#MythicMoons
1 messages · Page 3 of 1
i mean i could give them a death anim 
they dont obstruct anything either (like Peepers)
you havent played it in a bit tho ._. the default settings was lowered too for a while
but yeah you can config it as much as you want really
Figo made a huge config for it and for the scrap
i think lunx is more focused on booting their game again
idk i was never really bothered by them
yea probably
i just seem to enjoy sounds everyone else hates
|| so you like the vase sfx? 😛 ||
Bwa
no because it doesnt fit
yeah lmao
but i do like the sound when it plays at company building
numerous vanilla sfx work just fine imo
you can still use seichis knife while being corrupted
the fan was fixed
but knife still can be
holy knife to protect you from the Hannya Oni
and the fan has its own script thats why the mod u used cant overwrite it imo
i couldnt replicate what you did on my end at all
ok well i dont know what mod i have thats doing that then
none of the fix/QoL improvement mods i have downloaded have had updates for a bit
ill just blame CentralConfig (even if it aint installed) 
like i said here, also it cant be imperium either cuz i use that too for testing
never used it, cant confirm nor deny
what mod is it?
small request btw (nowhere near priority). rename the fan? would love to put it in a reserved slot, but the fan scrap from ImmersiveScrap shares the exact name
he was talking about when hes being attacked by a masked
or an oni
sorry this same thing happened earlier where i got misunderstood
"corrupted" is how i refer to a masked making you into one of them
..because thats what corruption is
but i couldnt replicate it with or without imperium
so its probably another mod that does that somehow - it cant do it to uchiwa since you made a modified script for it
oh you mean "fan" is being used?
i guess i can name it "Uchiwa" then
"Fan", yea
since thats the actual name of it
yeah i kept it as knife for now
i thought the seichi knife and uchiwa are the same thing
since you cant change the scrap weights (LLL issue)
no the fan uses different scripts as sick said
nooo i have a knife too :3
oh lol
but that uses the basic knife script
Knife Fan when? o3o
add granny
the uchiwa is pretty much the knife code
sorry thats a joke you wont get
i do lol
nuh uh
u talking about the phone game?
i thought granny from the horror game
yes but you dont have context to why thats a joke
also another reason to blame Xu
the item? i see no reason why 
average kitchen
usually i dont have anything in the kitchen since v50 is out
and you have every item and 3 fire exits lmao
hi welcome to Hoarders
and also making seichi cost 4k
yeah ok i figured out the knife issue lol
https://thunderstore.io/c/lethal-company/p/HydratedDragon/AutoKnifeAttack/ its this mod doing it
i see
the praying one
whatever you do with this guy btw
seeing him move around the map
will be weird
lol
i think it'll work out fine ^^
yea ive noticed him breathing
shh!
bwa
i'll add a normal sfx soon
Wa
ok this is probably just more LLL shenanigans but
it seems like the weights of the custom items that spawn at seichi arent even properly working, and this is why they cant be changed
but in order to confirm if this is true or not i will be seeing if i get more vanilla scrap or more seichi scrap in 10 runs using this loottable i wrote
Tea cup:42,Tea pot:35,OniMask:19,Kanabo:7,Vase:31,Knife:5,Shamisen:26,Mortar and Pestle:27,Fan:14,Taiko:18,Golden cup:100,Perfume bottle:100,Gift:100,Gold bar:100,Tea kettle:100,Plastic fish:100,Ring:100,Comedy:100,Tragedy:100,Magic 7 ball:100
seichis items are default values
Yeah no lol none of them are even close to 100
All range between like 3 and 35ish
Oh nvm i didnt read it properly
Thanks for testing stuff out it really helps me out a lot tbh ^^
well i said 10 runs but i think 3 is enough to confirm
Run #1
Vanilla Scrap Found: 8
Seichi Scrap Found: 32
Run #2
Vanilla Scrap Found: 11
Seichi Scrap Found: 46
Run #3
Vanilla Scrap Found: 7
Seichi Scrap Found: 40
Damn
this is with the min being 95 and max being 105
the default settings probably means you only find like 2 vanilla scrap
if any tbh
When i tested them i found relatively big amount of vanilla scraps
I’ll run some tests with changes later on
Tomorrow hopefully i’ll push out a patch in regards to kanabo
And maybe touch up the scraps a little too
you didnt have 10 custom scraps before
so thats probably why you saw more vanilla
because the scraps seem to not follow the normal weight rules like other items, they spawn much more frequently, even if you set the weight to 100 for a vanilla item
but having less of that custom scrap would mean higher chance to find a vanilla item
this also means the kanabo and knife spawn more often than you intended
found this on seichi
What the
I have never encountered that
and shouldnt even be possible cuz the vanilla knife’s name is kitchen knife
that is the in game name
the name in the code is "Knife"
like you know how thumpers are called "Crawler"
its the same principle for this
the code name is different from the in game name
im actually gonna have to disagree on this one
it could be LLL's handling maybe but the item name internally is Kitchen knife
well its not just LLLs handling
the thing that pops up in the bottom right when scrap is collected shows the name that would apply when using item weight
and that does show "Knife"
imperium also shows this in brackets when youre spawning items in
so idk
ill look into it more, just writing some code rn, but i assumed this was the internal name
at the moment im trying to fix the vanilla scrap spawnrates for seichi
item weight isnt capped at 100 its just no ones ever wrote over that
(besides zeekerss himself accidentally making bottles have 111 weight on assurance by typing two separate entries for it)
so im trying to figure out the good balance between vanilla and seichi items
I also want to balance them out dont worry ^^
ok these are my numbers
Gold bar:245,Plastic fish:226,Tea kettle:160,Fancy lamp:128,Perfume bottle:267,Ring:267,Comedy:180,Tragedy:180
i only kept scrap that made sense with the moons theme
comedy and tragedy are for different reasons, but they do still kind of fit anyways
im not sure where the game gets this "Knife" from, but the internal name as far as i can tell is Kitchen knife, it says so in the debug menu too ^^
well...
i guess it does use the internal name eh? lol
huh
it doesnt work if i just make it "Kitchen knife"
maybe its separate for item weight
dunno how LLL handles it on the backend, but yeah that's definitely the internal name
@white vessel i seem to have an issue with custom scraps’ weights. They are not adjustable by players thru config. Talked to Wesley too about this before and he seems to have similar issue 🤔 and it seems to affect the vanilla scraps’ spawnweights not being configurable too
Am I missing something or is it an LLL issue?
i have no diea
Oof ._.
well
i have potential help
maybe
not sure
because when i tried these names it still didnt work for changing weight or adding them to different moons
but basically the names of items on LLLs config is not correct
i found this out because i found a mod that lets you change the weight (as in pounds in game while having items in your inventory) of any item
items have two different names
i see
that probably explains the kitchen knife thing also
well then i guess theres nothing else to be done
besides fixing modded scrap weight not working for LLL
but i wont bug you about that
what i find odd is that in the LLL config you see the weight being Knife:5 not Naifu:5
What is Naifu
My custom knife scrap item
ideally that should be a ExtendedItem that injects into your moons pool
Yeah thats how its set up
whats that list tho
and on the previous pic the item itself is added to the Spawnable Scrap list in the Selectable Level
I haven't looked at my config stuff recent enough to help in anything with that
but ideally it shouldn't be in that list directly
but how would I issue a rarity to it by default then?
in the level matching properties
so i'd need different level matching properties for every scrap item? 🤔 Right now i only use one for all
if you want differeint values, ye
alrighty i'll remove them from the list then and add different level matching properties to all and let you know how things are ^^ thanks
makes sense why my 1 custom enemy spawn is also just unaffected by the weight change then
@zinc nest thought you'd need to look into this too
sometimes this game can scare the sht out of me
so far: with the setup changes Batby recommended the weights are now better - not sure if they are optimal yet, since this changes a lot
tf is this fade in intro 😂
i still need to figure out if LLL settings are now working which i might not be able to test cuz it would take a lot of time and i still need to do other shiz 😐 (irl, other projects, and with the moon too)
where are my items ;_;
the clowns took it
fixed it
Kanabo's weight is not changed for now
v0.6.0
Kanabohas its own script to balance the item outShishareceived LODs- Decreased filesizes on all bundles (~44 MB)
- Fixed
Oni's and all custom scraps' spawning weight (I had a bad setup before and my settings were ignored)
i'll need feedback on kanabo so i can make sure its balanced nicely ^^
in the next patch im going to work on custom sfx's and finally set @desert rock free lol, i will actually give the vase a normal sfx 
I mean, I'm fine with the current one xD
It's funny xd
BWA
i want bwa to stay, but as a 1% chance 🙂
hmm
0.1% chance for it to also crash your game and delete your steam account
📝
my filesizes are still huge but im trying to lower it as much as possible
without ruining the quality, its hard but im working on it ^^
use ogg files?
i do ._.
Shisha ate the frames then
i had accidently used a .wav file for the ambience and that was 28 mbs lol

now its 2

i will look at the kanabo later
when i used this mod i made it 50 pounds
(its 52 in game due to some weird rounding system or whatever)
Try it first without changing its weight(lbs)
yeah ill get rid of it
Also there were changes in one of the config’s name
Not rounding
It's just how weight is calculated
S1ckboy made it 52 pounds
It's (itemWeight - 1) *105
Hey, the moon looks great 🙂
Thank you ^^
Uhm it should be 28 lbs still lol
Dunno what value u set it, there's no bug ingame afaik that converts 1.28 to 1.5 lol
okay so i might have changed something cuz its 47 lbs now
in game?
yes
oh yeah lol i changed the weight to 1.45 
anyway it probably needs to be balanced either way so after feedback i'll change stuff around
oh right
- some texture changes for the middle island's platform ._. im so sloppy with my changelog
Can't be worse than me
Lmao
H
the weight is still unchangable
i tried removing it and using the alternate internal names
stuff still spawned when i didnt want it to
also tea pots are not spawning at all now
btw i like the kanabos changes, but if possible i think it would be better if it still took a moment before it fully swings if you continue holding LMB
if you hold LMB before a swing for whatever you want to kill you can skip the first time it takes a moment to fully swing
i say that cause continuing to hold LMB after would be stupid
also keep the current weight it has even if it was a mistake
So i guess that is an LLL issue i cant fix, oh well the spawning weights now do stuff lol so i can balance them out on default settings at least
I’ll look into this
Thats true but you cant spam it like the shovel with this
I can make it longer to reel up without Figo touching up the code 🤔
theres a config so anyone can change it lol
Oh nice, didnt look at the config 😅 but i’d like to make sure the default setting is balanced
ye fair enough
probably has been asked before, but I have no idea if I'm doing this right? I only want shisha to spawn on snowy moons
remove the spaces
also I cant remember if it matters but you have the i in titan as a capital, not lowercase
ok wait let me check something
surprisingly
titan and rend have 20 daytime power
but dine has none
dine has none? really?
if theyve been trying to see the shisha on dine specifically, thats probably why they havent
the default value on LLL is "Default Values Were Empty"
so yeah it has 0
wtf
it just doesnt have any daytime enemies to spawn
oh
zeekers just didnt set any
RendLevel, TitanLevel, any vanilla moons need Level at the end
ah thanks
i could maybe adjust my parser to take in Rend and turn it into RendLevel later
ok well i needed this info myself for my mod pack so thanks
only applies to lethallib stuff because everyone uses my parser* 
wait what the fuck
ok so then
why is the haunted harpist spawning on embrion when in the config i didnt put level at the end
the Vanilla tag also doesn't work in lethallib, for now, it should work soon after a coming update
it did in previous updates because lethallib didnt recognise embrion as a level at the time
is embrion not considered vanilla?
yep, it didnt consider embrion as a vanilla level
it should now though
since like, a month ago?
ill check how they were added, they should just be EmbrionLevel though
yeah it's EmbrionLevel
H
next update will have further compression -> currently got 27mb decrease and im still trying to find ways
also some fixes that were pointed out to me like Hachiman registering as baboonhawk (oopsie) and Kanabo's scannode starts with a lowercase, lamp material at the parkour fire exit is too metallic
the harpist mod still uses 1.15.1 i think
the player's lethallib is stil the latest version, so it shouldnt matter what version the mod itself uses
hachiman bestiary when
oh lol
prolly on full release
although, you should probably update your version when the beta fully comes out, ill try writing a quick Fix for switching Rend to RendLevel etc
so v1.0.0
ye i will
protected (Dictionary<Levels.LevelTypes, int> spawnRateByLevelType, Dictionary<string, int> spawnRateByCustomLevelType) ConfigParsing(string configMoonRarity) {
Dictionary<Levels.LevelTypes, int> spawnRateByLevelType = new Dictionary<Levels.LevelTypes, int>();
Dictionary<string, int> spawnRateByCustomLevelType = new Dictionary<string, int>();
foreach (string entry in configMoonRarity.Split(',').Select(s => s.Trim())) {
string[] entryParts = entry.Split(':');
if (entryParts.Length != 2) continue;
string name = entryParts[0];
int spawnrate;
if (!int.TryParse(entryParts[1], out spawnrate)) continue;
if (System.Enum.TryParse(name, true, out Levels.LevelTypes levelType))
{
spawnRateByLevelType[levelType] = spawnrate;
}
else
{
// Try appending "Level" to the name and re-attempt parsing
string modifiedName = name + "Level";
if (System.Enum.TryParse(modifiedName, true, out levelType))
{
spawnRateByLevelType[levelType] = spawnrate;
}
else
{
spawnRateByCustomLevelType[name] = spawnrate;
}
}
}
return (spawnRateByLevelType, spawnRateByCustomLevelType);
}
this should work better
ty 😃
yknow i shouldve thought of that when i made my scrap suggestion
like im embarassed i didnt think of that
||its a buyable item :3||
it has another issue
worst mod
no yeah i know
|| when you buy it in the terminal, the purchaseSFX does not play ||
i'll try to see if i do something wrong, but from my standpoint rn, this is not a me issue >.>
but its best to double check things
it being LLL wouldnt surprise me
No one reports bugs, only complain in their thread 😛
i've talked to Batby wdym
for the terminal thingy i'm going to report it as soon as im 100% sure its not a me issue

Not sure how u could say its not a u issue and at the same time backpedal lol.
Anyway I've already dropped a ping in #1193461151636398080 since like I said, 99% of LLL bugs I dont see get reported
add a pikachu easter egg to seichi at this point
idk why it took me so long to process how to type that
im losing every ounce of intelligence slowly
GREAT IDEA!
huh?
i literally said that im fairly certain its an LLL issue but i'll make sure that its not me messing up something first cuz i dont want to bother Batby with bs. I talked to him about the scrapspawns already in this thread and in dev-gen also
for the terminal purchaseSFX not playing when you buy a custom item - i want to check my stuff like 4-5 times over before I tell him cuz if it turns out that it was my stopidity then i just waste his time which i don want to
Just add a Pikachu and have it stand there doing the Xu shrug when you walk up to it
Lol
i really should lol
Xu uses that emoji so much at this point it'd be perfection, besides you already added her as Shisha's doo doo LOL
It's not really bothering, if you're certain it's an LLL issue you should report it, I get the need to 100% confirm stuff but it's not really wasting his time, he knows his code the best and it'd be easiest to just get it straight from him rather than waste ur own time.
Telling someone that their own code isn't working as intended, especially an API as big as LLL, which has had a history of having unreported bugs isn't a waste of time
Is that where the scrap comes from? Ic
Not touching the samurai, good luck s1ckboy
😭
It made a lot of sense after I was told about it it, cus the Xu crystals are kind of shaped like poop 😭
s1ckboy's got an interesting sense of humor
XD
yeah i was planning to let him know soon since im almost done with confirming that its not me being a dummy - thanks for reporting it to him tho
its at a random spot in the background mountains only reachable via jetpack
alternatively in the water
tbh i told Xu if she ever dislikes that i'll change it immediately, i was makin fun of it from several angles lol
- Xu being added to the files meme
- Naming it Xu since the crystals are like that Code:rebirth stuff from the meteor
- and you get to be rebirthed by shisha

||- also Xu is a poopoohead||
@lusty galleon lol
Since when is deer poop a deer baby?
XD
since its a crystal lmao
i thought xu was legit a real ancient japanese.. something
or at least a letter in the alphabet
not a crystal per se but
anything
Xu is chinese
I never really knew where the name originated from
Howd you change his speed?
That is awesome wtf
I'm pretty sure u can't change the speed, only the acceleration
Which is probably what u did
yup
the base speed is the same since it doesnt have a different code (rn at least)
this doesnt look like a major speed change
vanilla masked can just do that sort of lunge forwards and its not really that much slower
but there are still some things im able to change to make it a bit different from the original
dont be like that 
is this what spiders do when theyre at 1 health left?
They go faster? Dunno, basegame can change anything it wants including speed etc, speed is controlled in the code not the stuff that s1ckboy has access to, which is why he can change acceleration but not speed
yes spiders move slightly faster at 1 health
Acceleration can also be controlled in code thus making s1ckboy be unable to touch acceleration, but zeekerss only touches acceleration stuff with thumper
but its not a major difference and barely messes up killing one
so you dont notice really
It's probably a change in speed not acceleration
oh he does? good to know
i mean yeah i guess its understandable give the thumper's nature
thumpers arent based on health left though
i kind of thought the clip you posted was
Oh no, masked just kinda lunge after a couple hits I've noticed
Yeah I'm sure it's definitely rng
But its usually kinda consistent by the time u get a couple hits in
yup they lunge themselves like that sometimes when they are hit
All s1ckboy can do is change the overall acceleration from like 10 speed/s to like 20 speed/s, permanently
is it bad im so used to LC's jank that i can fight against weird monster movement like that
with not many issues
unless its a thumper
i will never be good at consistently killing them
IF LLL settings work properly
This isn't even LLL 😂
oh btw i was thinking
maybe you can fix the broken scrap and monster weights by making separate configs for them
i know thats tedious but it seems to work for other mods fine
Dunno, haven't tested it, I use my own stuns too rather than the games
Cruiser heaven ❤️
is it? 🤔
I’ll have to get the mod
I’m good at driving but after my watching my team try to drive on rend when I was dead was pain
im fairly certain its a nightmare for cruiser (and also kinda useless on the moon)
i dont think the cruiser would work on seichi really
im pretty sure its wider than the bridges
did it change I was looking at the very top picture things
can confirm ._. just by a little tho
it has changed a lot
can I see 👀
oh that picture is from unity editor and yes it changed a lot
should probably not make comments like that till you actually see the exterior
in the unity editor the trees are not there cuz they are randomly generated
cruiser aint gonna do shit here
eh I drive the cruiser on rend easily it can’t be that bad
no like you cant go to any entrance with it
only planet I haven’t been able to get to the entrance within 1 ingame hour was vow
give it a try ^^
and the map isnt even that big anyways so it barely matters
yeah i didnt have a TRUCK in mind when i started lol
If having custom scraps and custom enemies in there doesnt bother you, give it a try
I'd be happy to receive feedback! 
ooo enemies?
o
i think thats the best thing that i ever brainfarted
its just such a goofy little thing lmao
i mean its fine i guess
im not a fan (no pun intended) but you can turn it off
so whatever
i know 99% of people wont do that though
they can use it to do more backflips and fortnite dances with emote mods
v0.6.1
- Fixed lamp materials at
Fire Exit #4 - Added forgotten changes to the previous patch
- Changed scannode from
kanabotoKanabo - Fixed
Hachiman's ScanNode registering as aBaboon Hawk - Decreased filesize again (~ 27 MB)
- Added
Lanternas a buyable item - with it's own script - Fixed waters not watering
- Changed tree collisions
- Changed
Oni's settingsStun Time Multiplier0.75 -> 0.7Door Speed Multiplier2 -> 1.5Angular Speed120 -> 130Acceleration20 -> 30
- Adjusted weight of
Kanabofrom 47 lbs to 37 lbs
Next patch will focus on the soundeffects I promised earlier, been a bit busy with other stuff and IRL too so I couldn't get to working on SFXs 😅
interior progress?
soon (tm)
hachiman doesnt send new creature data to the terminal
also i like the lanterns idea but its a really weak light rn
the echo scanner is a better light than it atm
Alrighty i’ll adjust some settings of it, im trying to keep it weaker than the pro-flashlight tho since it doesnt need to be charged
(Not too much weaker but weaker)
Yeah that is intended for now, since its not registered as an enemy right now
i see
You need to install CompanyCruiserFix
By DiFFoZ
alr then
@thick jolt will update the moon later to add the new V56 Dropship changes but until then yeah
You'll need it for custom moons in general til they all update
alright then
v56 compat inc.
v0.6.2
- Updated to v56
- Patching to v56 increased filesize...
- Fixed
Shisha's config spawning Shishanow leaves at nighttime- Changed
Oni's settingsPush Player Force0.16 -> 0Push Player Distance1.26 -> 0Max Count10 -> 8
- Fixed some typos in
Level Description
SFXs coming in the next patch cuz i've been busy patching up the project and fixing the issues that came with patching ...
oo leaving at nighttime is an interesting but understandable change
might fix them being money printers at the end of a night
me who made them fair regardless:
im actually pushing another update
soon
i'm trying to figure out a price for the moon cuz i will be changing it most likely
interesting
v0.6.3
- Fixed hazards' settings
- Added
Vain Shroudsspawning - Added
Barberto the enemy pool - Changed
Level enemy valuesMax Enemy Power Count9 -> 12Max Outside Enemy Power Count10 -> 8Max Daytime Enemy Power Count8 -> 7
- Changed
Min Scrap16 -> 18 - Changed
Max Scrap22 -> 24 - Changed some
Eclipsedvariables - Changed
Factory Size Multiplier1.15 -> 1.69 - Changed
Route Price225 -> 333
thank you ^^
nice factory size
all daytime enemies have it
yep thats apparently traumatizing
yeah
what the
patcher issue ig, i'll fix it soon
(i mean my issue that i didnt account for eclipse being different)
also this
you have view extension?
yeah
what's yours set to?
the way it renders for you is pretty weird
try 1500?
i'll look at how it does on my end in a sec
unless it only started doing this after the latest patch
I noticed View Extension acts a bit weird too, I opted to swap CullFactory to use Distance Culling and set it to this
Cull Distance is interior view distance, I set it to vanilla
Surface Cull Distance is for outside
I wish people would just start using ViewExtension as a soft dependency
so I can nuke it.
i'll get to fixing the main sun
this doesnt happen for me without any view extension mod
all the vanilla ones do that yeah, but you can make it so they don't
atleast that's what I remember
you have to add the code to make it leave tho, cuz the virtual function doesn't do anything by itself:
private void CheckTimeOfDayToLeave()
{
if ((UnityEngine.Object) TimeOfDay.Instance == (UnityEngine.Object) null || !TimeOfDay.Instance.timeHasStarted || (double) TimeOfDay.Instance.normalizedTimeOfDay <= (double) this.enemyType.normalizedTimeInDayToLeave || !this.isOutside)
return;
this.daytimeEnemyLeaving = true;
this.DaytimeEnemyLeave();
}
public virtual void DaytimeEnemyLeave()
{
if (!this.debugEnemyAI)
return;
Debug.Log((object) (this.gameObject.name + ": Daytime enemy leave function called"));
}
ye, theres an option in the shisha config to turn it off if u dont want it
Wait seriously, the slider doesn't do anything?
not unless u override the DaytimeEnemyLeave() function to do stuff then ye p much
ye they have this: ```c#
public override void DaytimeEnemyLeave()
{
base.DaytimeEnemyLeave();
this.bugsEffect.SetFloat("MoveToTargetForce", -15f);
this.creatureSFX.PlayOneShot(this.enemyType.audioClips[0], 0.5f);
WalkieTalkie.TransmitOneShotAudio(this.creatureSFX, this.enemyType.audioClips[0], 0.4f);
RoundManager.Instance.PlayAudibleNoise(this.transform.position, 6f, 0.2f, noiseID: 14152);
this.StartCoroutine(this.bugsLeave());
}
Thats so stupid lol
oh yeah i kept forgetting to post this
the building to hachiman's right has a model issue now, the fire exit you cant reach without a jetpack or ladder has no walls and you can see through the building
v0.6.4
- Fixed
Shishaacting up - Streched the grass texture a bit more
- Fixed Sun material issues
- Fixed temples' mesh issue
- Removed custom insideSFX - will probably add it as a stinger for the interior later
no sfx changes yet lol, these were more important
yeah the building model issue is fixed
you can reach it btw
there are hills next to it and you can just jump up
what the
fixed this, it'll be in the next patch
that looks cool af tho icl
Yeah it seems like the Vanilla View Distance is better most of the time, which is why View Extension should really stop being included as a dependency for some moons I get why they require it but most of the time extending the view distance comes with drawbacks
View Extension in particular is pretty buggy as of it's latest update
Although that may not be it's fault, the vanilla game had some changes done because of the addition of the Cruiser
What I think would be best is a config option to Extend View Distance only for the moons that need it
Like Affliction and StarlancerZero
Manually being able to list them rather than forcing the change globally would be best
lmao i might have uploaded the moon without navmesh ._. silly me
v0.6.5
- embarrased fixes (no sfxs this time either)
thought i'd put this here 🤷♂️
Never think again
damn harsh
You should say what’s the ship, and what’s the entrance ect
Modded moons should always have a picture of a map
this needs to be normalized
you can expect it from me 😛
alright so behind the scenes info - from 157 mb i decreased it to 147 mb, changed a couple of things around so things look a bit nicer (and also because its nessecary lol) -> 161 mb... FINALLY reached a breakthrough and the moon is now on my end is at 125 mb. I'm unsure if I can go any lower, i'll still try to find ways but im unsure. I do want to go below 100 mb.
whats so big
0 clue honestly
i've compressed mesh files, texture files, sfxs i added are in .ogg and i even decimated models in blender
my mask is however a bit big now that im looking at it i might be able to decrease it's filesize somehow, i'll try to do magic there - also the cubemap for the sky is like 11.2mb so maybe i should just stick to the ingame sky (?)
Well yeah but the assetbundle browser shows wrong numbers for textures for example
You know what i mean by it - it shows the original values
sure but the biggest one will still be the biggest one
Yeah i did compress it as far as i could
can i see a scr
I’ll hook you up with ss in a min just gotta feed my dogs 😅
droped screenshots in dms
responding here just because i lose track of dms
try no crunch compression but quality on low in general
i see some coil head stuff in there
have you stripped your basegame assets? eg. scraps and monsters etc.
I thought the assetbundle build will get rid of those 🤔 that's what i remembered from the tutorial
What made you assume that
https://www.youtube.com/watch?v=dnZG5464ZcE&t=1826s
"At somepoint LLL will actually find the base game assets and remove them from the asset bundle when built"
Check Pinned Comment!!!
A tutorial on how to set up Unity for Lethal Company content creation, specifically covering moons in this video, using Nomnom's Lethal Company Project Patcher and IAmBatby's Lethal Level Loader.
This is the first tutorial I've ever made, so the process was a bit nerve-wracking, but I think it came out pretty well!
Bu...
the phrasing there is wrong
that somepoint as at runtime
I replace references to ripped basegame content i can find with the real thing
oooh alright
this means as long as the root prefab/scriptableobject etc. has the exact same name, i can find and swap it
this means you can cull anything other than that
as im sure you know bundles are referenced based so deleting all meshrenderers, references to audioclips etc. etc.
everything but the name is useless
make sure your DungeonGenerator doesn't have a dungeonflow in it aswell
alright i'll make a backup just in case i mess up some stuff
i do have a masked variant that is only different in it's mask visually - code-wise its the same, just changed some numbers around
thats going to be broken in ways that may or may not matter
not saying act on it but if stuff ever comes up this is going into your memory box
right now it works fine, tho it took some time to figure out how the original can be swapped around cuz masks themselves are quite tricky how they are set up
its partially a half implemented custom enemy
if theres no problems right now then sure
it can def cause problems in theory though
yeah it did cause some issues and it stands on shaky legs right now, i do want to get back to it later
it works fine but if Zeekerss does some stuff with anything close to it i can see it be broken which i'd like to avoid and have my own code for it thats a bit more stable and doesnt depend on his script that much
im guessing it would be wise not deleting playermodel related textures, since thats what my half implemented enemy uses?
if its not being swapped yeah
86.7 mb thats huge, thank you Batby! 
Now if you can help the dev of Xen Moon c; cus uhhh yeah that Moon is 195.3mb ☠️
yup
sorry that it wasn't documented more
all good! this was a huge help for me ^^ now I can breathe a little haha
Lunx was whispering in my ears to fix my moon's filesize LOL
iirc crunch compression actually did really well, havent tested messing with quality
fbx's also have a handfew of optimisation related options but i forgot if their worth anything
i have a 50mb texture i can mess around with
benchmarks would be neat
no idea how much mesh compression does since it doesnt tell me anywhere lol
would just have to compare builds i think
true, imma try that in a second, ill see if i got a big mesh
let me know if you find out anything, i do think crunch compression is noticeable
mesh compression does help - it did help me reduce like 12-15 mbs
scraps are on low setting, everything else on mid, underwater pillar is the only thing that is on high compression
v0.6.6
- Filesize compression (66ish~ mb)
- Fixed under water texture
- forgor
Still no SFX changes 😅 - this is a huge thing tho! The moon is now under 100 mb! Yippie 
im assuming thats your custom scraps ye
yea
i didnt want to compress them further cuz i feared that would be too visible
Haha cus I love your moon but I also try to avoid adding any moons or interiors that are high in mb size for the sake of people's ram lol
@white vessel Hope that LLL update that's gonna help with ram usage is coming soon 💜
what ram update
He mentioned before he was cooking up an idea that would make Moons and Interiors be lighter on ram usage
i had some theories on ram usage
rn all moon scenes are loaded into ram
at all times
that'd need u to unload an assetbundle right?
im trynna think of how you would do this, but i imagine u need atleast some tiny bit of the assetbundle loaded at all times atleast for stuff like terminal and previews and whatnot
here is a high quality 4k texture with unity's default compression with bc7 unorm, went from 50mb to 21mb just by unity's shenanigans
same texture as now 1k instead of 4k
oh and i have compression quality set to high, tried low but didnt see a difference
In theory you can’t
scene files be a different breed
ic
compression quality seems to be related to using crunch compression i think
so theres no point changing compression quality without also touching crunch compression
compression at high quality is also seemingly doing nothing
One thing i notice if i pulled my prefabs from seichi bundle so only seichiscene calls them in thats essentially another 10~mb save and everything works fine
keep in mind this is a normal map so theres just some things unity probably cant find
Hence why seichi bundle is 120->37 and seichiscene 37->52
anyway went from 50mb to 50kb with turning this 4k normals map into 512 lol
I really wanna see Rosie's Moons become optimized in size again 😦
quality did get noticeably worse on going from 1k to 512
i also have crunch compression on 0 rather than 50 cuz the difference seemed negligable
Her moons are essential lol, but they definitely could use less space
Isn't try one thing is that create 1 large dependency assetbundle that contains more commonly used vanilla assets? So duplicated assets will be less common
Someone should try to create PoC
How would that be legally viable
what's PoC stand for?
Proof of Concept
ah ic
We’ve had a proof of concept
Lethal Expansion had it
it’s not worth imo
the best solution would be a theoretical way to load and unload scene bundles on route change
v0.6.7
- Fixed Eclipsed sun material (oopsie)
0.6.6 was also an unintentional reupload of 0.6.5 just to let you know
the size didn't change
Lmfao
Thats cuz im a dumass
Good thing i remembered to check on eclipsed again
And had to hot fix it
v0.6.8
- Fixed dropship (silly me)
- Temporarily removed custom dropship and replaced it with the vanilla one
- Updated the README
0.6.9 adds the
is the land actually sacred?
by lore it is ^^
Okay cool, I will behave when I land here
Over 10k downloads 🎉
I'm sure my stream today helped, especially when Starlancer gave his approval ❤️
You deserve it though
c;
Now we just need the interior lol
The man, the legend himself? 😳
You were there when he approved of it
c;
I was in a vc with mooners so I mostly lurked 😅
You responded to him
LOL
Oh wait right LMAO dont mind me its 4:22 am right now and my brain is doodoo water when im sleepy
Ayy congrats. 👍
Nice
Let’s goooooo
v0.6.9 
- Minor terrain touch-ups
- Fixed dropship trigger icon
- Enemy rarity changes
Oni24 -> 32Flowerman52 -> 44Crawler26 -> 28
- Item rarity changes
Teapot35 -> 37Taiko18 -> 20OniMask19 -> 22Vase31 -> 33Cup42 -> 38Mortar and Pestle27 -> 24Shamisen26 -> 21
KanaboandShamisenare no longer conductive scraps- Fixed
OniMasknot playingMaskComedyAttachlocally Spawn Probability Rangechanged 3 -> 5Daytime Enemies Probability Rangechanged 7 -> 6- Changed Tags and Layers on most objects
- Changed Ryu's tree's collider
TakeyWTF
- Updated README
takeywtf
spawn probability range?
im testing shiz
also I took the best time to push my update lmao
lol
hehehe funny number
How long did you spend formatting this
like 3 mins? 😳
ive used stuff like this for stuff on discord before so probaby like 5 minutes
Expert level typer
it looks like this, its not that difficult ^^
and just added two emojis in there
{~ 6/9/69 ~}
The funnt upda :)
===
{~ MAIN
- IDFK
- I RAN OUT OF IDEAS QUICKLY LOL
===
{~ OTHER
- Fixed typos.
===
2 minutes
ye i like to format my changelogs so they look more pleasing to the eyes
nah it’s nice
I put effort in README and Changelogs too cuz im a nerd lol
I hate moons that have nothing in their readmes, at least put a picture in there
Wow
I imagine this increased exponentially after you started contributing the the sheet lmao
😭
^ How to README 101
when will add futa to this anime moon?
@sterile relic if you mess with Shisha its probably better to talk here lol
@maiden aurora Shisha has a powerlevel of 1 cuz it spawns loot
we could probably add a config setting for it to so you can change its power level but Figo is going on vacation rn
Fair
But Xu's dookie ambient enemies in CodeRebirth also default to using a power level of 1 for some reason
lol
And yes I called them dookie cus while they're cute I got annoyed with them
and turned them off
They don't fit really
she should probably give them like a 0.1 powerlevel lol
since Baboonhawks use 0.5 :p
See it’s honestly very easy to change power levels with LQ
Meteor Shower I also got burnt out on tbh, so I disabled those
They're able to be configured
to be 0 in CR
Idc about LQ
oh nice. Well for future reference if there’s an enemy with a non configurable power level, all u do is add it to the global entry and check the box that says power level and leave everything else alone lol
@sterile relic im telling you now Grand Armory does not work with Seichi 
I don’t even think about it 😂😂
It feels like part of the game to me
I could walk into hyperionstation on seichi and just be like
“Alright here we go let’s do this”
yeah i guess thats one way to play it lmao
When I go through the main entrance
I psychologically feel like I’m pulling the lever on the time travel elevator in SpongeBob
First of all, all my shit is config'd
Second of all, what's wrong with 0 power level?
It's daytime enemies, were u that desperate for docile locusts?
i can still do like lil patches like that, its jus i cant use unity cuz my laptop isnt good enough lol
ill add the power level thingy in a sec
didn't want to bother you on your holiday esp. since it can be done thru LQ
oh oke
Dawg what
How did this slip under the moderator radar
Really? I didn’t notice this somehow
cuz they spawn in a group of 2
That makes sense
[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
LethalCompanySeichiItems.Uchiwa.UchiwaItem.HealPlayerServerRpc (System.UInt64 playerId) (at C:/Users/Louis/RiderProjects/LethalCompanySeichiItems/LethalCompanySeichiItems/src/Uchiwa/UchiwaItem.cs:163)
LethalCompanySeichiItems.Uchiwa.UchiwaItem.__rpc_handler_2944637045 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <1bef5c6365204e0cab0512465f4c97a5>:IL_0003b)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0004e)
@spring swallow
is this the latest one?
im on the moon with BioD crew and didnt get this error 🤔
I dont think he is cuz the error he got and the actual code dont line up
if he is on the right version ill look into it further obv
5-10 times
oke fixed it
comedy
thanks 😮💨😮💨
if you hate the music I want you to know I made that beat
who said i hated it
Oh wow
v0.7.0 Seichi is going to look and sound a bit different :3
No
👀
Jk , I asked for the biggest part of the update so
- The long promised custom sfxs for the items are coming
- Shisha’s configurable powerlevel is coming
- Bug that DiFFoZ mentioned is also going to be fixed
- and im finally adding some vegetation to the moon

worm
Aren’t you missing something?
Missin what?
#1238292999969181787 message
LMAO
👀
🔥
HOLY FUCKIN SHIT YESSSSS
This moon is going to come out a bit later cuz its going to be a bit crazy but i do have some other moons coming out sooner ^^
But the progress on it has been great! Terrain is finished, props are being added and buildings
Its going to be my craziest moon thats why its going to take a bit longer BUT i’ve got more in the chamber and I might just release one of them pretty soon (tm)
Tm
When the lands are sacred but you visit anyway
Let me disable Oni 🥵🥵
Can you lower its spawn percentage to like 1?
I didn’t see a config option for it but I haven’t checked in recent updates
It’s been like 5 days
Cant give you a way to disable it or configure it somehow cuz it doesnt have its own code it just uses the mask’s
I just saw Shishkabob
ahhhh fair
I meant in like LQ or CC or something
But yes this will be my workaround with CentralConfig. Several mods are the same way
LQ doesn’t work for enemy rarity rn
Okie
Yeah unfortunately I dont have time to get into coding thats why a bunch of other coders have my back for some other stuff. Don’t want to bother them with Oni, at least not yet 😅
i was trying to sleep before you replied but I was having busted hypnagogia
Yea it’s all good it’s not a worry really
I’d say just lower it to 1 cuz idk how it would react if you pick up a mask and put it on while you disable them from spawning
yea I think also another workaround is setting the Max Amount to 0 and Power Level to 99 with LethalQuantities
You dont like masked enemies? 👀
nah I want them to look exactly like one of the players 🤣
make it spoopy
You can get rid of the mask with Mirage ^^
I have it but it still had the oni mask
It was prettt freaky the first time I saw one tho so fair play 😂
did you config mirage so it takes away the mask from masked?
last time i checked it worked for my onis as well not just the regular maskeds
I can’t say with 100% confidence rn cuz I had all my masked stuff setup quirky bc of General Imrovements
But I think so
I’ll double check tmrw
#modding-general message
May want to check this out @thick jolt
im not too interested in herobrine
i think its one of the best enemies out there if we look at its mechanics
but i hate that its minecraft lol
you can't customize spawn weights on LQ rn?
why is this one blue
what is that?
its Sonic the Hedgehog
also you are not on Seichi lol
Its an eclipse wisp and one of them turned blue for some reason, I was on adamance
You should suggest changes if you don't like em probably
eclipse wisp from Rosie's moons
ooh
yeah idk why they do that
you're good!
yeah they're pretty cool
No
It will just add whatever number you put into it
that makes a lot of sense, fuck
my modpacks been broken and I didn't even notice LMAO
meanwhile:
i used the disco material cuz i was feeling quirky
it should light up at night time
or smthn
wa
im pretty sure its not a seichi issue
the moons been stable for quite sometime now and i have not made my 0.7.0 update yet
Guh
probably an issue with gale
same thing happened when I update immersive scraps
dubs
not sure if people would want vanilla moons' overhaul -> cruiser friendly, balanced, priced etc
Yes
there are quite a lot of issues with working on this without coding lol (it would be a huge amount of work with coding tbf), mostly tested shiz out there but i also think these moons really need an update 😅
I like the idea but rn it loks really unatural, feel like the cruiser changes to be more subtle
At least on early moons
yeah it does stick out a bit 😅
Maybe add like a turn the trains up above would have taken and have that bridge be broken down to act as a ramp
i cant really mess too much with stuff, cuz the terrain is turned into mesh
i do like that idea tho
Is that just a thing on vanilla moons
yup
Does it make impossible or just really hard
for me - probably impossible, for someone who knows what they are doing - probably just really hard
About what I expected
well at least i've had some fun with triggers and animations and what not
i could've made my own moon instead of playing around with this tbh but it was fun lol
this is awesome
my only concern is this trivializes avoiding the monsters and floods and quicksand, even if you dont have the cruiser
i can generate navmesh on it (except for like the animated part)
yeah it would 🤔
it would be amazing if i could move the ship back a bit or the whole map except the ship away
but cant cuz everything has comp. meshes
On an unrelated note https://thunderstore.io/c/lethal-company/p/woah25_discord/BarberSpeed/
😭
Thats so evil
Nah
Same thing happened in r2modman
I restarted my pc and it woemed
Worked
ive had this lol
also had to reinstall the game for whatever reason
I think it’s a problem with steam lol
makes sense
There could be a different version of that bridge which only stays like that for a certain amount of time 🤔
Theres no flooded seichi dw ^^
Oh okay
Tho it could be interesting 🤔
add hell weather to seichi
California
Nah i wont add flooded cuz theres already going to be too much hell on seichi on v1.0.0 
where's wesley weather, where the sky is just cubes- 😂
S1ckboy lazy confirmed
Already a thing
what................................................................

Does it work?
but I am lazy 😩
I heard it has issues
Lunxara i think dont take my word for it tho
I ain't gonna change peak sphere weather to peak cube weather.................
I could be trippin
hachiman slices the ship in half
Im 99% sure it works
It's just a changed mesh lol
Flex seal
Havent tried it recently but i dont see how it could be buggy 🤷♂️
Maybe they tried it when someone had cubes and someone had meteors dunno
Iirc its all host controlled but yeah idk
Maybe there could be waves that can sweep you if you’re not careful on those bridges
Idk how that would work though
im scared to try the custom weathers
That would probably be possible by making its own weather like how Arcadia has it
Not a fully registered weather but a local one for the moon
DUDE THAT IS EPIC
I heard that the exterior is finished but just to throw an idea out there, maybe adding a torri gate in the middle bridge or in all three bridges can be a nice touch. Since entering through a torri gate means you are entering sacred ground, I thought it can fit in seichi since it’s called sacred land. So ya know..
Yes
Dont worry its not exactly finished ^^
Its in a playable state with lots of fun waiting for you but im still working on it.
well by that logic the torri gate would need to be what the ship passes as it lands
so.. ginormous
I meannnn the area you land in is kind of just nature so maybe the entrance and fire exit paths could have Tori gates to signify you’re entering a sacred area (even though I think the whole area is classified as sacred but just for not looking stupid with a comically large tori)
nah trust me its just fine
it wouldnt be the first time i pass by a comically large torii gate while in a ship
(no one will get this reference)
Dont you worry i have an idea where and how i’d put down Toris ^^ theres one at one of the fireexits rn but we’ll see how it’ll look later
@glossy yoke 😅
?
I leaked it already in projectSCP accidently so here it is too
neat
Would be really cool to have ships sometimes Flying over planets
It would
and they like fire down at you O_O
DAMN
Dope

