#Kite’s LC Mods
1 messages · Page 5 of 1
it worked but i played with a modpack that only has the dependencies plus imperium
Hmm
Loadstone
Oh lol
Incompatible mods are:
-Cull Factory
-Backrooms
-Ship Windows
wtfff
Backrooms and ShipWindows doesn't work with this moon correctly because both thinks that the ship is currently in orbit after
level generation
The backrooms mod even throws that null error, then generation won't work.
i dont really use backrooms
tho shipwindows and cull are def an issue
they are much more commonly used
Zeranos is the best of all the vanilla style moons! But I thought it was interesting that there was a fire exit on the 21st floor, going through which I fell into the darkness and drowned. I suspect that the fire exit generation is disabled and it was a bug. And also with Generic Backrooms from Generic Interior some reason the elevator didn't want to stop on floors and was going even after it ran out of fuel.
It means there was an error
You should check ur log
And I don’t know about generic interior
Wait
You were playing this moon on another interior?
If yes, then it won’t work and you will get infinite errors
Yes Due to the standard settings of Generic generation on Zeranos his dungeon appeared, which is why everything broke
And yeah fire exits somehow spawns and idk why lol
It seems to be related to doorways in dungeon generation, maybe that's the issue
Don’t play Zeranos with different interiors, it won’t work
Maybe I forgot to disable spawning by id
on dungeon flow settings
idk
But I think you cannot open them?
It was a bit scary during the blood moon and with the bugs and endless descent down
Haha
Who saw the portal btw?
Also for now there’s two story logs
that you can read ig. I didn’t tested them
I think about the appearance of fire exits should be clarified with the people who made their dungeons or at least in the dungeons development thread, but when I looked at the scripts of doorways I noticed that there are presets for fire exits
And some scrap doesn't have a price.
Idk why even though I've only played with your moon.
do you think you can somehow hard code it for only zeranos interior? I have some interiors that appear on all moons ;-;
im a gambling man...
i place all on red
what
ANOTHER
What happens if we run out of fuel can it be that there is no fuel on the floor? And what to do in this case if the time on the moon is infinite.
Idk how to work the elevator ;-;. Tried using it but it ran out power and it just kept going down. No button I clicked seemed to stop it
Seems like you use different interior
not the Zeranos Facility
Tell me, are you playing with any mod managers? Or local?
With local I mean bepinex in the game’s directory
It should tbh
There’s actually one time chance to go up by a button
But in this version it doesn’t work so I have to fix it
I won’t tell ya anything about this
But it’s my fault that they are there
I don't know. I mean I'm using gale. A minecraft interior probably got chose, I haven't configured those interiors yet mb
That’s the issue
Mb, I'll configure it with LQ so only that interior will be there
does the zeranos interior work on other moons?
Probably doesn't but still curious
Yes but when you enter, you’ll fall down and die immediately
It’s the same facility so idk why you need dat
😂
All good, just wondered how it would work
You can download imperium and teleport to the main entrance on Zeranos
and enter
last question but what about the weathers? Can they be assigned to other moons?
you will see what I mean
Yooo, I could prob use a tele
maybe
Yes but with weather registry config ig
thank you!
np
also i want to name this thread different lol
If I put “Kite’s Moons”
it sounds cringe

Kite's Research Collective
Observing of Kite's Moons
I wonder If ur review turns out good

Is the blood moon only a visual thing or does it have other effects?
what does infinity elevator mean
it goes down forever
infinite facilities
the elevator has fuel
and is it interiors that is being generated
it has its own interior
if you try to use another one it breaks
does the interior work on other moons
honestly i dont know
but i wouldnt try it lol
ok
When I finally change the excel sheet from Kite’s Moons to Obscura Research Facilities you decide to change the name 
Time still progresses when ur inside so if u spend too much time inside you'll miss the deadline
So does cullfactory not work on zeranos?
cause something tells me it doesn't.
also invisible apparatuses.. (I know it's 0.0.1 but I'm reporting every bug I encounter for progress)
while I was using it the elevator wont turn back on
I went down a level but then the elevator shut off
ran out of fuel 😭
how do I add more
yea
but what if it does not spawn how do you get out
gas canisters spawn around the interior
oh right
it should always spawn
it will always spawn per floor i think
yeah
if not then a mod is fucking with the scrap spawns
Cullfactory is a known incompatibility at the moment
It'll probably be updated to blacklist this moon (along with hadal)
couldnt we blacklist them ourselves?
i swear it had an config for it
Invisible app? Ahh a new color to add to my collection
lol
didn't someone say the apps for zeranos where supposed to be orange?
It's been awhile since I recall it so I could be wrong
items are invisible when transported all the way back up. (They can still be picked up) Also, the lighting on the outside is breaking because of some other mod maybe? (Or the new day and night thing) The sun isn't eclipsed when it's eclipsed.
Also maybe a chance of spider webs are staying no matter where you go? Cause I've had spider webs stay in the exact same place when loading a new area.
It’s a known issue
Same with hazards
the lighting looks weird though (look at the trees)
what happens if people go down the elevator and someone else needs to go in
is there a call button
inverse once the interior is generated probably
then they gotta wait for the elevator to come back
but it despawns the floor
oh
i wonder if the new weathers work on other moons
whomp whomp..
it doesn't support any interior except the one made for this moon
liminal facility
Oh I thought it just failed to load entirely. I see the issue LMAO
set zeranos' interior to 9999
I'll make it so any other interior cant load on this moon
it will help lol
yeah
Bugs (?) ive found recently:
- Critical health blood stays through levels
- Masked can board the elevator when doors are closed
- Player bodies do not stay on the elevator
Another thing I'm kinda eh on:
- elevator animation going past the level you were just on, so when an entity is at that opening, you just see it over and over again
Mainly spiders and slimes (Thats all I've seen so far with the elevator just going past the same level over and over until it stops or the power goes out) Any sound an enemy makes breaks the immersion of going down.
yeah
shimp
I can't remember but will the time mechanic be allowed on other moons rather than just for Zeranos?
Also is there a way to disable culling on zeranos. Or did I type something wrong or is it not able to be found by cullfactory?
It might be
ZeranosFlow
Or
ZeranosFacilityFlow
It also could be ZeranosFacility tbf
I’m not too sure
Since in LLL hadal is called something else
But to disable it you have to type hadalflow, which is not what it’s called in LLL
I'll try this one first
Its ZeranosFacility
I checked in lethallevelloader
I thought that in lll config thats the name of it
it is the name but not the one for the disableculling config
oh
@dusky thistle try using LevelZeranosFlow
ok
Didn't work : (
Oh the only bug thing for being able to see everything is just the entrance room
Everywhere else is fine. Just the starter room with the number you're able to see most things until you enter a corridor. (Meaning something is odd about the first room)
just learnt something. Don't have god mode and stay on the same floor when the elevator leaves you behind. Biggest mistake of my life (Froze my game)
Try zeranosflow then
Try all 3
It’s definitely one of them
well, since everyones sending logs, ill send a video, aint that silly lol
i went down, but managed to get out of there
and found this
lol
its LevelZeranosFlow
It worked!
yw
Also I picked up this guy from level 9 and now hes stuck in my inventory forever (Yes he does go away after I pick something up in that slot)
Phantom baby
Vanilla bug unfortunately
At least I believe, it happens with items outside of maneaters
game crashed on this interior it said [00:55:24.0789404] [Warning: Unity Log] Failed to create agent because it is not close enough to the NavMesh
I wonder if that's why my game is consistently crashing on Titan, not related to this thread though
yeah idk if it was because of that moon
it doing this messes up models with jigglebones
they go ballistic with the elevator moving like this
does anyone know what the weathers do and if they work on other moons?
Like the weathers effects
good morning
You ain't using zeranos interior
That's why this happens
Elevator cannot teleport to the entrance
I will tell you later today
I will fix that in the next update, with hazards, sound occlusion and etc
@dusky thistle #dev-interiors message
Yes
You can use Kite's Moon and what excel?
Oh you mean this one:
https://docs.google.com/spreadsheets/u/0/d/1DIMxtYa64d8WkFnRGXLcx6Pi16bwTwHp69r8PUUo39o/htmlview?pli=1#
Oh that’s really smart
santer
Kite, what does the weathers do?
Wait let me see if it's on the modpage before i ask
too late
yeah I don't know what they do 😭
Radiation spawns some fields that decrease health ig
Blood moon does absolutely nothing
but spawns ambient music
Yeah
why did it do that 
idk
goated sheet
definitely not biased


Just realized that the time thing works for other moons but it wont stay past 12 for other moons meaning the ship will leave unless you have a mod to stop it. (Also instead of going from 12 AM to 12:01 it goes to 6 AM immediately on other moons. Also resetting weather progress like floods or other weather types)
Ion what happened but earlier today went on zeranos with blizzard and my game froze and my fans got LOUDDDD
btw
You’ll want to change the Zeranos readme
No 12 PM Auto-Departure: Unlike the base game, your ship will not leave automatically at noon, giving you more flexibility.
It should be 12 AM, not PM

#1243219877293199440 message
oooh, that's how it's done
that's a clever idea
also (because I forgot to tell you earlier): if you don't want specific configs for your weather to generate, you can disable them when setting up the Weather object 🤭
I already fixed that
how are u supposed to refuel the elevator
well funny thing is, the interior that spawned was facility
and i didnt changed anything in the settings
i tried to shove my favorite scrap into the gas hole and it did nothing
are u supposed to fuel it with weed killer like the company supercar
Hmm, are you using mod managers like Gale or r2modman?
No, there have to be gas tanks
jerrycans spawn each floor
Not always tho. You have to use elevator very frugally
ah. I didnt see them wigglercola will survive all 1000 floors
i see
yes i am 🗿👍
but idk when
gale to be exact
here
i did just changed the weight of all interiors on Zeranos to 0
except obc its own interior
maybe that would help?
Set this to 9999 not 99999
a, gotcha
Idk lol
7510 Zeranos - v0.0.2 Alpha Update
Changelog: https://thunderstore.io/c/lethal-company/p/luakite/Zeranos_Moon/changelog/
Fixed for last two
we can add LevelZeranosFlow to this config in CullFactory to fix the incompat with it right?
Yes
cool
also is there a way to make the elevator simulate moving down in a way that doesn't make jiggle physics objects go crazy?
No
ok
I have no idea
tried doing this
still this
Im wondering if synthesis thinks its Zeranos in injecting via dungeon name
because same uploader or maybe a tag they share
No not same
They use different author and mod names
Did you enable config?
wdym?
I use central config to control interior weights if thats what you mean
I have zeranos interior disabled on every moon
synthesis included
this doesnt happen with any other moon
just synthesis
synthesis just REALLY wants to generate that interior
it always has the same value as whatever iv set facility to
and im a bit stumped as to why
Idk then
ngl maybe one if not the best challenge moons
I don’t get that issue
Was it breaking the time logic on other moons
Yeah
But now everything similar to vanilla
I mean same like vanilla
But only Zeranos is different
Happy new year! 🥳
Happy new year! (I still have 12 hours left until it's New Year's for me :])
Items placed in front of the elevator on the surface despawn when the elevator goes down (so leaving items until you come back up disappear)
here one sec, i butchered that writing
ok nvm the bug isnt happening now
however:
https://medal.tv/games/lethal-company/clips/joHwL2qX2CXtL-nW_?invite=cr-MSxSUlQsMjIyMDQ4ODQ2LA
Watch Thumper. and millions of other Lethal Company videos captured using Medal.
this happens with other entities too, just caught this one in a clip
Lmao
ah, I didn't realize you had your own dungeon flow for this, I can just add it to the built-in blacklist for CullFactory for now
should be blocked by default in CullFactory 1.6.3
not sure if/when I'll be able to look at adding support, as it would be a major refactor
I'm not even sure how to handle moon visibility with it, maybe I just have to assume the moon is always visible
but it also doesn't support the interior being regenerated
(which is probably the cause of this issue)
that's the joke!
It still shouldn’t generate that dungeon
I mean if you go to synthesis
You can check it on the
console
You will see chances and which dungeon selects synth
i did once
not sure if this has been said, but FacilityMetldown is kinda incompatible with zeranos. Whenever you take out the apparatus, its basiclly a softlock, because the facility "explodes" and the ship takes off. The problem is that the ship doesnt take off on Zeranos. A paradox you could say 🤔
did think it was gonna be incompatible
is there a way to disable meltdown on specific interiors?
idk, i assume not really
100% an incompatibility
Shit he killed me on the 348th floor! Why is it that when the elevator down, monsters can do damage but you can't. It's not fair. 😂
There is ONE way, but it involves creating a problem that Facility Meltdown is often plagued with when looking at unique Apparatuses that have different IDs
Well, the Apparatus would need a different ID that causes it to be registered as a different item and not an Apparatus.
So that the mod doesn't know how to respond when someone pulls it
use this mod and set Zeranos' unsafe app chance to 0
👆👆👆
I think this mod ought to be mentioned on your mod's page for people planning on using the Facility Meltdown mod
@midnight sierra [19:56:08.9432341] [Info :dev.ladyalice.dungenplus] Did not load a DunGenExtenderer
[19:56:08.9452369] [Info :LethalLevelLoader] Fire Exit Patch Report, Details Below;
EntranceTeleport's Found, Zeranos Contains 2 Entrances! ( 1 Fire Escapes)
Main Entrance: EntranceTeleportA (Entrance ID: 0)
Alternate Entrance: EntranceTeleportB (Entrance ID: 1)
Found Fire Escape GlobalProp: (ID: 1231), Modifying Spawn rate Count From (1,1) To (1,1)
[19:56:08.9517440] [Info :LethalLevelLoader] Created New Day History Log! PlanetName: Zeranos ,ZeranosFacility ,Quota: 0 , Day: 3 , Weather: Radiation
[19:56:08.9550206] [Info :impulse.CentralConfig] Retrying before reduction on attempt #1
[19:56:08.9685279] [Info : Unity Log] LOADING NEW FLOORS
[19:56:08.9695271] [Info : Unity Log] Waiting for all players to load!
found another bug, this time vanilla related i pretty sure
just used inverse teleporter to get inside. The elevator is gone lmao
Fire exits also are broken
meltdown is disabled in scarlet interior so maybe there is a way to disable this also on zeranos?
without needing an external mod
i think its disabled because it doesn't really have an apparatus item, but there is an option to make the paintings trigger a meltdown
ah shit
did you find a way to fix that?
nopeeee
found a bug where the elevator goes haywire and drops down at mach 4
Watch Lethal Company and millions of other Lethal Company videos captured using Medal.
Watch Lethal Company and millions of other Lethal Company videos captured using Medal.
(the last clip got cut off, but same stuff as the first one)
Oh yeah Ik that
I didn't understand
And you cannot press the buttons when going up. It's a vanilla issue
weird
but what about the elevator?
What?
Ohh yeah
nah nah the pitch is fine lol
maybe i could you give you my group's modpack?
be aware that its pretty sizeable lol (150 mods)
well?
I never saw that bug
And I can't call that a bug because the
Audio listener which is a player just doesn't update audios right
Because it's fast
What is that?
It's not about speed
It's about your player camera not updating audios right
oh so the elevator going fast isnt about the speed itself?
👆
ive had around 30 fps in there
could probably be it lol
That might be the issue
let me test in an empty modpack
i do have more monitors and body cams
could be it too lol
That might be the issues too
Because multiple cameras and audio listeners rendering
Tbh idk
🤷♂️
Nope
there was only me ingame
i was testing the modpack
for todays session
🤔
The elevator is gone because it's just not there
and still haven't teleported
lol
I mean idk
I played synthesis w this mod and everything was normal
It's LLL thing w configs and etc

well that was interesting
same issue, i only had zeranos installed
and my fps was good
Watch Lethal Company and millions of other Lethal Company videos captured using Medal.
watch it
That's hilarious
I could make elevator audio 2D but people outside the elevator will hear that too
😂
ikr
i know 0% about coding
but is it global?
Oh is the elevator supposed to go that fast? The only problem is the audio?
he said it isnt
Well
Yes it is, and when going up or down it moves fast down
And teleports up agaib
Then this audio bugs
But I don’t have that issue so Idk why that happens
if the elevator was supposed to drop down rapidly LMFAOOOO
reported another "bug"
ended up finding another bug
epic win
Wdym?
the elevator dropping down fast
i thought it was a bug
but its intentional right?
I mean it’s not a bug
yeah thats what i wanted to know lol
I think you just didn’t understand lol
but i still accidentally ended up finding another bug
exactly
Elevator goes fast and teleports up to simulate moving effect on the walls and etc
i was too used to lc_office and your other moons having slower descending elevators
that seeing zeranos go at the speed of sound felt weird
It’s not weird, I mean you travel 20+ floors in 5-8 seconds lmao
ik its not weird
i was just too used to other elevators
but now im glad it is intentional


So when elevator teleports and goes down or up again when “simulating” movement
That elevator sound just follows elevator movement
But late
That’s why
There will be fading or pauses
You know what
Download imperium, start the elevator and press F
Then look at how it moves

That’s the best explanation for ya
And about doors
I think I fixed that issue in the next update lol
I’m gonna drop it tomorrow with two new tiles
Yeah I'm honestly not sure what's causing that, is there more than 1 audioclip? Maybe starting and stopping it by accident occasionally?
It doesn’t stop, and yes there’s only one audio source and clip
Actually it might be because of that doppler effect
Because it makes audio source’s volume and pitch dynamic
Yeah I'd probably just set that doppler and spread stuff to 0
And since my elevator teleports up, I guess it simulates speed of light?
No idea tbh
But pretty sure I do the same
Sometimes I hate that “pitch” changing effect
Try seeing if it's replicated with soundapi only
Hmm?
Im not sure why but
The https://thunderstore.io/c/lethal-company/p/luakite/Zeranos_Moon/ seems to only work for clients and not the host?
ID appreciate some help on this because I do want to try this out
oh I should specify
pretty much the elevator doesnt generate a dungeon for the host BUT
it will for other people
when the moon is first generated the elevator does not generate at the main entrance, it only does that once it goes down
so if you inverse before someone use the elevator it will show that
Got it 🗿👍
off the top of yer head, know of what mods are confirmed currently incompatible?
don't have a log so cant provide anything as of this moment. i just happened upon a bug that repeats floor 0 over and over, piling every scrap onto the same floor
if not, i can repeat it later
seems i have a problem , idk if anyone has had it before but the elevator on zerrano keeps going down even when i press the red button
You are using different interior, that’s why
I think I have to make a checker or something
It means that It doesn’t generate new floors and one mod is the problem
odd
Then you are using different interior, it should be Zeranos facility and not any other interiors
hmm, i'll get a log up quick to see if anything can be parsed from it
👍
i have a slight theory, but i doubt it's the case
found the problem, it was the tworadarscreens mod
Yes I am. I wasn’t aware that different interiors would conflict because I’d assumed a checker was inbuilt to prevent
Thanks I’ll just disable other interiors from trying to override the map
😂
wait, i just remembered, what was happening was that when i pressed the green button it would start going down and then it would make my game stop rendering
first floor (floor 4) generated like normal. everything after was 0, spawned no scrap, and spawned no enemies. hope this info helps
nvm i confused it with a diffrent problem,its similar to what was happening to you BBAPepsiMan

except i was able to fix the runaway elevator by removing tworadarmaps mod
dont know whats causing the no scrap on levels after 0
what also has been happening when going beyond lvl 0 is that i get "loading seed" stuck on my screen

a good chunk of the moon mods in that list are on standby (disabled)
i found some red text in the mod loader cmd "[06:50:31.6874161] [Error :LethalLevelLoader] ExtendedDungeonFlow: ZeranosFacility Spawned 0 RandomMapObjects.
Preventing Spawning Of Interior RandomMapObjects To Prevent Gamebreaking Error!" and "[06:50:31.7048133] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
Batteries.Patches.RoundManagerPatch.SpawnScrapPatch (RoundManager& __instance) (at <8cc1e5ea44974ac1a3654493d0a877a7>:IL_00A4)
(wrapper dynamic-method) RoundManager.DMDRoundManager::SpawnScrapInLevel(RoundManager)
ElevatorMod.Patches.EndlessElevator+<InitalizeNewFloors>d__157.MoveNext () (at ./Patches/EndlessElevator.cs:1149)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)"
so when going down the elevator for the first time it'll work but not after
[06:50:31.7048133] [Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
Batteries.Patches.RoundManagerPatch.SpawnScrapPatch (RoundManager& __instance) (at <8cc1e5ea44974ac1a3654493d0a877a7>:IL_00A4)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnScrapInLevel>(RoundManager)
ElevatorMod.Patches.EndlessElevator+<InitalizeNewFloors>d__157.MoveNext () (at ./Patches/EndlessElevator.cs:1149)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
Batteries mod
breaks the mod
thought so
I can't find the error
its a mod that adds in batteries like from v4 , where you can recharge your equipment if you dont feel like going back to the ship
oddge
Well. That mod patches something inside RoundManager script
And when my mod generates floors by it
So it means that batteries mod patches same function that I use on my elevator script
maybe batteries supposed to spawn only once
and throws errors
I should make a tile with a recharger for this interior
[06:30:31.6834456] [Error :LethalLevelLoader] Removed: 347 SpawnableItemWithRarities From CurrentLevel: Zeranos Due To Invalid Properties To Prevent Errors.
wtf
in terms of dedicated scrap mods
ChillaxScraps
fiufikis Scrap
Generic Scraps
ImmersiveScrap
LambdaCompany
LCGoldScrapMod
Luigis Mansion Gems ( ™️ )
PremiumScraps
SellBodiesFixed
SlaughterhouseScraps
TerrasScrap
UsualScrap
VoidLeak
id need to figure out recording with OBS
https://www.dropbox.com/scl/fi/9172sb123ww158x1nnd5h/2025-01-02-01-35-21.mp4?rlkey=pvj5ypxjke1yf679yczwjpmae&st=iojlw8km&dl=0 recorded from file start to end of first day with Zeranos as first actual moon, going thru my singleplayer methods as per norm
sorry it's like 11 minutes
wanted to be thorough

Send me the logs
I think you have some mods that patches these functions
this was confirmed and not an intermittent general issue? I can have a look, that seems extremely odd

i wont be able to test til tonight
but
try with Losdstone maybe?
Hello, i recently tried out Synthesis, i very much liked it and will proly include it in the next bingo we do 
My only slight concern was the value of the elevator apparatus is affected by weather multipliers + meltdown (like any other apparatus), which can get a lil silly since its very easy to get and bring back, it can be a lil cheesy. Sure you lose main entrance but fire exit isnt hard to get to
I think an option to force the apparatus value to be overriden to whatever is set would be a good idea for balancing it, but i understand if you wouldn't wanna add that, instead i can just offset it by increasing the route price to compensate

You can't take the apparatus with u
And you can try Zeranos moon which is waaay better than Synthesis
Really? We had it in orbit i am sure
WHAT?
Might be another mod allowing it to stay, i'd have to test with the others

I can say it wasnt ship inventory tho, we didnt have it on at the time
Yeah
Only other orange one i know of is the Tomb interior one
And we didnt visit that interior that run
I'll try it with my friends and see
We can see if we can replicate it
It might be because I use Destroy function instead of despawning it on network
I will look into it. Thanks
Tbh i don't think being able to take the apparatus is a bad thing neccesarily
The only issue is balancing when combined with mods like meltdown and weather multipliers
Sacrificing an entrance to get more loot is kinda interesting
We assumed that was the gimmick
Yeah. I had some funny people here using my apparatuses just to fill their quote
They fly to synthesis, take apparatuses and sell
Anyways, this ^. Asking cuz I need testers 😭
Sure, can do that as well
I'm already tired fixing bugs for it
For any of my moons
But I like Vacuity 
That's my success
Vacuity is my favorite because it has cutscenes
I like my own animations there lol
Its like the opposite of millers planet
From interstellar
Because it changes from winter to summer
And the guy like dies or is doing different things
It supposed to be called as 81 Voidus with ocean water
I had some screenshots
I can look for them
Oh yeah, I even forgot about this
I don't know any moon that does any of this tbh
Yeah that’s why vacuity is my favorite moon
What’s that van
.
#1243219877293199440 message
I just tested and it works
My ship just left zeranos

hmm
Wait I am trying again
maybe try taking out the apparatus and not make it to the ship?
Why?
Ship's gonna still leave
idk, for me it was just a black screen, nothing was happening
maybe it got fixed somehow by itself??
Other mod conflicts maybe
Might be, because I test this on my new version
lol, just found a silly bug, but seems its moreso related to CodeRebirh
@fiery slate i went inside the elevator on Zeranos and all 3 girls, and they pushed me out of it, and i fell to my death 🗿👍
Oh
okay, is it normal that when i go the 2nd time down the elevator, i go from lets say floor 4 to floor 0?
in which floor theres 0 scrap and 0 enemies?
because this already happend to me at least 5 times already lmao
they also stay outside the facility, they dont come down with you. I just came down with Shockwave and Daisy. They didnt folow 🗿
Does a apparatus spawn on each level
Yes
Also what’s stopping you from never leaving and getting infinite scrap
Enemies?
But like what if you lock in
I feel like you should add a limit so after 3 days pass in game it forces you to leave and go to the company
Small quantity of scraps
3 day cycles
Sure I can try
And when you go into orbit after it forces you to leave it should say 0 days until deadline
gotcha 🗿👍
Also since your able to stay on that moon for multiple days you could have it take off days from your deadline. So if you stay on for 2 days then you will have 1 day left until deadline.
Later maybe
uhm, thats
thats all there is
i was on floor 19 then went down again and im on floor 0
and again
its a different layout, but with nothing spawned
7510 Zeranos - Alpha v0.0.3 Update
Changelogs: https://thunderstore.io/c/lethal-company/p/luakite/Zeranos_Moon/changelog/
minor spelling mistake
Wheres the spelling mistake
Why Zeranos in modpacks tab?
I wanted to write “added random blood decals to some tiles”
But I forgot
to write “added”

Oh lol
Oh what
When you play this moon, it will be 100% stable ig

You can update tags in thunderstore without reuploading
Just press manage packages
Can you check again?
I increased that audioSource’s priority higher and doppler and other effects to zero
This no longer works
And this one. It should be fixed now
I think I have fixed all the “major” issues

You can still try
WAIT why do I hear this gif?
My brain isn’t braining
didja try with Loadstone yet for the interior?
What is Loadstone?
hmmmm
mod that speeds up world and interior asset loading
wonder if that's causin the level 0 bug
Because this
i cant test til much later tho
Thank you bro
i could try to test that
thanks. not off for another 5 hours
become sleppers
gotu
I can make this guy not disappear when you have it on ur hands
in a bit
The only reason why I wanted the Apparatus is because it had a unique color
And yeah, I just downloaded Zeranos. I'll be sure to test it with my buddies soon.
yep, i can confirm, this bug is caused by Lodestone
but i found another bug, not related necceserly to Zeranos, but the GeneralImprovements monitors blackout when on the moon lol
Maybe the moon is jamming your signals
@midnight sierra Why can you not use inverse in the new update
also I'm getting like 50 less fps
I think its because of the Post Processing thing you did
but then it got fixed?
this is weird
but then when I landed it went back down
from my understanding, floors generate while you're ingame and the elevator is in use. no solid point for an inverse to drop you off
will we eventually be able to hang shovels on these eventually in the elevator?
(Also does the elevator bug out when you fuel it while its going down?)
@midnight sierra it's Loadstone. my test pack repeated the results when i added it. my main pack stopped repeating it when i removed it
I mean why you need that?
Someone already used that and got bugged
No
I know what’s the problem and I will fix later, not now
well when I was putting fuel in the elevator while going down I had infinite fuel until I stopped the elevator

Why?
It would be a cool idea..? Just a suggestion tho
wait, this could be the reason "voidusmoon" shows up in my config for CustomOutsideObjects
Voidus or Void U.S.?
It would be strange to render the United States void on certain moons.
I wonder how many moons they have conquered
Detritus 
yEah
It would be useless tbh
https://i.gyazo.com/de7205ea9b2a670a8db92027374e2717.jpg neighbor's christmas lights outshining yours? then COME SHOP AT ZERANOS
Oh man
I got 0 fps drops, wdym?
Fixed I guess
7510 Zeranos - Alpha v0.0.35 Update
Changelog: https://thunderstore.io/c/lethal-company/p/luakite/Zeranos_Moon/changelog/
What's the mod for the Christmas tree?
You're my hero
is it normal not to see
😐
yea just making sure
because usually i can see something in night light 🥲
This moon uses different system for lighting and time of day
That's why it's so dark
It's not controlled by animations like how the vanilla does
Eat some carrots
Real
What’s wrong with load stone
mod that optimizes generation doesn't know what to do when generation is different than usual since you know. it's an elevator and you don't go into and from ship it's straight in there
i think it's self explanatory
You can just them for it surely and see what they say
Adi is fairly responsive to stuff
I mean
You can just disable it
im still gonna ask for that though
disabling it for now
https://thunderstore.io/c/lethal-company/p/MelanieMelicious/MelanieMelicious_Utility_Furniture_Pack/
I was pointed over to here just now due to the Loadstone issues
Just to make sure I'm understanding, the issue seems to be that the floors bug out and reset sometimes while using Loadstone?
Is there a GitHub for the mod that I could look through to see if I can see anything obvious that might be causing issues?
The main concern I have would be the AsyncDungeon module
I'd wager that you're probably dispatching the dungeon generate call, then assuming it finishes once that function ends
AsyncDungeon enables DunGen's coroutine mode, so the dungeon may take multiple frames to generate fully, meaning the dungeon may not be completed by the time the generate function returns
If that's the case, the simple solution would be to just register with DunGen's generation callback, and wait for the success or failure status to be given
ok yup, that seems to be the issue
GenerateNewFloor may not always finish immediately if Loadstone is present
Oh I see
yes, I did see that
I though that was the vanilla GenerateNewFloor function
either way, the generator is not waited for internally either

oh wait, it somewhat is
but with an override
perhaps this condition is being met before the dungeon finishes, and that's causing the issue?
No
Because mapPropsContainer is located inside the moon scene
There's nothing wrong with the generation. The issue is somehow related to random map objects and loadstone
.
I see
Loadstone does also affect random map object generation let me check exactly how it does that
Wait, is it? I don't know tbh
It might be inside SampleScene scene
You patch some things inside DunGen script
yes, several things inside DunGen
DunGen has a lot of performance issues
I double checked how Loadstone impacts random map objects, and all it should be doing is making the navmesh generation asynchronous
I did previously do more than that, but it had too many issues, and didn't impact performance enough to be worth it
ok, so I only see one difference between how your mod handles the interior generation versus how LC handles it
LC waits at least 2 frames + 0.3 seconds after the generation status is complete before trying to do anything with the dungeon
I think that may be the issue
I'll keep looking around to see if I can find out why that would be causing problems
I can make it wait too
On which function did you see that?
that would be the short-term solution if that works
but if that is the problem, then that's a bug in Loadstone that I need to fix
ah ha!
ok I found the issue
it's not AsyncDungeon
it's FromProxyPatches
From Proxy happens right at the end of the generation cycle, and I thought I had made DunGen wait for it to finish, but it turns out that the function I hooked into doesn't wait, meaning that the dungeon can be "completed" without the dungeon being fully realized
I see a spot I can hook into to fix that
this is the snippet that's causing issues
I modified FromProxy to run in its own coroutine, and I modified PostProcess to wait for FromProxy, not realizing that Wait kicks off PostProcess as its own coroutine, so the rest of the coroutine can still finish
Wait there's a lot
And they clipping each other lmao
ohhh that issue
that's one I haven't seen since before I actually released Loadstone
every single possible spawn for them is now active simultaneously
I forget exactly what caused that
is that just from adding in the waiting?
Ye
hmmm
ok so for now
I'm going to recreate the issue in my own environment
once I get that, I'll just add a blacklist and upload that to Loadstone's beta version as a temporary fix
then I'll work on the proper fix
Yeah sure
are there any other errors btw?
I'd expect that this issue would be caused by some kind of error in DunGen's prop processing steps
Nope
hm
yeah that's what tends to happen with this bug
is there plans to fix the loadstone issues?
whos end is it on
like is it somethingt they would have to add support for
It's not that easy and Idk what Adi did on her code so uh I can only offer emoji coffees
☕
Good news anyways is Loadstone dev is looking into it (mainly by adding a moon and interior blacklist)
🤷♂️
ok so I've narrowed in on the specific issue at least
it seems to be working fine if you disable AsyncDungeon in the config
hmm

ok yeah the wait definitely seems broken
the dungeon status was Branching, yet the elevator code acted as though it was complete
ok, I've pushed two updates related to this to Loadstone Unstable Beta: #1242303311793885317 message
I fixed the PostProcessing issue from before, and I also added an interior blacklist
To add Zeranos to the blacklist, just set it to LevelZeranosFlow
Thank you
Im going to assume that DynamicInteriorVariety would be incompatible with Zeranos?
it should be fine aslong as you dont have any interiors besides zeranos facility set to spawn on zeranos
yeah i figured, just need to go through a bunch of settings to make sure it doesnt blobcatcozy
I do have a small suggestion for Zeranos but im unsure how balance it is, a battery recharger at the elevator, perhaps it would use fuel too?
recharger would be nice since flashlights will inevitably run out if you stay inside for too long
indeed
mod that dynamically changes interior spawn weights based on how often or not an interior has been picked
Watch coderebirth shenanigans and millions of other Lethal Company videos captured using Medal.
stress testing my modpack and found this
wtf was that
coderebirth's robots
they follow you around and kill stuff for you
and other things
Enemies can't move with the elevator because Unity doesn't support these kind of stuff
There's no dynamic nav mesh
Tell the guy that I have nothing to do with code rebirth enemies
I mean
What the f am I supposed to do?
Even masked enemies cannot escape this facility
Have the robots refuse to go in the elevator because they sense danger
i mean can't enemies ride the vanilla elevator?
Yeah but only slow elevators
like, I'm p sure that stuff was made possible post cruiser and mineshaft implementation, unless this works super differently
oh is the distance you appear to travel in the elevator the actual distance?
No lol
thought it was kind of like a cutscene thing where the stuff outside the elevator's moving for a transition and the elevator's just sitting still
Since my elevator teleports to some positions, AI can't find nav mesh there and throws errors
ahh right ok so it is what I was thinking
Well yeah
that would make sense then yea}
hello regarding zeranos moon, when we spawn the elevator has no fuel and there is no fuel to be found. what do?
i take it that it's not supposed to do that lol
I have had a long session featuring Zeranos Moon today and I'm going to share a couple of issues that I've been able to consistently reproduce in a minimal environment in hopes they get resolved
First one is that on the second generated floor and onwards any item with a terminal code shows as an empty box, and in world all secure doors that are effected all display the code F2. This displayed code does not seem to do anything when entered into the terminal despite playing the animation as if it were to actually work.
This is completely reproducable with just Zeranos Moon and its dependencies
It is important to note that the first floor that generates has functional doors, turrets, and mines that can all be interacted with via the terminal
And second is that if you bring scrap up to the surface via the elevator and then send the elevator back down, it deletes all the scrap that you brought up once the elevator begins to stop, as if it was trying to clear the scrap from the previous floor
Can't seem to reproduce any issue with the elevator in Zeranos alongside TwoRadarMaps, might've been an intermittent or something
Just leave scrap there on floor
There’s logical reason for it
Terminal shouldn’t access deeper floors because no connection
I have to make a noise effects or something
It means that there’s an error
Maybe mod conflict or even
Not the right interior?
oh
@low flicker


