#Code Rebirth [V§O∆X∆O§]
1 messages · Page 9 of 1
the key is 0 to 1, 0 start of day, 1 end of day
mhm
the value is the amount of enemies allowed to exist at that time in the day
wuah?
the value is the spawn weight percentage
if it's at 1
that means everytime it tries to spawn one
it looks at its spawnweight * the curve
if its 1, it's 1, if it's 0.5, the spawn weight is 0.5 * normal spawn weight
here's the unaltered spawn curve for offense
that's purely for funny looking curves
zeekerss start it in the negatives, I guess to be sure there's a more precise moment when more enemies can come into play
it helps get a steeper curve
if u start from smaller values
it's just how values work
here is an explanation i wrote on it a while back
https://lethal.wiki/dev/apis/lethallib/custom-enemies/unity-project and here's the page
this is what it visualizes as when I just plug in Offense's vanilla spawn chance curve keys and values
and it basically functions as shooting from 0 straight up at the halfway point
in my ss are all te values in play
i think it clamps to the right so anything past 0.6 will have a y-value of 1
not sure though
I'm... almost positive that isn't true, the value doesn't stop at 1
banana puncher seems to disagree, and I'm assuming he did his research before building the tool to work the way it did
i also did research before writing the wiki lol, but ill give it one more look ig
plus I've built numerous spawning curves under the impression it worked this way with value representing monster count, and the results in-game were always pretty much exactly what I expected
I think you are confusing the overall enemy spawn chance curve with the specific enemy spawn chance curve
these two function differently, of which I am aware
the overall spawn chance curve has the value represent the amount of monsters allowed to exist at that point in the day (and if spawn waves happen around this time, how many additional monsters are spawned looks to the value to decide where to stop)
i've never used LQ before, which curve is which here lol
which one is specific to enemies
and which one is specific to the level
lower is specific enemy (baboon hawk in screenshot)
upper is overall spawn chance curve for ALL outside enemies across the board
but even the specific enemy spawn chance curve doesn't work like you said
it's just a multiplier
I've literally used it to deliberately raise a spawning weight by setting the value to 3, so it takes the rarity and climbs up to x3 by that point in the day
i can test this rq with actual code gimme a sec lol
as far as I know, it can accept 500, and will actually multiply that specific enemy's rarity by 500 and basically guarantee it's the only thing that spawns
I'm pretty sure zeekerss made the overall spawning curve do that weird loop so that he could basically counteract the random range and force outside monsters to spawn no sooner than halfway through the day no matter what the range picked
I really don't understand any other reason he'd do a crazy down-loop starting in the negatives that low of an arch otherwise, because functionally that's all it'd do is basically bypass the random range and give more precise control over when nighttime enemies begin spawning
oaky tbh i have no idea lol
don't worry I'm basically positive, I've built like 15 moons scrap and monster pools from scratch like this
I think I just gotta tweak the numbers until the tornados stop spawning 3 at once at the start, it's likely my fault
alrighty that time it was only 2 at once, and they also spawned farther away
so it's shaping up to be exactly what I imagined
I love that the cruiser is not effected by tornado wind, means players can do emergency rescue pickups if there's too many tornados to safely walk to the ship
yeah lol
interesting... and now 2 MORE spawned at once
I don't think this is LQ, it never does this with any other enemies
is it possible something in Code Rebirth is forcing it to spawn multiples at once?
yeah that was the first thing I looked at too
but it's 0 on my end as well
interesting
well by nerfing the overall outside enemy spawn curve values, I bumped it from 3 at a time to 2 at a time
theoretically I can get it to 1 at a time
damn it is beautiful though, literal storm planet that gets worse the longer you stay, it's basically perfect
thanks so much Xu lol, this moon is gonna be the highlight of my modpack I think
have fun lol
Haha he just walked into the Tornado and died
Guessing it can also damage enemies not just players
thats what it looks like, but unfortunately tornados dont damage enemies lol
I thought it was intended lol
atleast i dont remember coding that
not something i can unintentionally code either lol
Lmao well it happened regardless, I don't think another mod could make that happen since I don't have anything like FairAI
I've noticed the tornados spawned in through LQ almost always spawn either directly beside the ship a few feet away, or very close to the ship. Is there any easy way to make sure their spawn locations are more diversified? They end up huddling around the ship more often than not, like their wandering behavior isn't truly random but rather knows where the ship is and deliberately tries to encroach on it like eyeless dogs or something
it picks a random spot within 100 meters of the centre, the centre being the ship, and i'd rather not work out the logic to change that lol
for spawning*
for moving it just does what any other enemy does
hmm
I seem to get frame stutters with more than about 3 tornados at a time
is there perhaps something expensive with how a tornado functions that doesn't enjoy being multiplied to run 5 times at once or something?
maybe calculations for the pull-forces?
doesn't seem to happen in the facility, only outside... interesting
another thing I noticed was that tornado pull-force seems to only apply to host if the host leaves the ship's outer railing, whereas clients in the game have the pull-force applied to them right as they step outside the doors. Is this an oversight maybe?
U sure?
well I could be wrong about the clients not receiving pull-force inside the ship, but yes I am POSITIVE the host receives no pull-force unless they actually get off the ship catwalk
could be that clients still get pulled by the tornado while inside the ship too and I just wasn't paying enough attention
ooo
more weapons please. i like weapons 🙂
Do the maces act like normal shovels?
they have special effects
oh I didn't get a chance to use them yet, what do they do?
natures mace heals players AND enemies
icy hammer slows down enemies
spiky mace does double shovel
ooooh
and they all ofc still ahve the chance to crit 2x damage
interesting
flora seems to be spawning on quite a few non-terrain objects for some reason
had a shard of grass spawn in the ship on etern with desert flora
this with snowy flora on polarus
this on arcadia
(plus the forest foliage doesn't only appear inside the dome anymore on arcadia)
If you're noticing wrong foliage spawning then it's probably just error on my end with assigning stuff
But the spawning onto of metal etc objects is a problem with the moon tagging stuff
For restrictions I cant control, I'm forced to spawn my foliage on untagged parts of moons
The only fix is for mooners to tag places properly as "Metal" etc
okay im kinda a bit lazy on the flower stuff
and whitespike seems to love pulling polls
so

^other is something you want ideas or do you have your own?
oh yeah the natures mace is also broken, ill fix that too while im at it
lol
I really enjoy the custom weather tbh, blizzard weather would be cool but it sounds like something zeekerss would add himself to snow moons at some point
otherwise, dangerous flora or hazards for outside yeah, new enemies are cool but I personally end up liking them less than the vanilla ones
like a lot of custom enemies have cool gimmicks but they're really just gimmicks, and their mechanics still boil down to "they chase you and hit you until you're dead"
Most enemies I've added to my friend pack, I've removed Soo after
Even snailcat though mainly bc it looks like a dog on ship monitor
So ideally you can add an enemy I'd want to keep enabled
yeah same, I add and remove depending on what my friends like, and most of the custom enemies don't seem to impress them a lot so I end up removing after
Off the top of my head I have the mirage mod which is a masked rework not new enemy, mimic fire exits which are more of an interior trap, immortal snail only bc we wanted an enemy to fill slimes niche and snail is a less annoying slime
a lot of the stuff in this mod is really good so if you got a really cool idea for an enemy, then yea give it a go!
Also bias bc I suggested the snail to the modder who made it lil
yeah mirage is good, mimic fire exits is cool but some of my friends felt like it got stale very fast, I like the locker enemy too
in terms of custom enemies, locker is probably one of the best ones imo
Maybe I'll consider it
I just didn't want to punish the team for using scan, an essential element of the game
Sure I overrely on it but my eyesight isnt great, I miss items very easily
I made mimics only a 23% chance of spawning one or more, so they are very uncommon
yeah it has taken us by surprise A LOT but at least that means it stays interesting
Just common enough to make you nervous around a fire exit
that might be a good idea, I did notice after a while people didn't really fall for the fake exits anymore, but when I removed it & added it again later, they definitely did lol
reason for the poll btw is i never come up with ideas, i dont have the brain for that
item crates were an old #1188298686560739389, snailcat was a silly model a friend made, cutiefly was a blender tutorial that looked fun
flora was a big asset package i received
snowglobe was a friend's idea and it wasnt me who dealt with most of its code
uhh
wallet was a friends idea, hoverboard was tiktok
meteorshower was from xilo
the weapons were all same reason as flora
tornados were just requested
Oh here's a cool weather idea of my friends, not a clue how hard it is to implement.
SOLSTICE:
Appearance: Bluish color variant of the eclipse sky, and it gets darker faster. This doesn't affect gameplay.
Effect: Only affects indoor spawning. The first enemy to spawn will be the only enemy that spawns on the moon. This will bypass monster limits. As long as there is power to spawn, they will keep spawning.
This would be a gamblers best friend. This weather can make a moon a breeze by only spawning spore lizards, earlier moons could potentially be a little easier with only a single bracken or spider, or on hard moons you could be cursed to infinite jesters and coilheads. Do you take the risk?
A lot of enemies that would normally be easy become a bit of a nightmare. Slimes make traversal a slog, snare fleas make exploration without a weapon a suicide mission, and Brackens on moons with high power is just as problematic as coilheads. Thumpers are a horrifying assault on your ears and your body as the entire facility shakes
Hoarding bugs could be an issue, or be a great way to get loot all in one spot
that's actually really cool and would be awesome with mods
lockers really aren't that bad as long as they dont' spawn too often. You can dodge them and they only attack a few times before they turn off again. You can change how many times they charge in configs and after finding it you tell your team
they run into walls pretty easily and only go straight through you. Expecially on modded moons they are easily dodged
It's working just fine, I don't know what you're talking about
is that a niko hat?
🙏🙏
did you fix them not critting if their damage was upgraded by protein powder from LGU?
this is a very neat idea but I've discovered that not all enemy ai is equally optimized. Plop 15 brackens into a mansion interior with dungeon size of 3.5 (dine and rend are 1.8 in vanilla) and the fps is buttery smooth.
Plop 15 coil-heads into that same dungeon size, your frames drag WAY down to the point the whole moon is an unplayable stuttering mess.
Certain enemies would need to be tested, and the performance-intensive ones would have to be cut out, but that defeats the gamble aspect a bit tho, so what enemy got chosen for spam-spawning would need to just be pre-determined on a random roster of selection, instead of letting the moon decide
that is quite a shame. Ty for letting me know!
I guess it could be "Spawn this enemy until you reach max, then spawn new enemy type and repeat"
1 ghost girl and 9 loot bugs could still be funny, but it definitely loses some of the appeal
And feels way too in favor of the player since most problem enemies have reasonable limits
And when it isn't in favor, it feels too...normal. Like oh boy, a bracken, 2 slimes and some snare fleas. It's vanilla just slightly more obnoxious, if you even get to see all of those enemies in the run to realize what the effect of the weather was
Sometimes flora is floating a few inches off the ground
This happens on modded and vanilla moons
Dunno how I'd fix that so no
Picture pls and ty
it's fine, we love the railing
These ones are hard to see from the angle but they are floating
Amogus? 👀
no
uhh what did u need again
when the xu xiaolan is sus
Musicbox remixes of the boombox music inside new variants of the snowglobe, because Im obsessed eith the dropship one
Oh and theres the disco ball too
I can't tell if this is a moon or an interior
moon
moon
moonterior
Intoon
GUH?? Send the Niko cosmetic mod NOW!!
Thank yoy
Grrrrrrrrrrrrr
missed this, yeah it works against enemies just fine, just not to players lol
and yeah that masked probably had like 10 hp by the end lmao
Look at the bottom right
It said 0 damage done
Im like tf
Masked are suppose to have 3 hp don't they? this one was stronger than my dad fr fr
4 but ye
it heals trust™️
Fuck sake lmao
I swear someone should make a mod where masked can pick up melee weapons and hit players with that shit
Would catch people off guard
Doesn't LethalIntelligence do that
Or do I keep on forgetting
I feel like I've asked this before
The Redwood gyatts incompletion is messing with ur head
True...
I probably forgot to blacklist something, will check when I'm home
Currently hiking
Ah ok ok
hell yea new spaps station moon 8D
why are coil heads a problem? don't they base have a cap of like 5 or 6?
couldn't you just make it so that crits add damage instead of doubling it?
I mean, that would work weirdly with protein powder, but it'd still do more damage
read above that message
we were talking about theoretically pumping up their cap to something not seen in vanilla, but yes I believe so. Bracken always has a cap of 1 though, so if in his example bracken was selected
bracken becomes only enemy inside for the whole day which is too easy, basically free stuff
the probably best-of-both-worlds solution is a config slider that lets you set the damage from 1 to 900 or something, then just let people decide if they wanna customize a bit
I was just curious why they cause lag, not that they cause it
and protein powder from LGU will just tack one a few extra damage points anyway
best theory I heard of why excessive coil-heads cause lag is that they are constantly checking all around themselves every frame to see if they are visible by a player
they seem like a fairly simple enemy all things
bigger the dungeon, more and larger rooms and hallways as they zip around where the visibility check has to cast down and assess
yeah, that's what I thought the answer would be
that's what I thought too until I tested it and started playing Slideshow Company
granted I was going a bit bananas, a mansion dungeon interior of like 3.5 and 14 coil heads
but even 5 in a big-big dungeon has bad on fps, and generally too unpleasant to tolerate and play
I still think it'd be an awesome weather condition. Just make a config to turn off certain enemies if that is possible and turn off the laggy ones
butler is a bit laggy too, nutcracker is a tiny bit but less-so
cause that would be so much fun, specially with modded enemies
Woe be upon you! Spawns 10 slimes on Titan
dogs are quite laggy if you spam them
I didn't include outdoor enemies for solstice
the ever beloved eyeless dog on the interior gimmick can only be done with about 5-ish dogs on a vanilla-ish sized interior
any larger/more than that and fps will tell you to stahp
Could be a funny option but we already have embrion for our old bird spam needs
imagine like 15 lockers or moving turrets or bagpipe ghosts with a ton of their defenders
or even benign enemies
moving turrets were always janky for me
I like the cleaner drones, moving turrets always see you through walls and don't always actually shoot bullets in the direction they are facing
I wish they worked better
yeah they can be a bit, but I see that as some of their charm. If they always did everything right, they'd be busted
vain shroud if it good 😔
kek
ah yes, the most deadly of all the weathers
POISONED GRASS
corruption/crimson infecting nature
now that i think about it it sounds so cool
or its just redwood giant that ate too many driftwood and just puke all over the moon
definitely the redwood puke
how much does the icy hammer slow enemies by in % of their normal movement speed, and for how long per hit?
Does icy hammer slow the rate they attack as well? Or is it exclusively just movement speed and they still attack at vanilla intervals?
just movement speed, it specifically slows down their acceleration for 5 seconds
by how much?
80%
in my testing it wasnt really noticeable much so i'd have to do more tests if people dont notice it either
if isn't noticeable enough, could always go to 100%, just lock them in place like they're 'frozen' for 3 seconds instead of 5 or something, just to ensure it's useful no matter what enemies of varying default acceleration speeds you use it against
I wouldn't be surprised if it was virtually the same as a shovel when used against a thumper because he ramps up in acceleration so stupidly fast if you try to run from him
yeah thats what ill prolly do tbh
Wouldn't 100% be broken?
Easiest bracken kill of my life
Or anything for that matter
then i should make the icy hammer deal 0 damage!
That's a good idea
Or maybe it can crit dealing 0% slow and 1 damage
It's a highly effective stun but it can't stunlock everything forever
Oh nevermind the swing speed would negate that
So yeah just the freeze in place for 3-5 seconds
Only issue is players may not intuitively know it doesnt deal damage
nah they work
keep in mind the abundance is for each flower
not for all of them together
ohhh
so 10 to 35 flowers would be 10 to 35 of EACH flower
not 10 to 35 flowers in total
mhm
okay i see
Are there flowers for each climate or is it jus forest flowers
yeesh
forest desert snowy
Peak…
mostly config based
cuz i cant predetermine what a custom moon's tag is
so custom moons spawn all 3 by default unless u tell it otherwise
Dub
do you have flowers for underwater moons?
wouldn't it be possible to do the same way as celestial tint
how that mod does it isnt really maintainble
i cant always trust mooners to moon
like seichi does all its foliage wrong
cough @autumn pagoda
cuz mooners gonna moon moon moon
ur putting ur stuff in the wrong hierarchy
its just lackin
yeah ur stuff is so great it just is setup wrong
why?
wdym why
shoulda probably clarified in the config how that worked, makes sense how there were so many
everything is correctly placed what are you on about?
I like how violently the thing rocks back and forth, it’s so funny
no? you have all ur foliage etc placed in randommapobjects
the bumper
thats not what randommapobjects is for
????
no i dont
where do you have your trees placed
in the hierarchy
props container* not randommapobjects
randommapobjects is the internal name
they are prefabs called in thru my SelectableLevel in its SpawnableMapObjects
thats not what a hierarchy is
cuz rn me and Nikki are fixing Gorgonzola shiz
they are not in that hierarchy at all
my trees are not part of the scene itself
i wasnt showing a specific hierarchyh here
why did you make it spawn a certain amount of each as opposed to making a certain amount spawn and assigning different flowers randomly to each one that spawns? curious
i was showing you what a hierarchy is
no reason
lol
ik what a hierarchy is but i dont have my trees in my hierarchy cuz they are randomly spawned in
this means that all flower types for the biome spawn every time?
for custom moons yes unless you change the config
cuz i cant just automatically be like "oh yeah vertigo, thats a desert moon"
nono that's not what I mean
Just automate your code.
thats why i have you
i got snacks
Gimme gimme gimme
i got bbq pringles
the current system as I understand it makes all plant types designated to a biome type spawn 100% of the time, no?
flaming hot max
uhh
some candy
kitkats
i just went on a hike so i was fully stocked up and we barely ate anything
yeah, they have a min and max for each flower in that biome
like you said there's roughly 50 for every biome and so if you set the config to 20 it'll be 20 x 50
yeah I think if you just made the config mean amount of plants total and assigned them different plant types in that biome category at random it'd make for more variety
cuz technically you'll see the same plant type distribution every visit
so you won't be like "oh that plant's pretty, I've never seen that" or smth
just because of how randomness works, unless i specify program lower chance for some plants, itll be the same result

i mean you'll still have higher density of one specific type
because it's random
it wouldn't cycle through every single one like you're doing rn
it would just pick one at random, no?
shhhh thats for example code for implementations like spawning stuff on round start hehe
also it would make the config a little bit more simple to understand
yes, but random will almost never have highs and lows
(monkey brain)
you can't really predict random though, you never know
you cant, but u can get pretty close
still think it would be more interesting, but the current systems... fine I guess?
I'll just have to turn the flora config waaaaaaaaaaaaaaaaaay down lmao
really? the current default looked fine when i was testing
numbers wont really mean anything to you without testing prior
even if i say "this amount will spawn" and u put like 1500
that wont mean anything to you
yes lmao
unless previously configured*
it's mostly fine, but I'd rather have a few pretty plants scattered about rather than having the whole floor covered with bright ass plants
either that or patches of them
lol
yeah i considered doing patches
and im still considering it
cuz i also thought some plant types fit a patches type spawning
you should, it would make it a lot more digestible visually imo, esp with the brighter ones
especially those tall ones
it wouldnt work for every plant type, but if u remember the flower ones that looped around
those would do great
those look really out of place by themselves
you mean those that have some leaves on the side that look kinda spindly?
the ones u originally commented were too saturated
uuuh
ohh yeah those
I still feel like there's some really saturated plants in the selection, but it's gotten better
Do you need most of the variables of the crate public?
Or they just for the editor thing?
they just for the editor
@hybrid flume thats really funny :3
ClientNetworkTransform?
oh hell nah what's next? crimson?
zeekerss has a builtin client network transform, which is a fake, so i had to make my own thats directly copy pasted from the docs
Lol ok
probably
then hallow
then all 3 at once
corruption go br
just add eye of cthulu at this point
dude wait that reminds me
loool
Im trying to find the image this reminds me of
how are you doing this?
that time when this wierd corruption spread on da fortnite island
atcually it looks more like this
(ignore the circles)
decal projector
lol, im the next fortnite
so is it gonna have some curing mechanic like clearing the weeds, or is that classified information?
i dont really do classified information
i dont get mod devs who hide stuff really hard
if someone asks ill just tell em what im doign
no I mean since it's a sneak peek and all
oh i mean im just showing off the current progress lol
it'll basically destroy all vegetation and replace it with stuff
what exactly? not too sure yet
is that gatorade on the left
Death!
mhm smthn like that
angry, minimum wage employee eating plants?
probably yeah
wait you should make some fungus plant, I hate fungi, they look like alien plants that want me dead with their spores
fungi from the game astroneer would go hard,
there are like spike fungi that extract spikes when you get too close, fungi that explode when you get too close, fungi that emit gas, and fungi that launch you when you step on them
also this doesnt really need any custom scripts for someone who would ask like @flat tusk
all it is, starting from a small gameobject decal project and just scaling it up
im literally just using this image
it'd be really neat if someone actually made this properly transparent
LOL
what do you mean by transparent?
you see the grey and white cubes? those are part of the image
a lot of google images trick me like that 😔
they're not very noticeable ingame since they're very dark
true 😔
is this good enough....
tbh probably is
I managed to get this with photoshop select by color @wise stag
there's still "some" cubes
holy jeebers my man did it
it comes in multiple colors too lol
wait how did you do that anyways?
just reverse image search on google
Corruption Effect Ideas:
VEIL SHROUD: Purple Vain Shrouds afflicted by the Corruption. They cannot host Kidnapper Foxes and Foxes die to the corruption. Veil Shrouds however pose a direct threat to your health, slowly dealing damage and slightly reducing movespeed through. Furthermore, enemies that are mostly covered become highly transparent, so it's difficult to spot them. This can work to your benefit; enemies relying on vision to see you will need to be 75% closer to spot you.
lol, fair
sent to a website and downloading it from there gave the actual transparent version of it
can u sent the website u ogt it from since theres multiple versions?
perfect ty
oh theres a red one, great
it's also just higher quality lol
yo this website is amazing
bunch of decal textures
wait how did you donwload it as a png tho
oh there were so many fake download buttons I thought there was none
Yeah
It's why I sent the image because I went there without an adblocker and it was just, riddled with fake download buttons
is pretty clean with ad block though
Corrupted Vines: Vines wait for a player or enemy to walk over them, then ensnare them for 5 seconds. This will deal weak damage and steal players/mimics stamina. Vines near trees will wrap around trees, mostly for visual flare. Vines can be destroyed with a melee weapon. If a Forest Keeper walks over these vines, they will be rooted for 20 seconds and begin a transformation.
holy shit that reminds me when I thought alot about a modded hazard thats basically just a bear trap
So code rebirth should turn lethal into a 2d pixel art game where you can mine and craft and fight bosses with various biomes

I think it'd be cool if there was a giant slime ball with a crown as a boss
Could call it Code rebiaria
maybe like a person inside it for lore implications too
and then the boss has a slime ball wife
I think that there should be this giant wall right? And its like moving and has eyes n stuff, cool part is that its in the hell biome, but wanna know the best part?
what if the wall was made out of flesh?
Corrupted Keepers: Forest Keepers overtaken by Corrupted Vines. They're wrapped so tightly that their normal eye is blocked out. The Corrupted Keeper no longer rely on eyesight, rather a proximity sensation. As the Corrupted Keeper lives, it's proximity detection range gradually increases. It will not sense players on the ship and pathfinds away from the ship quicker, but if you cannot counter the Corrupted Keeper you should use its existence as a timer for how long you can stay on the moon.
Now I wanna make terraria scrap, but I have no idea how to do so because the tutorials out there require me to know how to CODE
after the first quota u get the message "The ancient spirits of light and dark have been released.", what do you guys think? have i cooked?
I'm very much spitballing on the fly
so hard
🤨
waitin for some cool modder to make a bear trap..
i know ooblterra has them
i dont know if they can spawn outside of that moon however
oh no offense against ooblterra, but me and my friends can NOT survive in there for longer than one minute
but its specifically on ooblterra right?
Should be able to allow them to spawn elsewhere in it's config
I don't really want to download that big of a mod if a single piece of it is all im using
btw is there like a config option to determine how far the tornado flings you?
what if I download ooblterra, but remove all the enemies in the config (I dislike the entities, again no hate against the mod)
nop, really hard to cap the math on that rn
Are you going to make your Plants despawn when hitted by the corruption?
ye
Oh thats really cool
that is NOT what the hallowed looks like
I really like the pinkish one btw, and the red one
Eh it's not too far
are these actually supposed to be terraria evil biomes?
Yeah that's the inspiration
are you hellbent on the colors? you could probability lean more into the halloweds actual grass coloration for the third one or do a more different color altogether that's closer to green or yellow so it feels different from the others
Nah I'm not hellbent on colours, most stuff needs to just be easy on the eyes en masse
Dark blue, red sometimes, purple, usually easy and fine
I dont want tornados 2.0 where I have a fartnado
sounds good
Fart biome is NOT incoming
oh god you're learning from your mistakes
Lol
I mean if you tone down the saturation any color can look "natural"
Yeah that's the thing, saturation just doesn't seem to exist with these things
If I tone down on brightness
They just take that as transparency
Which is related to some degree
But it means I can't do dark colours
the problem with your tornadoes was that they were here (1) instead of here (2) in terms of colors
can't you just... change the texture
to be less saturated
Maybe? It's a few other things and not just the texture that are being put into the material
thats what i was thinking
fair enough, but most of the time I feel if you just had someone there to give you a better color hex code all your aesthetic problems would be fixed lmao
I could be wrong though
also here's a few good hallowed color codes:
82DDFA
4CBFDA
A0E3FA
LMAO idrc if you forget, I picked these out in like 5 seconds
they might not be great cuz of the game's shading yadda yadda
and i'm also not the best w colors
Infamous biod textures lies on camera
@hybrid flume extra big commit, lots of love, I sleep now
my shit is mid
did you mean to say texturer
how do my textures lie
why is the Corruption on the moons 😱
a cool idea, where you can basically go into mud that spawns, and rather that killing you, it teleports you into the facility
wait, how do you configure hazards though? I've only been able to do enemies and interiors n stuff using Lethal quantities. Also I CANNOT find the config, it's only ingame, and even ingame it doesn'T let you configure it in detail
it's WTO in r2
and it's the first option under Modpack Controls
but yeah it's only if it's only ooblterra interior or all moons I think
bit of a shame, since custom hazards is the thing I wanted to configure
darn, so I need someone to make bear traps afterall
Does anyone know what else can go here besides 'custom' and 'vanilla'? I'm trying to set up the different scraps to spawn on specific moons and can't get it working using their names. the default values and terms work as expected
ive learned now that its an issue with custom moons and lethal level loader, base game moon names being inputed work as expected
sorry!
should give a unique crit effect for each of the weapons, make Nature's Mace crit heal + a temporary acceleration speed boost or something
The Nature Mace's healing ability doesn't even work properly atm anyways
We tested yesterday
LOL
Red line
Yeah
it's a harmless one but i didnt realise it was there multiple times lol
Once after matty fixes, then another after lobby compatibility loaded
can i see?
it shouldnt matter, ill change it to a warning, but i didnt realise it would be sent more than once lol
ah... testaccountfixes might be breaking something important on my end lol
matty's stuff should be fine
@tepid solar right?
me and matty talked ahead of time about making his stuff compatible with what my transpiler does
That is all of the red code rebirth lines so far
uh?
I'm glad
this is the transpiler for items dropping on enemies
Just thought I'd point um out just incase
additional networking and matty fixes triggers my logerror that tells me it cant find the stuff lol
yee nw

yeah mattyfixes entirely rewrites the drop item code but i made sure it is compatible with your patch
Additional Networking does not use any transpliers at all so ❓
i dont use transpilers often so idk why the log was triggered while additional networking was loading lol
the right question is why your ILHook triggers twice?
is that whats happening? cuz i have no clue kek
yeah two identical lines about the ILHook not finding the IL
i just assumed whenever someone patched the discardheldobject it'd rerun my transpiler for whatever reaason
ILHook is not a transplier btw so i do not really know how they work ( comapared to harmony )
also it's true that MattyFixes rewrites the drop code but i never remove any of the og code so you shoud still be able to match the IL
oh surfaced does the exact same patch and they have surfaced on so its probably why
the patch itself probably should be its own mod
yeah, i wrote the patch into their mod, its fine to have multiple mods with that same patch lol
if they check for each other presence yes.. if they all apply the patch regardless you might get some weird duplication 😅
nah it should be fine the way it's written
it all depends on the code. that's why i said might. 😅
yee
also afaik this is a transpiler lol
ye
definition i was given: "google transpiler, it's basically turning a thing from a language to another language (in this case, C# to (C)IL)"
i mean sure.
Technically, yes.
but from my experience here we call HarmonyTranspliers Transpliers and MonoMod ILHooks well ILHooks 😅
i'm jsut using the naming conventions i've absorbed by beeing in this discord tbh
not sure what the correct way of calling thems would be
neither do i lol
Btw Harmony actually works by adding prefixes and postfixes through transpiling
also fun fact, when Harmony adds a postfix, it modifies return instructions to branch instructions, to branch to the end of the method where it runs the postfixes
this is actually kinda important to know, for compatibility
@wise stag Btw if you want, I can do some tweaks to the ILHook to analyze the reason why the ILHook failed to get information like if the thing your ILHook wants to do is already there, and also I could make it print if everything is indeed fucked
Makes sense but easily missed
that'd be nice, i might also just make it a standalone mod later
Oke, but yeah I can fork it and open a pr if you'd like
u can do dat or just send the code, whichever u prefer
Also tho btw if AdditionalNetworking and Matty's Fixes only use Harmony, I guess HarmonyX does indeed trigger ILHooks to minimize compatibility issues
oke
holy shit, CodeRebirth is massive
lol
nah its only like 20mb of assets
and 600kb+ of code
though idk what measurement that really is
lgu still higher at 1mb of code 😔
is there a lot of shit in the history then?
wdym?
oh no it's definitely absolutely massive, i was kidding
oh lol
the reworked redwood code is there, some code for some hidden stuff i work on is also there
zamn
It's the Redwood almost ready
dunno, still waiting on model and textures
Ah ok
dine has been consumed
how come snailcats and cutieflies stopped spawning for me? I changed the values for some modded moons in the config, even put them at numbers like 100 and I am not seeing a single snailcat
maybe a typo is causing some errors? idk
oh they can influence that? dang
ye
I dont really get how people do changelogs
Moon people make one changelog the size of an elephant.
Meanwhile I added 5 enemies, 3 biome types, some fixes and balances, tens of hours of work.
And the changelog is like 5 lines
You put enough so people know what changed. Essays are tedious to read through, put that in the read me
Yeah it's what I plan to do, it's not like it demotivates me or anything, I'm just hella confused 😂
I had this with a different community, where the modder fixed a bunch of bugs, then proceeds to list every single bug that was patched out 💀💀💀
even tho its mostly unnecessary.
I do tend to credit people that find bugs as a show of gratitude, but would group them up
Cool name actually
Hi
Is there a way to change the colors of the tornadoes? They feel too vibrant to me
I’ve been in Xu’s ears because of this for a while, she wants to tweak them a little but its not that easy. Hopefully she’ll figure it out soon ^^
You've never brought this up to me
I made em as transparent as I could, the config can let u isolate one's you like, I recommend keeping smoke, water and blood
We had talked about this many times lol
Literally never
lol
😩 i should probably make github reports maybe then you’d remember
we've brought up the color of them multiple times to you xu-chan
usually all I do is just make the smoke one the only one that spawns
We is not inclusion of s1ckboy
but you lose out on the mechanics of the others
Plus they're like a lot better rn idk if you've even seen em
i'm pretty sure we all mentioned it to you at some point
nah I haven't
Nah idek who s1ckboy is
Hey Xu! s2ckboy here can you do something about the vibrant colours? I heard they are really saturated
probly knows you. he put you in the Seichi mod
I have no clue what you are talking about 
Sometimes she forgets who she timedout on her private server 11 times 
oh well, I have poor memory too
Ur username is still s1ckboy
Would it be possible to add per-moon configs for the tornados so that I can, for example, make Water tornadoes on water moons, or the yellow tornado on Gorgonzola, etc?
Oh thats actually a great idea
S1ckboy no one asked you
I'll see if I can do that, it might get pretty repetitive and weird in the configs though

That's fine, could also allow it by tags so that it's a bit easier
Like for example Ocean:Water,Smoke or something

You could actually use contenttags 🤔
Oh bad internet i didnt see Nikkis comment lol
S1ckboy the biggest rider in the universe, have an original thought wen
id love that :P
then i could put fire on infernis, water on atlantica, etc
also is there a sandstorm tornado thing? if so then put that on etern, assurance, offence, artifice and embrion :P
It's a yellow one to symbolise lighting but maybe
maybe put it in the duststorm unusded weather
So it never sees the light of day? 😭
my brain shut off, i use the dust storm on a few moons so i just was like "oh ye thatll work"
I think lethalquantities is messing with it? Idk redwood giants work perfectly. I checked in lethalquantities, no snailcats, only cutieflies, which never seem to spawn either. I guess I'll just copy redwood giant spawning curves n stuff over to snailcats n cutie
flies
picking up coins with the wallet doesn't remove their yellow triangles from radar view btw, confuses ship duty into giving false guidance info @wise stag
what's my name
you're Heisenberg...
Slight problem on Embrion
Since spawn nodes are on the boulders, and tornados are technically entities, a tornado can get itself stuck by merely spawning on the boulders
Is it true that windy and meteor shower reduce the power level of moons it's on?
Idek why they do tbh
I feel like the feature of it reducing power levels is sorta pointless
What the fuck?
The lessens the fun and chaos of the game
Xu, please add a config option to disable that crap
Outside power*
While increasing inside power.
That doesn't make it any better
it was changed to increase inside power?
Right now it does.
weird to not have that in change log
And I don't really care because it's Xu who's doing the mod, not me.
So it's their decision how they want to make it.
If they feel Meteor shower and tornado replaces 3 power from outside.
Then let them be.
Well, it affects my experience with its inclusion in my modpack, so I'd like an option for it to be changed, not that it should be removed outright.
good luck with that 🫡
they're not the fan of user-configurability, so we'll see where it goes 🥺
when did xu ever say this
#1241786100201160784 message
?? Why should I suck it up if it isn't overall enjoyable
It's such a small thing too, so she shouldn't have an issue against it
pretty sure this partially goes against what you're saying lol
and wasn't that entire conversation more-so why does the API have the configurability
i'm assuming that based on the fact that it's doing this for 2 weeks without a config
so it's not designed to be configurable
also yes
I'd imagine no effort is being put into making it a config because no one asked for it
till now of course
and also that it's not in your face and you're probably not gonna really notice it in-game without looking at changelog
It should though from what I am seeing. 
(in which case it says that both inside and outside get decreased power level)
That just makes the game marginally cheesier
Makes moons like Artifice or Embrion a cakewalk
I've noticed it too
it's because of how annoying Tornado can be and how deadly Meteor Shower is
That goes for every weather
Tornado mostly
Meteor Shower not really
Other weathers that have killing capabilities is almost entirely reliant on player input
Meteor Shower is on a different level of hard since it can be hard to predict trajectory of a meteor
That's the same thing with windy and meteor shower; it's your fault if you get in the way of a tornado/meteor. Every weather is designed to be a hindrance, so when there's no option to revert it back to vanilla difficulty is kind of ick

Yuh, learning and adapting makes it easier
This is Lethal Company, not Haven Corporation
Also that rhymed
ADD A SPACE LASER ORBITAL STRIKE WEATHER THAT CRASHES YOUR GAME AND DELETES YOUR HIGH QUOTA SAVE FILE HA HA /j
💥
👀 on it
Bread hates this one simple trick!
I'm confused, it's part of the weather's difficulty for it to reduce outside power and increase inside power
Plus, when I pushed this it was well received
Dunno but do you go by mine/xu's? :p
Anyway, it makes a helluva lot of sense for monsters to migrate inside of the facility
From outside
Whoops wrong emoji
If there's a literal natural disaster outside
Artipoint
The game feels a lot easier in the weather's current state
Also by your logic, the entities would evacuate into the facilities during a storm/flood too
For flooded probably yes, it literally only makes sense, but I don't control vanilla weather
Regardless, it makes the game easier and I don't enjoy that
I don't want outright removal, just a config option to disable the power level nerf
Also if it feels easier, there's a million ways to make the weather's harder in the config
It's not even that much, it's like one less dog outside
It's significant enough for me to notice
Moons with tornados and meteor showers have been easier than every other vanilla weather
Then increase the meteors min and max spawns lol, it's definitely not easier than stormy weather, rainy, and I'd say flooded too
But when I increase difficulty people complained a lot more
People won't complain when the config option is off by default
Ah I thought it only lowered the power levels
lol
My b
I'll fix that soon ty
One is daytime one is outside so idk tbh
tbpf
when the power stuff was added it was worded that they decrease both inside and outside
I'll make a config option for the power level stuff but I don't see any reason why decreasing outside and increasing inside makes things less difficult
Maybe the issue I found.
It should be in the branch for you to see anyways.
No idea, but that's been my experience
Maybe my 900 hours just grew me more used to things like this
Oh I'll give it a look
Because I didn't find a revert back thing, you know?
So it seemed it would go endlessly so long as you keep getting the weathers on the moon.
ah true, i would've thought it'd revert automatically and reset when the visit ended but maybe not
Me when every single entity is thrown my way on any weather: I FUCKING HATE THIS GAME THIS SHIT IS AGONIZING I'M GOING TO GORE MY STOMACH AND MUSH MY ORGANS INTO A FINE MIST
Me when they're nerfed a slight bit on windy and meteor shower: This is too easy :(
I feel that though
It's not a game you love unless you tell it to kill itself in more ways than one
I don't notice it on Meteor Shower but have noticed it on Windy moons that already have really low power like Aquatis
I mainly noticed it on Rend
It felt like the interior was the same, but the exterior was nerfed
Just go to Dine instead, I'm sure the Butlers will be happy to see you 
Rend and Dine are opposites in my modpack
Rend mainly houses the butlers, and Dine mainly houses the nutcrackers
Really? I can't walk 5 feet in Dine without the butt men
Nutcrackers like me on USC Vortex
if i could i'd add more opportunities for shit to spawn, but i havent looked into how the game does that yet
walks in front door, 3 players are wiped by shotgun blast
cuz increasing and decreasing power level doesn't actually do much at the level of removing and adding 3
Isn't it through spawn curves
Probably the most complex thing to edit?
The weathers don't mess with curves.
Not vanilla ones they don't
nah it's just a two hour timer i think that the game decides to spin te wheel and spawn something
What you are experiencing is probably the issue we were talking about earlier.
yeah i probably permanently disfigured moons that had meteor shower or windy
I played more than one round of meteor shower of Rend, so it wasn't just a one-time thing
unless you reloaded lobby*
Cool
So it got 6 instead of 3.
If you landed again on it, it would be 9.
And so on and forth.
While it was supposed to be only three.
Rephrase?
It's a code issue.
basically, the weather on spawn decreased 3 outside and increased 3 inside
Oh, you're talking to Xu
but i never reverted this when the weather ended
so if u had meteor shower on rend twice
it'd become decrease 6 outside
and increase 6 inside
And repeats whenever you land on the moon with either weather.
When the purpose was just decrease by three.
The nerf/buff multiplies each time you land?
By accident, yes.
Odd
not multiplies, but additively worsens
Oh yeah, did you see this? My current convo overshadowed this
oh yeah, a lot of enemies have issues with these spawn nodes
im not sure how else to sum it up other than zeekerss skill issue
driftwoods got stuck there
redwoods too
not surprised tornados got stuck
It's weird how Zeekerss allowed old birds to walk off the other boulders (Including the buildings) but not this one
Just spawn in the air bruh.
they cant walk off
they fly off
but yeah, it's just that the hill is too steep
for the enemies to grasp that this is walkable
oh other boulders idk, this one in specific has the spawn node at the top and unable to go down
It's weird how they can't fly off anyways because old bird's actual physical body (Not the model) noclips through the map
i have never seen a butler there LIES :artipoint:
dine is zeekerss testing playground 100%
The anomalous entities on Rend and Dine are more overshadowed by the natural and artificial ones, that's why
True...
every new enemy gets like 80 spawn weight there for no reason
We need barber on Rend
Barber's mechanics fits the name of Rend
Well, most entities do kind of
we need tulips on all moons 😔
They're gonna be added to Embrion but with only of a weight of one due to lore reasons
NOOO TULIP HOARD ....
I also think I should add hawks to Dine and move Leviathans to Rend
no hawks none
Xu quirkylan
freakyrigo
Vanilla entities when there's a literal fucking tornado and molten meteor outside (They don't care):
the meteor shower outside damages enemies lol
😏
The tornado should also throw those fucks into the sky, but I feel like that's too much to suggest
Wheres my brucenado xu?
it'd probably be easy to do but nahh
I wouldn't imagine it being easy trying to code that, as well as syncing it
True...
nah i'd just disable the agent, pick em up and throw em
Damn...
They think theyll have to kill this guy bruce
NOO
You know its true

