray marching techniques that were used in the game Marble Marcher, but I don't really have the technical skills for anything that crazy.
Hidden Gate Moon:
I wanted to make a hidden moon with an extremely profitable interior, but you could not access it and bring loot to the ship without opening a special gate. This gate would depict every one of my moons and would require having done something on those moons or maybe bringing a skinned key item from each moon to open it. A fun little gimmick moon for particularly long runs.
That about covers it. I'll sleeping now, but if you wanted to ask about some of these ideas I can answer later. Feel free to use any one them if you end up really liking the idea. I may still do my own take on the moon later though.
If these are as good as your other moond this would be a mainstay in my pack π
My workload should ease off again in a week. For how long I'm not sure, but once I settle things with some other projects (I have really neglected the Lethal Company Lists π ) I'll prioritize a smaller patch and then I'll look into new content. Not much to report now, just keeping myself from going radio silence for months again.
ik ik, just maintaining communication for now
looking forward to it!
I got something else in mind too but I'll just put up a poll in a week before I commit to anything, so be on the lookout if anyone wants to see something a little different.
@glass mulch So a couple issues, the current version of Terminus is still priced at 15 instead of 150, I've also noticed there's some AudioReverbTrigger errors that weren't there with the previous version
Got it, will look into it
Version 1.3.4
General
- Fixed issue with custom moon music (AudioReverb errors)
Mycordytum
- Downscaled terrain textures
- Adjusted particles and lowered their quantity
Terminus
- Added new terrain textures
- Fixed orbit object again
- Fixed nav mesh around giant pumpkins
- (Fixed issues with price on Standalone Terminus mod)
I know Terminus visuals are a larger change, so I'm particularly keeping an eye out for feedback on that. If it doesn't feel right to some, I'll try to get something more fitting. If you have feedback on audio volume or reverting some texture compression or anything like that, let me know.
I'm off early today and did a little bit of work here and there, so I got the update out earlier than expected. Going to wait a bit before some of the next steps stuff I wanted to get thoughts about.
Overhaul Moons v1.3.4 (Mycordytum & Terminus)
π₯π
So work should ease off a little bit for a whole now. I still have stuff to do and other projects, but I could invest a little more into my mods again. With that being said, I don't necessarily have to work on moons again. I have considered trying out a basic enemy mod or something else fun. I wanted to give everyone a couple days to vote on what I spend more time on for the short term future by setting up a poll.
Keep in mind: working on an enemy would not stop small scale moon updates (story logs or fixes). You can use "other" to suggest an interior, but I don't have nearly as many interior ideas in mind. For the enemy, it wouldn't even necessarily be a hostile entity. Just something basic to try out that I can expand later if I want.
kinda wanna see that dock town moon, ngl >3>
I could definitely prioritize that one first. It was lowkey always more fun to work on that one.
π₯
I'll always go for enemies cuz I love em but if it were up to me just work on whatever's more fun for you
poll_question_text
What Kind of Mod Should I Work On?
victor_answer_votes
4
total_votes
5
victor_answer_id
2
victor_answer_text
Enemy
K, still doing a couple things with other projects, but I'll start looking into making some sort of basic NPC for the time being. After I had my fun with that, I'll shift gears into working on Aberration (the dock moon) again
Still getting some AudioReverbTrigger errors on Terminus but otherwise I love the update for it
Got it, I'll look into it. Reports are going to take priority over new content for the most part.
Ye I didn't even really notice many performance issues, just caught them in the log earlier lol
The only time I got lag was when ghostCodes made the dropship land which was probably from it though lol
It just caused a small freeze and only happened on there
Mind sending a profile code? Could be I missed the log when testing but wanna just have an accurate testing environment for this one.
019380bb-8b88-9875-1569-c969cfe7c4f9
Gotcha thanks. I'll see if ghostCodes does something funny while I test, but it's a bit more random than Id like with that
Yeah ghostCodes could have just been coincidential cus it doesn't usually cause me to lag anywhere else
mod called "overhaul moons"
look inside
it doesn't overhaul any moons
Lmao when it first released I also thought it was gonna Overhaul the Vanilla moons
XD
It's an old naming convention thing I've kept from modding other stuff basically
Will post updates later this week. Been jumping between this and a couple other projects (been good for burnout at least). I'll say this much: I'm planning on reusing the myconid/mushroom monster models I have. No solid plan for behavior because I have to gauge my actual programming capabilities with this more. All the game design in the world will do me no good if I can't implement the idea. I'll show some screenshots or something next week. Everyone loves screenshots. Not sure if it should be a new thread though (I guess I'll leave that a little open to general discussion)
you can just change the thread name to Ssencipe's Mods or Overhaul Mods
imo
splitting it into diff threads would get a lil confusing for some people maybe
Will not be doing anything for V69 just so all are aware. There is something fun in this update but that's better suited to if I ever get back to Hamlet.
A bit late because a lot of stuff is taking longer than expected, but here's a screenshot if nothing else. Technically not anything new but I'll expand on other stuff in a sec.
I'll mention this now because it's no longer on the table, but I initially wanted a bunch of different types of myconids. Maybe they would change from friendly during the day to hostile at night or from basic to one of several variants (basic aggro chase mushroom, mushroom that comes up and makes Spore Lizard clouds, mushroom that glows and follows you, etc). Mostly an exterior planned thing.
However, there's some complications with the texture asset I have, and I want to minimize making art assets, so this specific idea is down the drain at this time.
With that being said, it inspired another idea that is a bit more complex, and I don't know how much of it I'll actually end up implementing. I may not fully go down this route at all. Current plan is just to make some sort of a myconid entity and then move on for now. I don't necessarily want to tease or say something that I won't end up doing, but I will share some quick notes I had about the idea that don't really give away much.
Again, right now just a single entity is the scope of the project, but this is something I may revisit. If not alone then maybe with some help.
Re-upload because a bit was cut off
π
Been a while between holidays and working picking back up again. I have been getting stuff done but it's been slow going. The basic stuff is in game and I'll have to build on it later. I think for now I'll just add a pretty basic enemy mod and then go back and either make it more advanced over time or pivot to the more complex idea I had. I'll likely do Aberration first before I get to that part though but plans may change.
π
@frozen bronze the yumgus
This is not.
@glass mulch Have you checked if your moons are hot reload compatible? ;3
I'll push an update this week if they aren't already. From what I've seen they might already be good to go, but the JLL stuff might need some reorganizing.
#1329604473667981443 message Yeah as long as this is setup properly it should be fine lol
Ig you'll see
Yup just gave it a look before. I'll do all that this week, maybe a couple other tweaks if I can fit them in.
Pretty sure the scenes are set up right it's just the JLL assets that I probably gotta move together and rebundle.
Noice c;
I think my stuff is hot load functional already, but new LLL update also adds a streaming section to extended mods. Not sure if it makes a difference but I'll push out an update when I get home from work just in case.
Nothing else happening for the time being, though I'm planning on getting some more progress on the enemy this week now that work stuff and scheduling is a bit more stabilized.
Oh yeah that's up btw
Overhaul Moons v1.3.5 (Mycordytum & Terminus)
Updates notes for all 3 mods: if hot loading wasn't already working it should be now
Scratch that might need to investigate why circus interior auto generates on Mycordytum (maybe Terminus too)
Cancel that, might not be me. 
How's it been Masa?
Its been up and down. Had to fight for a piece of inheritance and stuff, and also took a bit of a break to revisit old stuff like Final Fantasy XIV & Monster Hunter Rise
How are you?
Been fine mostly. Job stuff has been iffy but I'm at a more stable one now until I figure out how I want to move forward. As far as games I've always been a variety gamer that tries a lot of different titles. I get into a lot of niche and interesting ones because I like learning cool game design things. I have a handful of other projects I'm working on that I need to finally finish up so I can focus on mostly LC stuff and a personal project.
Well atleast you're moving forward and exploring new things. ^^ That sounds more progressive than Masa right now atleast haha.
If you get back to LC stuff and you're still up for the Hamlet moon idea just hit Masa up! π
After the next 2 LC mods I'll probably do Hamlet unless I figure out a way to do this other idea I had. Though atm that's a ways out regardless.
Oh man it's been a month now. Alright so here's the deal:
I have made some small progress on the enemy mod, but my new job has been draining me and I have had to shift focus onto a different project for a bit. From today I'm taking a leave from everything to handle some personal affairs far away, so I won't be able to work on anything for a good 2-3 weeks. After I'm back I'll have to see how my team handled that other project and then hopefully I can get modding work done before I get a new work schedule for my job. Just going to keep doing one thing at a time with all this - I'm sure everyone is used to it by now.
π
Take your time π
Stopping all development to start modding PILGRIM full time (REAL) ((DON'T CHECK THE DATE))
jk absolutely COOKING with this new moon π₯
π£οΈ
FIREEE
Looks like the next moon takes place after Terminus and Mycordytum had their way with us lol
Need to see more but I can't wait to search for a fitting interior, it was hard for Mycordytum...
No yeah that was an April Fool's thingy. Not really working on it.
As far as updates go for everyone, I ended having to stay away from home much longer than anticipated. Since then there have been a lot of pressing issues with that other project I mentioned and with work, so very little time for modding atm. Might try to get something small out at least. I've never really been completely satisfied with Myco so I've looked into some tweaks there, I'll send some ideas later. Hmi if you have any ideas in that regard.
Dang, the date shown the 2nd of April for me that's why lol
I kinda like Myco's vibes visually tbh, if you mean some tweaks with gimmicks maybe adding interactivity with some mushrooms ? like some acting as springs to jump higher or to get TZP boost for a while (I know a few of them give the visual effect when standing nearby)
showcased the moons https://www.youtube.com/playlist?list=PLBuGXqLymvSdMgrgwWCpXa5ainbY5Mowv
I just realized I have lost track of time so here's my overdue update:
TLDR is the mods are just in maintenance mode for the foreseeable future.
The long of jt comes to about 3 factors:.
-
Don't have much time so I gotta pick and choose what I do in free time.
-
I primarily mod for my friend group, and they don't play anymore really so there's not much point.
-
Some of those friends and I have been working fairly consistently on a small game project, so a lot of the creative fulfillment I get from modding is kinda focused there nowadays.
There are various leftover things out there that are in limbo now, but that's pretty much how it's been for ages anyways. I'm still around to fix things and maybe put in smaller feature requests, but if no one has any issues or suggestions to report then you likely won't hear from me until then. Sorry for any inconvenience or disappointment, but that's how it is.