#Harvest Moons (and other autumnis mods)
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@sinful pumice Can you please add an option to your tweaks mod to also remove the fog inside on Cambrian?
So interiors like Dreary Pipeworks aren't impossible to see in lol, cus Dreary sucks on Cambrian rn cus of the fog
Sure, I'll look into it later
ty cus Dreary fits the moon perfectly thematically but the interior fog makes it awful lol
hmm, it seems like Cambrian has a few "Local Volumetric Fog" objects which add fog to the surface, but also bleed into the interior.
Can you try disabling "InsideFog" in Unity Explorer and see if it helps with Dreary?
I could tweak the height of the LocalVolumetricFogs so it doesn't bleed into the interior, but maybe it would be better to ask @slim lagoon to adjust it?
Couldn't resist putting this here
๐ฅน
hi mod authors, are you guys aware of a bug that makes this mod incompatible with mods that add other enemies into the game? the harvest moons simply do not recognize modded enemies, they are instantly erased from existence when the game attempts to spawn them and they don't even show up as spawnable entities in the dev tools
I can confirm it's something else, I played on harvest moons yesterday and the day before and I saw my own enemies and also LC Office's shrimp on these moons
maybe it's another mod?
that's something else causing that, never had this issue
thank you, i'm helping a friend debug their mods and i don't have access to the logs to look at them so i'm just taking their word at face value
Hello, I'm the friend in question.
Apparently it's LethalQuantities - which sucks, because I already set up a bunch of stuff with it in the modpack, but ah well.
ah yeah, lq being outdated really sucks :(
can I see the code?
I've been using LQ + this mod a while ago and I've never had this issue
Apparently it's ShipWindows???
The actual bug I'm encountering is Scopophobia's shyguy spawning on moons invisible, which in the most isolated environment I could create still causes this bug as long as ShipWindows is enabled. Quantities being disabled fixes a seperate monster-logging visual bug I was experiencing that I thought was tied to the invisible shyguy bug, but it wasn't.
Though if I recall, your Megalophobia pack has both Scopophobia and ShipWindows? Was there any interaction you noticed between them, or am I just insane
Fow now I'll just get back to working on Quantities and disable Scopophobia until I hear from you
there may be another mod
cuz I have both of them and they are working perfectly
What, that's conflicting with them?
In the isolated test pack, the only mods I have are ones that I know are in Megalophobia
Unless you mean that you have a fix-mod or something
Does the standalone blind wolf pup mod make them spawn on all moons? Or is it only for the hazard moons
apparently can make em.spawn anywhere but they have a super low chance
No config file right?
there is no cfg file no. it doesnt spawn them everywhere, it spawns them based on level tag w LLL. iirc its wasteland and canyon?
Darn. See I donโt wanna use LLL because I donโt want to set that for all my other monster mods (some are incompatible like the plague doctor and the flamingo SCP). Are there any plans to add a config?
ooooh that makes a lot more sense
plague doctor and flamingo are incompatible with LLL?
Well when I tried to using lethal quantities to spawn them it breaks their behavior that spawns additional monsters. They both spawn extra enemies with them. I assume LLL will do the same because you would have to list both monsters and it doesnโt really work like that
that's probably just an issue with the enemies themselves then, lethal quantities is compatible with most things and LLL should be compatible with everything
Itโs the way they spawn the flamingos and zombies. I tried posting it on both of their mod pages but neither side seemed to be able to resolve it
mod has been updated
what changede?
im curious abt these temper changes..............
temper changes?
splendid
if you removed barbers from there I'm killing you with rocks @slim lagoon
i was gonna make tghem 1 spawn weight but i forgot
dont they spawn both in and outdoors
why would you do that!! it's like the most interesting thing about temper smh
outside barbers rock bro . ,.
they have 1 max spawn count and ideally i'm accounting for vanilla!!
:^(
boo
i forgot though so they're the same as last update in terms of spawn weight
throw rocks and debris and such at this user
you have a giant baboon hawk on fray, I think you should have fun and be silly and have 2-3 pre-placed barbers on the wooded area
i havent' tested if that works yet and im lazy so i WONTR!!!
fuck
they don't go in a conga line since that changed, but with AI fix they work exactly like solo barbers do, but in higher quantities
uhh maybe next update
barberbros we stay winning
also read the changelog.....
hallowed eve
True!
if you're lucky enough you can find 10 pumpkins on temper
I'm in the store
Visual adjustments to Fray.
Fixed Cambrian's main entrance scan node being behind them main entrance.
Various improvements to temper.
Wider ship and problematic pilotry are now compatible.
October update.
WAIT I DIDN'T FIX THE CAMBRIAN SCAN NODE I WROTE THAT DOWN IN THE CHANGELOG BEFORE I DID ANYTHING AUGH
howd you make probPilot "compatibility"
made the navmesh not static so they can mess with it now
is probPilot alive?????
uuuuh idk!!
idk!
works perfectly fine without the cruiser
so we're all on the same page then. neat to know you can do that tho
now burn yourself out by making an interior
prominence boiled me alive so i'm gonna make an interior to undo that
nevermind i got better ideas for prominence
i have bad news
i dont see how having more upgraded enemies is a bad thing 
it's not an upgraded enemy, it's a gimmick that's actually cool ๐
gimmicks are not bad news either
So I'm using LLL to config Cambrian. We've played it like 5 times now and haven't seen any Aquatic Leviathans. I noticed that the config for outside nighttime enemies is:
Aquatic Leviathan:100
But if I used menemies to check enemy names it's called
waterWorm
Is this possibly an issue? Or maybe we've just gotten lucky?
Hmmm altho the vanilla sand worm seems to mirror this with it's menemies name vs what's in the config
configuring cambrian with LLL might break the custom enemies, not sure. will see if i can fix that
I have come to say so far my crew is liking the moons
these are some of my fav custom moons
old clip from cambrian testing
i should put the oggledoggle back on Cambrian. it was scary just having it lunge out of the wet ground XD
prominence spoi;ers
๐
the most messed up part of this clip isn't the amount of barbers, but the fact you got a facility on temper
you should see how often i roll mansion on vow/assurance or facility on rend/dine. blowing all my luck on rare interiors
whats the deal with the white forest giant on fray that spawns near the ravine fire exit? its the only "unique enemy" added by the mod that nobody has named or spoken about so far, atleast not that i've seen
i call it the "ghost giant" because it always spawns in that exact place everytime and is bleach white to blend in with the fog too
does it have a bigger healthpool/is faster or something like that?
not many people go to that fire exit lol. its likely just a prefab force spawned keeper w nothing special, maybe a texture tweak
its even harder to tell w the adrenaline screen effects
yeh
it should just have the regular textures
it's at a specific fire exit, in a special forest giant arena
might just be from enemyskinregistry?
prolly just got the birch or tundra skins for the keeper yeah
That's some wicked rng for them to always be getting the white skins ๐
enemy skins do work on the pre-placed enemies, i've seen colorful enemy variety override the custom textures of the alpha and matriarch
I'm curious, is the light bleed on Fray and Sierra intentional
light bleed?
Daylight lighting up the interior
i haven't seen that happen, do you have a screenshot?
I don't, but if I see it again I'll take one
spooky tree on temper
i was wondering if people would find that
tree is Temperamental
prominence is still not finished but there may or may not be this eventually
I saw a moon called ||vaporization|| pop up in my modpack recently, and am trying figure out which mod it is coming from since I can't find any other info about it. Is it yours?
||Generic Moons||
very normal
oooh, how'd you do this?
are there any videos that use harvest moons
off the top of my head, dont think so(?)
why? .3.
there prolly are, I just don't think moons are usually what youtubers decide to make the main thing in their videos
atleast the big ones, I guess
ive seen most of them playing on wesleys, but they could've played yours on a livestream somewhere
curiosity, i want to see people play my mod
ah yeah that's because i modified the sun animator to make it turn night but stormy uses a different sun animator
ohhh
Well, it just so happens our group had our first run in with the ||FRAY THING||
Let me tell you, it terrified the nine hells out of us! Phenomenal job!
||Apologies for the audio quality, was figuring out the Steam Recording function :[||
horrifying clips, i love it
That first clip was terrifying what interior is that
Funnily enough that wasn't the worst of that run. I left out three more minutes of me trying to desperately crawl my way out of that forsaken facility while being hunted by the entire damn ecosystem
Brackens, thumpers, maneaters even....
goodbye bro
๐ซ
Like the moons, but not a big fan of interior fog and pups. Pup's hearing is too good for an interior. Literally feels like an Eyeless Dog with scaled down model/hitbox. But I bet I'm not the first one with such complaints.
once the mod updates they'll only do 50 damage, and i'll try out making them only hear louder noises.
Their hearing is most problematic on multi level interiors. I don't mind them being instakill though. In a perfect world it would've been cool if they took time to tear employee apart. That way they'd still be as dangerous if you're alone, but if someone was around they could save you.
i mean they feel like that cuz rn that's what they are
but like autumnis said they'll be balanced shortly :]
there's also a mod to remove fray's interior fog, tho im not the biggest fan
Fray's fog is actually bearable. Sierra's is a bit much though.
sierra has fog?
you sure you didn't by accident roll the vanilla interior fog chance or smth
last time I checked sierra had a sort of rolling fog that didn't obscure much of anything really
unless that was changed
Roll the vanilla interior fog?
zeeks added a chance for interiors to have fog
I must've rolled it every time then.
try installing a mod that disables vanilla fog and see if its that
take a screenshot inside of what you mean
I only ever had Storehouse (Generic Interiors) as interior on Sierra. Maybe said interior fog looks worse on it specifically.
Tried to run over the huge Baboon hawk on Fray with the cruiser and phased straight through it like it was a ghost
issue of skill!
I drove directly into it 5 times with multiple witnesses
if this is an issue for me then i have no idea how to fix it
Fair enough
outside of completely preventing you from playing the game which i have no idea how to fix, prominence is playable! there's still a few special things i want to add to it though (like not completely preventing you from playing the game)
Sounds like a โ75% of the time it works 100% of the timeโ-kind of moon, very prominent
actually playing my moons, eclipsed temper got me fucked up
four butlers, a mask, a jester, all in main
I'M GETTING SOMEWHERE I CAN GET INTO A LOBBY
problem: removing prominence from the build was what fixed it so something's wrong with prominence
but this is still something
alright so none of the moons load and each one has a completely different error from one another
did you update them after v69 dropped?
ive seen some people recompile their mods for the new version
it could probably be that
i tried updating to v69 to fix not being able to open a lobby but that didn't work so
they are on a v69 version now but the only change i think happened was me adding snowmen to temper
what interior is that
forgot how fucking hellish this clip was
thx
๐
Wanna see an extended version? :V
It was the perfect way to go
https://youtu.be/3-TjPO1RhqY
I can't see them, but they for sure can see me
thank you so much lmao
oh my god the ending
prominence teaser
holy freak, facility!!!
.3.
temper's blizzard will be changed to match rend's blizzard instead of being boring normal fog (temper had like 10 local fog volumes i don't know what i was doing)
๐
Maybe this will fix foggy weather being so hard to see in too lol
Foggy Weather existing on Temper never made too much sense anyways since it's excluded from the Vanilla Blizzard moons tbh
oh huh i didn't know that
fun prominence fact: it's out now
Prominence have a boss monster? .3.
some issues I've found on Sierra:
- No DropShip theme on landing
- No big sun
also, optional.
Add a Switch inside the entrance in case you entered the dungeon from the fire exit and wanna leave through the main entrance
the sun's there i think it's just outside the render distance though. i have to change the animation to fix that which is annoying but i'll fix that at some point.
Actually kinda dig blizzard weather for Cambrian
Wanted to see how some of the LElements weathers are like for the various moons and that one was nice
ice age lmfao
awesome aesthetic here. grim as fuck. love it
Im having some rendering issues inside on Prominenace
I think thereโs a problem with cull factory
@sick hinge ๐ค any idea of how this would be fixed?
I think it's just tilting the Vanilla Facility from what I can tell, I'm not seeing a custom interior being registered
so I wonder why CullFactory breaks
tilting the interior???
I don't even know what that would do to DunGen, let alone CullFactory
at this rate I guess I need a moon blacklist
It's part of the moon's gimmick lol
DunGen and therefore CullFactory assumes that everything is axis-aligned, and it would make things significantly slower for that not to be a problem
what does that mean?
Basically you can't walk up staircases normally, you have to jump up them cus they react like slopes
oh physics wise, I see
Yeah I think this is why Autumnis suggested not putting custom interiors on the moon btw
lol
It might mess those up in some odd ways
I guess as long as the dungeon is tilted at the root only it's probably not a problem for DunGen
as far as CullFactory, I could probably see if I can make some less accurate culling work, but I think I would rather just add that blacklist for now
Yeah
Oddly enough I just switched the interior to Niven Reactor and the gimmick seems to work fine and I didn't see any cull issues
possibly because the doorways are bigger?
or you're closer to the center where the bounds match up properly?
you can use custom interiors and they should work fine (especially if they don't have too much verticality) but you should definitely test it first
I imagine one that might be on the shaky side is Armory for that very reason
"Grand armory is crying right now" -wesley at some point when i was talking about prominence's gimmick
Curious how well does it work with Mineshaft's elevator?
Cause that's another one I'm kinda ๐ค of how that interacts
i don't know, didn't test it. i didn't put mineshaft on prominence because i didn't think it'd work well
Fair enough
hmm that's interesting
physics regions rotate the player, so it would tilt you along with the elevator
I would assume so anyway
ohh I see now lol
this bush behind the ship is kinda funi
i have no idea how that even happened
is the bush even vanilla ? i dont remember
that only happen in prominence
Lol, yeah I noticed that too. Matriarch did certainly not use to dominate on us like that.
Also, Smalldogs (or Blind pups as they are also called) are no longer able to spawn. I get this error on startup with only Harvest Moons (and its dependencies) installed.
Autumnis did say the Blind pups might be broken cus he didn't test them
new prop on sierra
prominence has a blue sun in the editor why does it have a yellow one ingame????????????????????
updated the mod with some fixes i tihnk
Sun animation clip overrides sun texture by default
i copied it from another vanilla moon though, it has no reason to do that
Yes this is what I mean by "default": on vanilla moons animation clips contain a texture override
If you copied it from a moon with a yellow sun it will always be that way unless you edit the animation
copied it from a moon with a blue sun
Hello!
Tested Temper, Very good performant wise, but I can't hear the ambient wind sound outside :,]
Prominence is amazing, great ambient sound, but there's something near the ship that can be seen through the wind
the bushes stares back at you
fun fact, every version that has had a new moon after fray has had a new icon style
oh dude I remember these
honestly every single one has been an upgrade from the last
[Error : Unity Log] ArgumentOutOfRangeException: 'minValue' cannot be greater than maxValue.
Parameter name: minValue
Stack trace:
System.Random.Next (System.Int32 minValue, System.Int32 maxValue) (at <787acc3c9a4c471ba7d971300105af24>:IL_001D)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::PlotOutEnemiesForNextHour>(RoundManager)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::BeginEnemySpawning>(RoundManager)
RoundManager.Update () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_006E)
This error appears on landing even without any other mod, not sure yet if it breaks spawning entirely or not.
On Prominence
i suppose one of the enemies is incorrectly configured
i! have no idea what this means or how to fix it
Spawns worked fine from my end, I think
Unless there are supposed to be more eyeless dogs outside? I've seen mostly only one
do all of harvest moons moons has unique enemies
All but Temper and Prominence
It feels empty without em
Its a killer idea
I still think it'd be a cool idea, atleast for a prop
weird visual issue on prom
that's most prob a CullFactory Issue
prob, ik there is an interior blacklist but is there a moon blacklist
Don't think so since so few of moon makers manipulate the interiors in some way
Only other prominent person that does is Wesley, and by smaller extent with some moons folks like Distinct with Volition and v0xx with Derelict (I think Rosie does it to some of her moons too but memory is failing me rn)
Autumn's the only person that I've seen to publish a moon that does it but I think there was someone (prob Wesley) that did showcase that you could also tilt the interior around on a moon
eyeless dogs are one of the rarer prominence enemies
unfortunately it also had killer bugs. it even had a cool story log related to it... but perhaps something else is also out there in the blizzard, simply remaining undiscovered?
cullfactory issue, i think the dev's thinking of a moon blacklist
Showcased the moons https://www.youtube.com/playlist?list=PLBuGXqLymvSdg2QhQqqj-ZeYeqf_r4yRe
The mega outside barber
Dual wieldinf scissors
It'd make sense for a moon blacklist too in the case of something like Prominence's mechanic cropping up again elsewhere
Probably would be some very slight angles cause extreme tilting like upside-down would be a neat idea but doesn't work for how typical interiors are set up
@slim lagoon is Prominence based off of the Aurora from Subnautica
or am I tripping
literally prominence
gyatt
also kinda reminds me of the harbor from content warning
i love this moon so much
great job
Prominence is peak yeah
friend had a really cool concept for a lethal company thing and i really liked one of the moon concepts so of course had to recreate it in unity
have u been given permission/will go through with this concept?
probably not because it's a ton of concepts for most possible types of content, not just moons (they're all really good ideas though) this isn't playable, just a bunch of assets thrown around currently
Hey! Great that you could fix Matriarch and Blind pup in the latest update. However Cambrian appears to no longer have an exterior navmesh. Tested just now with only HarvestMoons and Imperium installed. When visualizing navmesh there's nothing when outside and the console is spammed with SetDestination errors since there is presumably no navmesh for the manticoils...
hm. that's actually a critical bug. give me a bit to fix that
should be fixed, update is out now
https://thunderstore.io/c/lethal-company/p/Magic_Wesley/Wesleys_Moons/ go check it out i got to test this
Yup it's fixed. Nicely done. ๐
in the next update i will add new original enemy visionless adolescents
please add a purple nutcracker that's like super big that has a spotlight..
Was Sierras sun always this big or was that a recent change
Holy shit it's so big it's clipping into the facility ๐ญ
always that big, it was broken and invisible though
Did you figure this one out @slim lagoon ?
no
@slim lagoon what is the gimmick
land on prominence and find out
archaic wins i got a layout idea
oups
You canโt park there, sir!
all the moons are getting terminal preview videos in the next update
I'm not sure if this is something from my modpack or not, but seems like on Cambrian the dropship doesn't play its music
I installed Harvest moons in my modpack but my game loaded weirldy and I couldn't move and saw some green on a black screen.
Basically I couldn't play the game after installing harvest
turns out might've been a lll thing
if you have LLL v1.4.9 its that
ooop
1.4.10 should already be up and it's fixed
I'm ngl, I feel like I haven't seen like ANY enemies on Prominence at all. I went to the moon like 3-5 times and haven't seen a single enemy D:
might be a me issue, i'll check
I tried it again today and still didn't see anything. Could be my modpack though but it's only happening on prominence.
Does anyone else experience interior desync only on harvest moons?
Hm, what interior is it happening on and are you using a mod to adjust stuff regarding the interior (such as chances, sizes, etc.) If so, which mod are you using for it?
Figured to ask some of these details in the case if it's something misconfigured with a different mod rather than smth with Harvest Moons specifically
It ended up being something with the configs. 2 other people had to sync configs with me and it fixed the issue, which is weird as one person didnt have to sync anything with me.
Ah, config mismatch would do it too
Before updating the configs 2 non-harvest-moons moons didnt work so i suspect it was LLL
The configs are sometimes nightmares in this game lmao
What hapened to all the other enemies this mod used to have? ):
i liked using them as passive enemies for daytime lol
or maybe they arent spawning bc im only setting the weights with CentralConfig but i used to force enable enemies with LethalQuantities
now that im typing this out and thinking it through im assuming they just wont spawn from weights alone similar to some other modded enemies
yep that seemed to be it
LethalQuantities -> Global -> checked "Inside" "Outside" and "Daytime" enemies boxes -> Add all -> Enable all -> save/done (dont need to enter numeric values for rarity if using CentralConfig)
Your enemies are dope why not just add them all to standalone and make it modularly configurable??
i physically can't make it configurable, i register them all with LLL
Word, above my pay grade
Either way glad they werenโt taken out cuz theyโre cool variation
Ty
afaik they're all still here, which ones do you mean?
cuz all 3 I know of are not passive 6w6
Itโs been like 6 months since Iโve played for context but last time I played the queen hoarding bug I think?
Didnโt do anything when outside
yeah, though that's from rosie's
autumnis' enemies are all aggressive afaik
sightless alpha, blind pup, tree masked, matriarch, and the water leviathan thingy
that's from rosie's moons
you're forgetting the Temper Enemy
barber?
it has a unique one
since when?
oh y'know
ohhhhhhhhhhhhhhhhh
is it possible to remove the boss enemies from the moons
i like the idea but the specific moons im using aren't in a good spot for it
id rather save them for a different purpose
i tried setting the matriarch to 0 on fray but it still spawns
idk how to get rid of them
they're prefabs (?) so you can't remove them yourself im p sure
you currently can't, i'll probably see if i can make a config for it maybe
if possible please do that
it would help a lot with my modpack rebalancing
cuz i wanna use stuff like the matriarch and alpha but they dont fit where i placed fray and sierra (vanilla+ nebula, first custom nebula)
teaser
echoreach?
prays for volcanic
@slim lagoon forwarding this here since vodka told me to refer to you
do you have any idea what could be happening here?
blind pups keep spawning on dirge and i cant change it
do you mean them spawning at all or being the only spawn?
spawning at all
ion want them there
i was gonna relegate them to one of my other nebulas
but bramble is supposed to be relatively vanilla+
same ordeal as the matriarch/alpha on your moons
only this time its happening on a different moon pack
if you have standalone blind pups and not harvest moons, you can remove that mod and they won't spawn. if you have harvest moons, you have to use something like lethal quantities to configure their spawns.
i might change it so the blind pups from harvest moons itself can only spawn on sierra and the standalone blind pups are the only ones that can spawn elsewhere, if people want that
out of curiousity would lethalquantities get rid of the matriarch and alpha too
so far ive just been using LLL spawn lists and it hasnt worked
no, they are pre-placed on the scene itself
ah
i don't think LLL's config would work for configuring blind pups
i practically just slapped ",SmallDog:0" on dirge and it did nothing
they aren't in the actual spawn list because of lethal level loader weirdness and are technically added afterwards so the config probably takes lower priority than the enemy weight injection thing
this would also probably fix my sentinel issues
...if sentinel was ever updated/the creator wasnt narcissistic
(still not over that its such a cool enemy to be wasted)
anyways ill try lethalquantities then
hopefully itll fix
vodka said they thought the blind pups from harvest moons don't spawn elsewhere so i'll probably just remove harvest moon blind pup's elsewhere spawns in the next update
do note lethal quantities is rather complicated
and a bit buggy
should i just wait for the update then like matriarch/alpha
I think that would make the most sense
would centralconfig also do the job just fine?
maybe, haven't tried it
Yes this is what I use
Works for every modded enemy except most of the ones from Ooblterra
prominance stairs lack railing colliders pls fix
autumnis! autumnis! autumnis! autumnis! autumnis! autumnis! autumnis! autumnis! autumnis! autumnis!
fix the moon autumnis!
sigh...still no yountuben vidfeo iwth hanrvest moons in it...
I'll do moon showcases... someday, don't you worry goat
@naive violet ^^
I already did them lol
did I never post them here
i frogot
siogh.......itdoenst cuont.......that's just showing off of the moons instead of actually playingo ntherm............................................
I have a few vods where I played on them ๐คทโโ๏ธ
spotting one specific moon in 500 vods is a bit difficult
Donโt think Iโve mentioned this but I stumbled upon your moon reviews and theyโre great. Especially if I donโt know what a specific moon looks like or didnโt know a moon mod existed.
that looks awfully close
I LOVE SIERRA ๐ฅ
go my hounds
I take it back I don't love Sierra
old Sierra, my beloved 
found out why the dropships were missing music
the original music isn't in my project for some reason so i'm giving them the vehicle delivery music and calling it a day
currently redoing sierra's main entrance because i wanted to add a new detail to it, i'm horrified at how i made this
tons of cubes, not one of them is aligned correctly
we gotta go bald
Does prominence not have an indoor power count?
I went their three days and didn't find any enemies inside
if this wasn't fixed, then it could be that
check your log, but you can't fix it yourself if it is indeed the problem
Ngl that log is gone as that was on a test modpack. Most likely is that issue though
I did not see any enemies inside, no
So it's not just me. That good. I did see a hoarder bug outside but nothing inside ;-;
i mean enemies would probably cry about being there
oh fuck this is a me issue then
i have no idea why this is happening
and i tested it, enemies work fine inside
am i missing something here? why are enemies broken
Try making your probability ranges a non zero number
int num3 = Mathf.Clamp(AnomalyRandom.Next((int)(num2 - currentLevel.spawnProbabilityRange), (int)(num + currentLevel.spawnProbabilityRange)), minEnemiesToSpawn, 20);
yeah it seems to be cause num2 +-currentLevel.spawnProbabilityRange is the same number in your case
๐ฅน
i'd change both numbers at the bottom, btw
cambrian has been consumed by the waves. goodbye.
๐ซ
So what's the update on prominence? Like hows it going so far on it.
fixed but not uploaded
ohh okok
FERAL HOGS!!!
here's the changelog for the next update if anyone wants to know how it is going (green dots are done, red dots are wip)
actually getting work done? impossible, i could never
๐
Archaic sounds awesome ngl
THE FRAY CHANGES
aughhh,,, im gonna peak out!!!!
im excited for the new cambrian layout btw
did you add a config for the alpha and matriarch ๐๏ธ
oh yes i'm also doing that
i forgot i also wanted to add wesley's moons progression support this will perhaps take longer than previously predicted
hmm
you sure you wanna do that this update?
you could release this one and then work on that afterwards
sighhhhhhh fine
yaay
poor guy spawned inside a rock on Temper ๐ฆ
old scrapped interior, The Warehouse. baby's first interior, mostly just the interior template re-scaled. i plan on maybe remaking it eventually
why its so beeg...
turns you into a beby...
this seems... particularly neat. If it had some tweaks to rooms to specifically compliment tiny player/monster navigation (wooden boards as ramps to let you up on shelves and such) and was also blended with that shrink ray mod, then perhaps it could be made into a very fun unique experience with enough fine-tuning ๐ค
i forgot sierra's sun is completely busted and i have to fix that ๐ฅน
i should probably use my to-do list as a to-do list and not my changelog
sorry i eateds your sun
i was hungryuy
don't wanna open microsoft edge to update harvest moons but it'll require physicsapi soon probably so people should get that
i was lying by the way
for april fools
because physicsapi is a joke mod
made for april fools
anyways i think i will remaster temper kinda maybe a little bit as a treat
I HAVE TO MANUALLY PLACE THE TREES AGAIN I FORGOT
NO
PLEASE
I DON'T WANNA MANUALLY PLACE 200 TREES AGAIN

gonna reduce the outside power of cambrian so if the aquatic leviathan spawns then nothing else can spawn
that's actually a good idea
could other shit spawn there before?
modded enemies sometimes
chat what did they mean by this
Bro I swear everyone has brain rot lol
square moons
@slim lagoon did you do those configs for the matriarch and alpha?
i remember you saying it would when it updates and i just got back from hiatus and checked my pack
dont see a config for harvestmoons
mod hasn't updated yet (and i haven't yet figured out how to make the config actually work)
HAS NOBODY EVER BEEN TO FRAY SINCE PROMINENCE WAS ADDED?
MULTIPLE FIRE EXITS JUST BRING YOU DIRECTLY INTO THE VOID
HOW DID NOBODY EVER TELL ME THIS
I've been to Fray several times, but I haven't fallen into the Void.
Of course, I haven't used the fire exits much either, due to their location on the map, but I remember using them.
And no, we haven't fallen into the Void.
I thought it was intentional XD
i'm not wesley i would never intentionally add a fire exit that instantly kills you
God I slept on the Matriarch entity
I'm gonna use them
Don't let Artificer know about this
Speaking of; their bestiary is broken, and they can attack their fellow baboon hawks
I know the former is a bug, but the latter might be too. If it's not, then that's a pretty weird design choice personally. Why would it be like that?
because fun 
these are both issues that i believe i can't fix
first is an lll issue with the bestiary entries of registered enemies
second is that the matriarch hawk is technically a different enemy from baboon hawks, their code probably only checks for the same enemy type when seeing what to not attack
Could u send the full Matriarch's bestiary entry then
I'm interested in reading it
Is this one of your entities btw?
There's an entity without a codename that's spectatable
no, the only enemies in harvest moons are:
alpha, matriarch, aquatic leviathan, infested, pup
there are technically the temper enemy and watchman but temper enemy isn't registered as a custom enemy (modified prefab placed in scene) and the watchman was removed a really long time ago
j
yeah i'll do that eventually but unity takes forever to open
Yipee
A stretch, but is the Matriarch's glowing eyes based off of Zeekerss' 2d depiction of baboon hawks?
only inspiration for the matriarch hawk was scavengers from rain world for its spear
this is the cost of testing
that's a lot of protein!
@slim lagoon What're the max spawns of the Matriarch, Tree Masked, Aquatic Leviathan, and Eyeless Pups, including their power levels
matriarch max is 1 and power is 2, infested max is 10 and power is 2, aquatic leviathan max is 1 and power level is 4, pup max is 8 (will be 2 in next update) and power is 2
here's the matriarch entry by the way. lore is probably oudated and i will likely redo it eventually
Fuck ๐ญ
I was gonna do an indoor Eyeless Pup gimmick for Refuge but the next update will fuck it over,,
Vain Tree?
Is the standalone blind pup able to override the moon's blind pup max spawned or will both be decreased to 2
do you really want this happening
Yes, really
No other entities will spawn indoors on Refuge and it will just be baby hell
both will be decreased to 2 but they are TECHNICALLY different enemies so if you put them both on the same moon then they'd add up to a max of 4
Ig I'll do that then if they get decreased to 2
anyways in the next update to harvest moons i will be adding the northern undead asylum from dark souls
lord
What's Sightless Alpha's max spawned and power level btw
I decided that I want him indoors on Barrens
Since most of the indoor natural entities spawn outside here lol
1 max 4 power
Fat ass piece of shit taking up all mah powa
He needs to eat less
Are you aware that the Aquatic Leviathan lacks animations?
It doesn't bend at a curve while emerging
sorry i ate those food
yes. unfixable i believe
I genuinely don't think eyeless pups need a nerf this heavy
At the worst, decrease the max spawn to 4 and/or the power level to 3
The moon I'm playing on rn /w 'em (Not via Imperium) hasn't ever gone unfairly
I think they're incredibly interior dependant
they slow down scrap collecting to a halt most of the time, they force you to move around at snail's pace and on cramped interiors they just kinda ruin the whole round
like... mineshaft and tower are so terrible for pups
esp since they can hear you through floors on tower and can very easily catch you off guard and body block you on the tunels
Are you able to fix Tree Masked having Mask Fixes' tragedy masks?
Why doesn't Autumnis just
decrease their weight then
Eyeless Pups are REALLY fun in large numbers personally tbh
I'm on a moon rn that has a lot of them and I'm having a blast
This change would ruin the entity by a lot
@slim lagoon Hurting blind pups /w a shovel makes you unable to pick up anything afterwards
0196e594-18f5-e374-5a15-ee7ea1d84797
no, or atleast probably not. i remove the masks of infested by changing the mesh and material to nothing if i remember correctly. i think mask fixes replaces the mesh and material again to make it a tragedy mask.
Js comedy trees don't appear btw
They're fine
It's just sometimes trees can have tragedies
yes, because mask fixes has no reason to replace the mesh of something it doesn't need to replace
can't recreate this with your modpack, though i added imperium if that matters
also got psychically attacked by seeing non-testing sierra
?
Imperium might fix it Idk
It's not an uncommon occurence because I had it happen even after restarting my game
Maybe you need to kill them, not just damage them
i'm used to seeing sierra in testing after updating it so it felt strange seeing the released sierra
this is what i did
Shrug
tested it with a different mod and i could recreate it. on a different pack with just the released harvestmoons and that mod though, i couldn't, so i believe this is a mod conflict
Could you send me the code so I can find out which mod in it is causing the conflict
or is it just my code
the other pack is a completely fresh profile with nothing but harvest moons and the dev mod
Strange, never heard of attacking an enemy just causes the interact bug
I know Eyeless Dogs attacking you causes that bug, but that's only an issue if their attack DOESN'T kill you somehow
they are the moon's enemy gimmick
big boye'
i'll maybe see if i can make that configurable but trying to make the dog and bird configurable has already rended my brain apart
Rend.... Rend...........
also they're technically not hardCODED, they're just directly in the scene ๐
Oh that's how Retinue does it Ig
retinue probably does it the smart way of using jll's enemy spawner but i'm not glowing enough in the brain to use that
Ah that adding directly to the scene explains the big dog on Sierra as well come to think of it.
yes the mod is still being worked on
i'm redoing the terrain of archaic though because it was really bad
I Think I Forgot To Adjust The Lighting
i'm just gonna make the radar maps static i don't care
based
Having this error when starting up my modpack on V70:
[Info :LethalLevelLoader] olympusscene.lethalbundle Loaded (51,46s)!
[15:27:16.4684147] [Info :LethalLevelLoader] Finished Processing Bundles!
[15:27:16.4771530] [Info :LethalLevelLoader] LethalBundleManger Recieved Group: Harvestmoons.lethalbundle
[15:27:16.4794134] [Info :LethalLevelLoader] Found ExtendedMod: HarvestMoons
[15:27:16.4833718] [Error :LethalLevelLoader] System.ArgumentException: extendedContent
Parameter name: SmallDogExtended (ExtendedEnemyType) Could Not Be Registered To ExtendedMod: Harvest Moons Due To Failed Validation Check! EnemyPrefab Did Not Contain A Component Deriving From EnemyAI
at LethalLevelLoader.ExtendedMod.TryThrowInvalidContentException (LethalLevelLoader.ExtendedContent extendedContent, System.ValueTuple`2[T1,T2] result) [0x00091] in ./Components/ExtendedContent/ExtendedMod.cs:222
at LethalLevelLoader.ExtendedMod.RegisterExtendedContent (LethalLevelLoader.ExtendedEnemyType extendedEnemyType) [0x00000] in ./Components/ExtendedContent/ExtendedMod.cs:170
at LethalLevelLoader.ExtendedMod.RegisterExtendedContent (LethalLevelLoader.ExtendedContent newExtendedContent) [0x0005d] in ./Components/ExtendedContent/ExtendedMod.cs:120
at LethalLevelLoader.LethalBundleManager.RegisterExtendedMod (LethalLevelLoader.ExtendedMod extendedMod, LethalLevelLoader.AssetBundles.AssetBundleGroup source) [0x0023c] in ./AssetBundles/LethalBundleManager.cs:145
[15:27:16.5050950] [Info :dev.ladyalice.dungenplus] Added DunGenExtender asset for AquaticDungeonFlow
[15:27:16.6045871] [Info :LethalLevelLoader] LethalBundleManger Recieved Group: Aquarmoon.lethalbundle
[15:27:16.6045871] [Info :LethalLevelLoader] Found ExtendedMod: ExtendedMod
[15:27:16.6249343] [Warning:dev.ladyalice.dungenplus] Already contains DunGenExtender asset for AquaticDungeonFlow
[15:27:16.7270389] [Info :LethalLevelLoader] LethalBundleManger Recieved Group: Distinctmod.lethalbundle
Yeah, this mod also breaks mirage. The error you sent might be the reason of why mirage is breaking.
I believe its related to their mimic variant in the moon pack. V.70 broke it, which then results in it breaking other stuff. They are looking into it.
heyyyy so are harvest moons working in V70??? 
No not atm
Wait what?
What's broken?
Why everything on v70 doesn't go right 
Harvest Moons break masked rn
Just maskeds?
As far as we know? Or is it all variants
Then I guess I have to readd LQ to get rid of them 
That won't work
it's not the custom masked variant that breaks, the moons error on launch and break all masked enemies along with some other enemies
you just can't use the moons
not til they're updated for V70
Fml
Why anything CAN'T go right 
Fiend, LQ (at some point), harvest moons
Just wait til I get you zeekerss 
Since when do you like these moons anyways?
More than trite, I only dislike cambrian
Actually wait
I rather cambrain than trite
Cambrian at least has no turrets outside or bullshit hazards 
Because those fits for my medium vanilla plus modpack along with generic moons 
Anything that would replace the fiend ๐๐
We need more unique enemies as a whole in terms of mods
Honestly I haven't played Harvest Moons in ages so when you update it it might be a good excuse for me to rotate it back in for a bit
I've seen a lot of mod pack makers adding it so they can add the enemies to other moons too lol
i'll probably just make an update without archaic to be honest so the mod works as i'm still having trouble making archaic be good
New moon sounds sick though
I like the name
Same
gotta import new stuff, add custom scrap, add enemy configs, fix the lack of dropship music and fix masks though
Fair enough
honestly i don't care enough i'm just gonna remove infested for the update i don't have the will to import the new masked ai and see what that breaks
man, these maple trees on adamance are so cool! i can't wait to add them to my moonsWrong
kill zeekers
kill zeekers
hug zeekerss
What the fuck
Does Prominence use ||Bitter Aerie||'s ambience
The Rain World subregion from Rivuelt's campaign
sierra, fray, cambrian, prominence and archaic use rain world sound effects as part of their ambience yeah
WWW
Is it a known issue that temper doesn't load?
Every other moon is fine but Temper won't load even with every other mod disabled
Imperium also crashed but that's not the cause
I only installed it after discovering temper didn't work
Yes
Infested are broken atm
Temper doesn't have the infested, that's Fray
Outside barbers
Fray has Matriarchs and infested
am I fkin stupid then?
no? lmao
thank God 
thanks for clarification I guess
I've been on fray 2-3 times and on temper never
known, mod is broken until i update it
i'd love to update my mod if there wasn't a program trying to kill me and everyone who works with it in the way
yeah i feel that
quaqiatioc leviathna
@inland leaf You dont get to guess you haven't played the mod
Pretty crazy coincidence, I had to check this earlier today because I was messing with the spawn cap on cambrian
Since trying to do the water parkour at night is already difficult enough without modded monsters spawning
Especially modded giants ๐จ
in the next update cambrian's power level will be reduced so only the aquatic leviathan can spawn
I've never actually seen it tbh, I just know it exists
The funniest moment when it came to Cambrian with a group was jumpscaring people with the worm
how much power quaqiatioc leviathna awesome quiz
5
10
1
2
the correct answer was a power level of 4
Awesome QUiz 2: What moon will be add in next update
i choose option 3
You typed that while i was making the poll so i couldn't yell at you
What moon adde ndext harvest moons autuimnis awesome quiz 2
7
14
1
Archaic
I was gobnna be like trick question: [link to new moon] and it was gonna be so awesome SAND THEN TERRAMESH DIED FOR SPECIFICALLY ONLY ME AND NOW I CAN'T FINISH THE MOON BECAUSE OF THAT
IT WAS GONNA BE SO AWESOME
wbhatever
Terramesh moment?????
try asking in the thread I suppose
or just. recommend sponge
I KNOW WHAT TO DO I'LL JUST MAKE A MOON THAT DOESN'T HAVE TERRAIN let's go asteroid 16 that's what wer'ere making harvest moons is NEVER updating
apparently i really messed up prominence's bridges at some point so i gotta redo those (they won't have custom animations anymore because i really can't be bothered to make those work)
i am robably going to go to sleep and then Maybe work on harvest moons
Did that one harvest moon that didn't have enemies spawning inside ever get fixed?
i'm not sure if that was ever actually real but probably
wasn't it an issue on prominence mr tumnis?
If I recall correctly, it was that moon that everything was tilted
that had the problems with enemies. Though I haven't installed your moon yet in my new pack so I'll have to check it out sometime today'
the moons are broken and buggy in v70 i believe, i'll fix them Eventually
but once i update the mod that should be fixed
Im if I recall this was before v70. Like I had this problem months ago but I'm glad they are being fixed/checked on!
I tried to land on Victory and the game immediately crashed, no info in the log. Is the Terrain Instanced?
Let me see if this also repros on my end
Yep
it's brokey
@blazing spoke Did you have manage to test it earlier?
yea. no crash.
Huh, I wonder why it dies for me and DemonMae lol
i only landed once
Fair, and you also test in a nearly full vanilla profile so it's possible you were less prone to it crashing or maybe it's similar to what caused Tolian's moons to crash on land in the past
shrug
terrain is instanced yes, victory worked perfectly fine in my testing modpack. i didn't test it in any actual modpacks though
the only times i had it crash was my computer physically running out of memory since i had unity and modded lethal company open
actually that's a lie i tested it in vodka's modpack which has like, 200 mods i think? there's nothing i changed after testing that could possibly cause it to only NOW crash in bigger modpacks
Weird, don't know what else would cause a crash
whatever it is it's not my problem until someone proves it is
based and harvest pilled
yeah we tested with vodka's pack and didn't run into issues... I guess it'd be worth a try to hop on that pack again w the release version though
i miss having boss variant monsters
I mean they still there doe
in Victory?
I'm not sure what Victory could have as a boss monster
No I mean like, they're still there on cambrian, sierra and fray
Giant 20 foot tall old bird
That was my first idea but it would suuuuck
GIANT SPORE LIZARD
giant Old Bird at the center of the crater. cant fly. slower walk cycle. can only turn, no walking.
call it Lacertasaurus
Keep in mind Autumnis doesn't modify the enemy's AI whatsoever, so it has to be quite simple
Me who had that in my concepts
Aquatic Leviathan only doesn't attack you because the floor has a different tag than the surfaces covered in water I think?
giant forest keeper. it's red. it eats other forest keepers. it can kick, jump, and stomp you as a OH KO. can call it something like "Redwood Titan" or something
h
h
arvest
here is the visual bugs i mentioned in another thread yesterday
forgot to post about it
What the fuck
the fuck lmao
old birds break completely if you modify them at all, even just placing them in the scene
what the fuck???????????????????????????????????????
i've got no idea what this is
i guess i'll
attempt
to look into it?
also forgot how ugly victory looks without lethal sponge ๐
LMAO ARE THE BUSHES FUCKING BILLBOARDED

same
its on my small testing profile too so
my first thought is maybe a weird imperium visual bug? ill do a bit of quick testing my self
what is lethal sponge vro ๐ฅ
appears imperium was the cause
how? i have no idea
love imperium breaking randomly
so silly
lethalsponge is a mod that redoes the shader in a way that you don't need to have your unity terrain turn to mesh to have the post processing and fog apply to it
basically makes non-meshified moons look meshy
thats what most people use it for
it's also a performance mod technically
i just checked and i have that on my main profile
i just forgot about ity
teeheee
Vro doesn't know what lethalsponge is in big 2025-and-a-half ๐ฅ
brazy ๐
ive decided from now on that we will now all call it lethal spingle

do not try and fight it
thats its name now
I'm late to the party but i tested Victory in my modpack with 140+ mods and it worked fine.
Tested multiple rounds too.
I wonder if this stuff relates to why it crashed on land for me and DemonMae without Lethal Sponge
With sponge's shader off it dies for me
but works with it on
Nvm you said Imperium caused it
when is temper going to be fixed?
before v70 i was making a mod that added a copy of the vanilla facility but with new rooms added
was fun to work on but it died very early
Honestly that's really cool, I'd love to see more mods that alter/replace the vanilla interiors
I still think you should go through with it
there's no reason why we can't have two facility variations
Would be cool to have 2 variants with equal chances
^
oh my god i haven't updated harvest moons since before wesley's moons initial update that added progression
i oughta get to updating it
hi who called me on the bean-o-phone
was it you?
not yet Beanie, your arrival will be necessary once its needed
for now rest
blind pups are fixed
i also seperated the moon bundles for optimization (this has doubled the size of harvest moons though which hopefully i will find a way to fix)
update to their standalone version will be uploaded eventually but i am experimenting with registering them via code rebirth lib so they have a config
Did you also Terramesh Victory? That should fix the crashing issues
i can't, terramesh does not work in my unity project
Beanie did that for Solitude to fix it
Odd
Did you check if it just requires you to change a few settings in the project?
no, and to be honest i'd rather just have lethal sponge as a requirement than figure out what exactly is wrong with terramesh
my best guess is an incompatibility with a different tool i use on archaic, but alot of archaic is built around having this tool, and there's not much i can do since terramesh's dev isn't active anymore
For the standalone ver or for HarvestMoons?
read a little bit below that
Ah mb, still half asleep
lol all good
[15:58:57.3303596] [Info :LethalLevelLoader] Found ExtendedMod: HarvestMoons
[15:58:57.3343608] [Error :LethalLevelLoader] System.ArgumentException: extendedContent
Parameter name: SmallDogExtended (ExtendedEnemyType) Could Not Be Registered To ExtendedMod: Harvest Moons Due To Failed Validation Check! EnemyPrefab Did Not Contain A Component Deriving From EnemyAI
at LethalLevelLoader.ExtendedMod.TryThrowInvalidContentException (LethalLevelLoader.ExtendedContent extendedContent, System.ValueTuple`2[T1,T2] result) [0x00091] in ./Components/ExtendedContent/ExtendedMod.cs:222
at LethalLevelLoader.ExtendedMod.RegisterExtendedContent (LethalLevelLoader.ExtendedEnemyType extendedEnemyType) [0x00000] in ./Components/ExtendedContent/ExtendedMod.cs:170
at LethalLevelLoader.ExtendedMod.RegisterExtendedContent (LethalLevelLoader.ExtendedContent newExtendedContent) [0x0005d] in ./Components/ExtendedContent/ExtendedMod.cs:120
at LethalLevelLoader.LethalBundleManager.RegisterExtendedMod (LethalLevelLoader.ExtendedMod extendedMod, LethalLevelLoader.AssetBundles.AssetBundleGroup source) [0x0023c] in ./AssetBundles/LethalBundleManager.cs:145
Is this going to be fixed?
scroll up
this?
yes
scroll up
oh ๐ญ
according to my to-do list (incredibly vague and usually missing important things) i just need to add an elevator to prominence and the update should maybe be ready?
Average day at the company.
harvest moons!!!!
we're adding the entirety of deltarune to harvest moons thatts right
bit of Lore for those who care
fixed the sky on my moons so it actually darkens at night, try to guess which moon this is
Deltarun;e HARVEST MOOns will be real LETS GO
it's victory
Fuck it slap a mineshaft elevator on and make sure it doesn't crash and release it
FUCK I HAVE TO MAKE THE CONFIGS WORK
when i use harvestmoons it seems to prevent imperium from starting, giving this message
Yeah it's because some of the monsters are broken rn afaik
Should be fixed when the mod updates?
i see
it randomly decided to work with zero changed the next day i don't think it was harvest moons after all
behind the ship?
ya
oh you know
I don't know ๐
I'm not those who know ๐๐
those who nose ๐ ๐
grows too flows ๐
throws through thoughs ๐
sows those ploughs ๐
so there isn't a drop into the void behind the ship
makes cents
Is Sierra's spawn curve being fixed in the new update? Haven't tested standalone but having night monsters constantly spawn at 9am
if you mean the sightless alpha, that's intentional. i haven't seen actual night enemies spawn that early
In that case the issue might be something else in my pack, but Sierra was constantly spawning night monsters after 9am
As in regular dogs, baboon hawks and modded ones like tourists
I've had similar issues on a few other modded moons so I assumed it was something broken by v70 but could be wrong
I'll look into it, dw about it if you can't recreate the issue with just Harvest Moons
i'd love to test it but my computer isn't working so i've been fixing it the past few days
So I tried to test it outside of the modpack and got unbearable lag from Blind Pups being broken
Didn't have that issue before (presumably fixed by a performance mod) but could it be related?
i think like
most of harvest moons and blind pups are absolutely broken rn
and it makes them unplayable

we need you autumnis
Yes
wait so if i used something like LQ to remove the blind pups, harvest moons would not have the severe lag?
nope
im pretty sure
some moons still have issues
due to the prefab enemies
i thinksy
oh
i'm only looking to use two of the moons, would the prefab lag would this cause problems upon landing while the blind pups only would once they spawn?
no clue...
played nine sols recently it was pretty good
@slim lagoon are you still ever able to make that config for sierra and fray
its been a while and the mod still hasnt been updated
i completely forgot about my modpack cuz i was waiting on if that was possible
cuz i still dont want the matriarch and alpha to autospawn
Snowy Cambrian looks really cool icl
OH THAT'S SIIICK
is that "White" weather? 
Thats Trite weather
some moon ideas i've had that i'll probably make either as or after i finish harvest moons
Examination
Panoramic sounds cool, like a dark moon with a huge rotating floodlight?
Science bird tweaks
I was thinking that lol
Rotating floodlight makes blackout so much more interesting
Hands down Cambrian's my favorite with Snowy/Ice, being able to slide everywhere on the ice to main/exits while avoiding the giga worm is funny
thinking about it, icy cambrian could be canon because cambrian has a wacky orbit so you could be going to it when it's far from the sun
oh that's sick as fuck
"We're going to raid the sun"
"Silly, you can't raid the sun, even at night"
"Don't worry! We'll be raiding it at summer"
Update: Victory now has a small but cangerous ecosystem
now fix everything
im not talking about mods btw
im talking about the world as a whole

fix my marriage
fix world conflicts
fix the trout population
Fix the ever increasing time between vanilla LC updates
true
fuck ueah...
harvest moons will update eventually i think the main thing delaying it is not knowing how to make a config (JLL Has No Documentation)
oh man, the classic
i asked the genrick how to make one
jacob should really add a small bit of documentation
sad

