#Kite’s LC Mods
1 messages · Page 8 of 1
btw unrelated, tested with lethalthings and radaredits off, here's the error i got instead
Oh actually which error specifically?
generic ManualCameraRenderer error
There have to be info logs about destroying some map objects
I need to see it
I need it too lol

I have to test it later today
here's what was posted before it happened
log
So weird cus in my pack I get no errors
It destroys some of the new map objects
That’s why it throws an error
from v70 radar?
Yeah
so you should blacklist them?
I don’t know the names so that why I am asking for the logs
Yeah
I havent patched my project to v70
oh boy, gonna be some jank from that
You should prolly do that
I’m afraid
some other devs projects got fucked by patching to v70 so make a backup

You got some bugs to fix anyways you may as well go all out with a big update
XD
A lot of stuff to do
i fixed the tile intersecting, i just moved the door socket for main behind the shaft
AND THEY CAN GO INTO THE ELEVATOR
2 flies with one stone
OMG
one day's worth of sleep fixes everything
the party is on
they couldn't move past the doorsocket 😭
this explains everything 😭
i find it funny that one small overseight caused me hours of bundling the file and testing ingame
😭
||(80% of the playtime is from modding or testing other mods, trust)||
omw to upload this 🔥, will make a thread soon
i hope there are no bugs, other than bugs that have something todo with the elevator and zeranos itself.
well, something will still happen nonetheless
file size is 74mb, though that is caused by it having to bundle the entirety of the mansion inside of it
if zeranos gets more stable, its a matter of time when we get other interiors on the elevator (i hope)
or the idea of having an elevator on every moon as entrance variation 🤑
i saw some other components while doing the elevator support, can't it just spawn the elevator on surface? 
this would be lit
it may take time til we see that future
but it will be worth it
watching zeranos getting worked on pre release was fire 🔥
its out!!!
#1398275551751311540
Ngl I wanna try out zeranos and I'm curious what interiors it supports as I saw the new mansion edit-
Which I hope works with chameleon if not then that's fair since I'm gonna make it only appear on zeranos
all the tiles, except main are the same.
at most, i had to change some stuff on their textures (as they kind of broke, like the poolwater)
ill try to see if it's compatible
doesn't seem like the fake windows turn off when the breaker goes out 😭
Dang.
Ngl I just picture them being connected to the elevators systems probably
Who has error logs?
because I can't launch the game in multiplayer
I get some weird nfgo errors
is there any mod that fixes zeranos breaking time after visiting it?
https://thunderstore.io/c/lethal-company/p/WhiteSpike/Moon_Day_Speed_Multiplier_Patcher i was hoping this would
but it in fact did not
Wym breaking time
Zeranos Moon - Update 0.1.5
Changelog: https://thunderstore.io/c/lethal-company/p/luakite/Zeranos_Moon/changelog/
Should be fixed now
Can you test one more time?
huzzah
Yea, I will when I get on my pc
to clarify you want me to see if it still spams errors when regenerating dungeon?
Yeah
alright
So it is not fixed?
i'm checking right now
error spam is fixed
only singular error
probably pathfindinglib being annoyed by not having a navmesh for a bit
i figure as much
i also tried the apparatus charging, and have 2 things
first, does it only recharge the elevator when the existing charge gets down to 0%?
second, it still plays the lights flickering/radiation popup when you take it out of the slot
Hey, so after the apparatus is put into the elevator on the charger. It only works once and never again. Is this intentional or a one-time use for charging the elevator with apparatuses?
First time putting in the app:
https://medal.tv/games/lethal-company/clips/kLsZCk3p2YNS3mgOF?invite=cr-MSxSZ2MsMTkxNzQ4NTcz
Second time putting in the app on the same run:
https://medal.tv/games/lethal-company/clips/kLt0hcipFFKUVYlV2?invite=cr-MSxKSG0sMTkxNzQ4NTcz
Watch Part 1 by GiganticEvan and millions of other Lethal Company videos on Medal. Tags: lethal company
Watch Part 2 by GiganticEvan and millions of other Lethal Company videos on Medal. Tags: lethal company
i was also getting where it didn't want to be placed in the slot
i think what i did was flick the lightswitch a few times and it worked again?
It only works once
It's not a bug.
Wait no
On the second video something weird happens
like why can't you place it
Destroying apparatuses is actually an old bug
That I tried to fix once
It's not?
I tested everything before uploading many many times
and It never happened on me
crazy stuff happening in LC
just did another test
still works fine, natural selection spams error this time
not 100% sure how NS will add compat for this, but i already let them know
@midnight sierra will you change the apparatice on zeranos to its own item?
kind of weird to find an orange apparatus on experimentation.

It's replacing experimentation's apparatus?
I do hope he does this, alternatively I would be fine if he doesn't mess with the Apparatus at all since the color change is unnecessary
and by altering the prefab it's probably gonna break a lot of stuff that relies on the Vanilla Apparatus for progression stuff like Wesley's moons
Surprised crutled hasn't yet made clear how important it is that this appy is orange
Then yeah the next best alternative is to make it be it's own custom model and stuff cus it's completely replacing the vanilla prefab rn which will cause tons of issues
it would be nice if zeranos had a way of stopping interiors that arent compatible with it from being chosen, id like to use LLL moon tags for interior weights, but using Custom:100 for example includes zeranos
and you cant just put Zeranos:0 in the manual weights list sadly because the moon tag weights override it for some reason
Orange apparatus was here all along haha. I do like the color. The only issue I have with zeranos is really it's just too much space. It's a cool moon but a different interior that is almost no different than a vanilla interior takes up a lot of resources. I don't know why it just doesn't give me the feeling I would as if I was playing the elevator from the trailer of lethal. it's just not my style really
fair enough
it needs optimization, but i think that can wait until the remaining bugs are fixed
i think it would be more unique if it would switch dungeon flow with each floor instead of regenerating the same one every time
i thought it did? i thought it just used interior weights to choose an interior each floor
or is that not possible
Nope. Whatever interior is chosen, is that same interior the whole time on that moon

it would be quite cool though....
does Zeranos change the spawns of outside hazards when regenerating the dungeon?
i noticed when mp testing yesterday that an outside hazard in one position when the ship landed was not there after going down to the second floor


the appy in my interior, doesn't go into the slot, only after dropping it until it turns off, but then it doesn't give any power to the elevator.
weird that it even has the normal color beforehand and only changes after dropping it a little
I will say, I'm not really a fan of the Mansion having an Appy even if it's for Zeranos
Takes away one of the unique things of the interior
its for mineshaft atm
the idea for a whine cellar came up in my thread as an area tho, for mansion (with an appy hidden somewhere)

but im waiting for the default appy support rn before doing anything there
Imo the interiors should stay faithful to Vanilla lol, but that's me
atleast you will have a sustainable fuel source on each floor when playing with zeranos
- people can play them without zeranos if they want an appy on vanilla interiors
We're already past that point with the default zeranos interior
True but I mean the ones that are being direct ports
lol
like Mansion and Mineshaft
I think i wouldnt be against it in those if they aren't guaranteed spawns
Cus its not like apparatus blocks the fuel cans from spawning
Main entrance is different, there's a tall room with a ladder that's new, kite was planning at some point to add a security room that could use all the cameras scattered in the facility
How did I not realize main entrance was different
Facility is so ancient lmao
Wait, security room sounds awesome
though idk if it would fit.





Hope you're getting an update out for the Appy soon, planning to throw in Zeranos for Friday 
Does zeranos still have issues? 
Is the issue where other moon's time is broken after zeranos round even fixed already?
zeranos issues are fixed
it keeps the time shenanigans to itself
Yay 
and it shouldn't spam errors on consecutive dungeon generations anymore either
i think the #1 priority right now is fixing the fuel cans being weird and maybe making the custom apparatus a separate item instead of a reskin
Then as long as I won't touch LQ config on it should be fine then
(mainly interiors config, size, etc.)
probably
I see
since zeranosfacility only works on zeranos you can probably change its size through dynamic size scalar instead
Only thing I wisb to change is the hazard level, description and enemies which it shouldn't be a problem then 🖐️ 🖐️
I rather not change the interior since I know how restrictive the moon is in that case
hazard level and description are no problem
enemies might be weird but i dont think thats an issue either
If it will, it doesn't matter anyway
Zeranos itself is very random anyway so all enemies included in it can be a intended design in my modpack 
Zeranos facility works for every moon btw
But not every facility works for zeranos
There should be an API that replaces main entrance doors with the elevator for the zeranos compat 
I'm no programmer or such so I'm just talking shit
Well that's what I am trying to do
Oh? 
Yeah but I don't know how to do it
Fair 
this may very well break pathing for that enemy, I'd like to make sure this can't happen
it seems to indicate that there are entrance teleports somewhere on the moon that have had their exit point destroyed, but I was under the impression Zeranos didn't have any?
There are entrance teleports
But hidden somewhere
Without them I can't land on my moon
gotcha, but I assume you don't do anything to the exit points then 
it's curious that it gets confused
I'll have to try and see if I can find where it goes wrong through UnityExplorer I suppose
is the exit point inside the dungeon?
I think potentially you could just have both entrance and exit in the moon scene to avoid it being destroyed when you change levels
(if that could be the issue)
technically it doesn't matter really, but I'd like to make sure that I can at least leave a warning log in to make sure that nobody changes tp exits unexpectedly
Yeah ig
Synthesis Update 1.1.4
Changelog: https://thunderstore.io/c/lethal-company/p/luakite/Synthesis_Moon/changelog/
How Zeranos started:
🔥
I'd love to see the Day cicle on all moons
But Zeranos is good enough
eh never mind, I decided it makes sense to just ignore null exits silently, I don't think it's really possible to support entrance teleports changing their exits unless people use FindExitPoint
Btw @midnight sierra any plans to add support to put 2 handed items on the shelves in the Elevator so Yippee bugs don't grab them? lol

I just got sent this in my bug reports for my modpack
Only happened on Zeranos
I wish they sent me a log 😀
Unsure if it’s my modpack somehow causing this
Or zeranos scrap isn’t despawning per regeneration and stuff is getting stuck outside the map



Judging by your reactions this is either already known or just an issue on my end where nothing can be done 
nah its zeranos related
Nah
It's code rebirth's fault
the issue happens on zeranos with nothing else
||(blud i tested alot with the mod 😭)||
||/j||
zeranos
Zeranos still has quite a few bugs I noticed
Some issues we ran into today:
1: The Apparatus is invisible for the client holding it and if they insert it in the Elevator it's invisible for everyone but them but it reappears if they drop it.
2: Enemies spawned on Zeranos will show up for late joining clients and cause an explosion of errors in their logs
3: The Apparatus becomes pink after routing away from Zeranos
@midnight sierra 
[Warning: Unity Log] Cannot find interiorPos from StartRoom! note i have interior mods so this is likely due to my modpack
[Error : Unity Log] Scene 'LevelZeranos' couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.
To add a scene to the build settings use the menu File->Build Settings...
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.SceneEventProgress.SetAsyncOperation (UnityEngine.AsyncOperation asyncOperation) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0007)
Unity.Netcode.DefaultSceneManagerHandler.LoadSceneAsync (System.String sceneName, UnityEngine.SceneManagement.LoadSceneMode loadSceneMode, Unity.Netcode.SceneEventProgress sceneEventProgress) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0008)
Unity.Netcode.NetworkSceneManager.LoadScene (System.String sceneName, UnityEngine.SceneManagement.LoadSceneMode loadSceneMode) (at <895801699cfc4b4ab52267f31e2a4998>:IL_00D5)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::StartGame(StartOfRound)
StartMatchLever.StartGame () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0068)
StartMatchLever.PullLever () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_0008)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
InteractTrigger.StopSpecialAnimation () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_023A)
InteractTrigger+<specialInteractAnimation>d__68.MoveNext () (at <31f0351006d541aeb5ae92a12fc7161b>:IL_01AE)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026) Um ya my modpack does not like this moon sadly
do you have any interiors explicitly assigned to zeranos, or that have dynamic tag weights
the only interiors that work with zeranos right now are ZeranosFacility, Dreary Pipeworks, Niven Reactor, and Zeranos Mansion
https://thunderstore.io/c/lethal-company/p/NotezyTeam/SelectableInteriors/ i set this to none so it would be random and when i quit and forced it to be zaranos it did the other error
hmm, can you send your profile code
01985837-2590-7c36-3aeb-61f700bd9427 Its likely just the interior mods given how cool this moon and the idea behind it i may make another profile for this
https://thunderstore.io/c/lethal-company/p/IAmBatby/DynamicInteriorVariety/ This guy probably also had a hand in it probably generating the wrong interior when i set it to random
pingas
Wandered off in a random direction on Synthesis and desided to wrap around clockwise since i seemed to find my way out of the intended play area, but there was an invisible collider here preventing my from getting back into the valley
would guess that the colliders are there to prevent players from getting out, but in this case I was on the other side somehow and couldn't get back in
Personally don't like the idea of invisible walls to stop players getting lost. Prefer when moon folk use hazzards and other stuff to make it clear to the player that whichever direction isn't the way to go
not sure if this is from zeranos or not but I updated my list and the save now does the black screen and fog thing
it was mentioning ElevatorMod startofround patch or something
managed to find the hole to get back in and ran a sucessful day. Raided through the fire-exit and decided to go and grab the elevator appy to sell. It despawned on entering orbit though :(
I believe this only adjusts interior weights that are actually allowed to spawn on that moon, it cannot add interiors to a moon
Huh mk
same
Btw @midnight sierra I've also noticed that quitting out while on Zeranos sometimes causes some mods to start error spamming like Reserved Item Slots
Btw @midnight sierra When you can make sure you add the Radar Sprites for the Zeranos facility, it's just a clone of the Vanilla facility basically so that shouldn't be too difficult to do I imagine
he could wait til v75 when new facility tiles drop 🙏
so he can add them while hopefully adding the sprites
I mean we have no confirmation when the Facility update is coming or when the next game update is releasing
lol
Btw I think this is from Zeranos Mansion
Ye
could just be the garden tile 😭
but that is mostly vanilla as i only crunched down on its textures for filesize
Probably lol
is ignorable
All questions to the reserved item slot
Because I don't patch anything related to it
I've noticed there is an error that sometimes throws when disconnecting and I think it causes other mods to error with it
it relates to the scene
That error there, I think in this case turning Unload Unused back on cancelled out other mods from erroring cus it calls UnloadUnusedAssets
Also found a tile where the Apparatus appears normal in the socket, it's the one with the big open room with the stairs
it did end up turning Orange after I dropped it but it didn't power the Elevator and I found a funny bug
It kept triggering the Apparatus Warning
LOL
will hopefully be fixed next patch, same issue with the apparatus on my mineshaft copy.
waiting for that so i can release it including the tile
omg wtf
Btw does your interior have the sprites?
Noice
I noticed if I disable the Zeranos Facility the moon loads in much quicker with the other compatible interiors so I'll probably disable it since it has no sprites
Or ig I could leave it and reduce the weights potentially
Decided to keep it on, and rebalanced weights for other compatible interiors a little
Zeranos Facility remains at 300, Mansion remains at 75, Niven at 150
also the appy socket breaks when you put in an apparatus and go down a floor, causing the appy to despawn, and you can't put a new one inside.
after leaving zeranos, the apparatus also looses its texture
I listed this here @main fjord lol
I got this a while ago too
I think that once the apparatus for this moon is made its own item, the elevator should remove the component attaching it to facility power when it's plugged in
Make a bottom level that’s just a pit of flesh tentacles 
Level 1000
@midnight sierra You should probably add a wiki or a guide to the mod page for Zeranos so devs have an easier time making their interiors compatible
I believe there was a thread already
Jacob was trying to find it to add support for Office but couldn't find anything on the mod page
But ye I see there's a guide one sec
Ye I forwarded that to Jacob just now in dm
It is
It's the top pin when you check pins
Wait so Jacob wants office to work on this moon?
I was talking with him about it, idk if he's gonna do it lol
the engineers are so creative..
I kinda wanna see V4 Experimentation get remade but tbh I like the exterior of Zeranos a ton and think it's probably a better way to recreate the V4 gameplay
no. also after looking at the guide i see a few admittedly small problems with it. but enough to put me off on doing it.
also i was asked about doing it. wasn't really my idea
Yeah it would more so be funny but didn't expect you to do it lmao
@main fjord I would assume your interior isn't supposed to generate Fire Exits on Zeranos, I went out a Fire Exit since I saw one existed and got dropped under the map
LOL
Either that or @midnight sierra has a funny bug to fix
they generate, but they should just be blocked off, idk how that happens.
Lmao, time I add Entrance Blocker specifically for Zeranos
We Made the Monsters BIG in Lethal Company
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https://mithzan.store/
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0198396a-96b7-48f2-5271-fa4a1346c0...
Zeranos in this video 
seems like they couldnt figure out how to go to deeper floors lol
Probably cus they wasted all the power on the first trip down
Tbf I usually also let the Elevator go til it runs out cus it's more cinematic lol, and it's not too hard to find stuff to refuel it
That being said you can stop it lol
Yeah I mean
I guess not everyone is intuitive enough to look at the panel again when you start going down?
im gonna be honest i didnt even know that lmao
That’s cool
I hope they play again with a newer version of this moon

You got a bug fix update coming soon?
I'm kinda glad if that's the case
The Appy desyncs definitely need fixed lol


zeranos facility keeps spawning on synthesis even though i have no weight for it
it's also culling really badly and spamming logs with a nullref
culling
Try regenerating your LLL config
I've seen this happen before where interiors spawn on moons despite not having weights for them it's a bug with the LLL config I believe
I usually tend to add Central Config nowadays due to strange issues I've randomly had with LLL's config, and I look forward to when Lunar Config eventually releases
holy shit taldor at the beginning

just did, still there
Weird
I would guess Synthesis somehow is registering the Zeranos tag or smth. I would just use Central Config to handle interior weights, just keep in mind you'll need to make sure when using things like Grand Armory and Toy Store to correct the capitalization in the weights, it won't register all lowercase names
not a chance i'll use CC for interior weights
I used to feel the same way, but when having moons like Zeranos I prefer it over trusting LLL's config to not bug out
Cus I need to set other interiors to not spawn on there
i don't think lll is to blame here though
No probably not
i think synthesis itself is forcing zeranos facility to have a weight on it
or the other way around
Might be cus it has an elevator?
no
the elevator in synthesis is much simpler than in zeranos
it shouldn't even be considering that
that would be quite the blunder
No it shouldn’t
Btw you might wanna make it so fuel can spawn during Single Item Days somehow, maybe register it seperately so you don't get stuck unable to descend? Unless you can push an update asap to fix the Apparatus issue cus we got the tile where we got an Appy that couldn't power the elevator and cus of SID also couldn't get fuel ☠️
adding elevator scripts to tiles force adds network components, it didn't use to, is it necessary to have them on the tile roots?
Yeah
Btw @main fjord Still curious why Zeranos Mansion manages to generate fire exits cus I don't think the Zeranos Facility does lmao
People found out the funny that happens last time we had Mansion on there and went out of the fire exit
XD
idk, could check next time what determines that
maybe just caused cuz i copied a vanilla interior
Possible
@midnight sierra You might wanna add hot reload compat for Zeranos if possible
or not. unrequired 
It's needed, pacoito kept getting out of memory crashes today cus of it
Zeranos does actually support it, I was just wondering if that was the case 
Unless this log deceives me:
[Info :LethalLevelLoader] zeranosscene.lethalbundle Unloaded (7.16s)
Ahhh I see, maybe Castellum Carnis was causing you to hit the memory limit then
Perhap
It's weird though I even let BFLAP cache everything, hmm
lol how are you getting out of memory crashes
I don't know 💀
I think he needs to regen his faster load cache personally

brohow
200 MB moon
Yummers 
I thought you can’t use teleports?
i don't know, i never tried it. are teleporters supposed to be disabled on this moon?
Yeah
The normal teleporter can be used but not the inverse which is a good thing lol
We had a player get stuck on top of the elevator once that needed a to because a microwave spawned in the elevator lmao
Also imo the Inverse should work, idk why it can't grab the current generated seed and only have the popup if the elevator is in movement
I mean remember it hot loads so it doesn't need to be a priority
I wanna see the bugs fixed more than anything else
No?
It worked at start
and it was very very bugged like there’s no elevator, floors
Hmmm
or even doorways
because the map isn’t even generated
and after regenerating interior it throws some errors
I noticed the first interior generates before you even use the elevator
it's descents after that regen it
It has to
Because I’m not doing it
This game can’t work with no interior
Also btw have you considered adding some kinda backup system in place if it attempts to generate an incompatible interior?
Cus having to reload cus you get soft locked kinda
sucks
Isn’t it already tells you to not go there if it runs on incompatible interior?
And you can’t start the elevator
It will popup a warning but then land anyways, but yeah
it only warns after lever pull
I don’t want to touch these kind of stuff because they are controlled by a game either LLL
Fair
Only after pulling the lever LLL chooses an interior
Yeah
I can’t even automatically stop generating or something
Even If I do, it’s a lot of patching.
That is fair
I was just more wondering about the interior attempting a reselect if using the Elevator byeah that also might be difficult lol
Hmm
I have to check how LLL chooses dungen flows
or interiors, idk how they are named
The other thing that could probably be done is to set compatible interiors to high weights so the likelihood of an interior with the Custom: tag doesn't get rolled
I could probably just make all compatible interiors be 9999


Thats also base game, ghe problem here is that the random seed for the interior is created on pulling the lever (technically a tiny bit after), so it's not possible to really predict what interiors can spawn on it
Yeah
You have any ideas in mind for fixing the Apparatus issues btw?
did more looking into zeranos
the thing abt teleporters is kinda true
inverse is disabled, normal one works fine
i think the question the other person had was if the elevator would automatically return to the surface if there are no more players inside
@midnight sierra so a interesting idea I had was that you could use BCMER's ModifyLevel() to reroll events every time you go to a new elevator floor if you'd like to try an interesting compatibility feature between your mod and brutal if it works.
Boom, nutslayer floor 
hello hello im trying to add zeranos compatibility with my interior but im a bit confused on the setup and testing, i think i did most of it right and i assigned everything that i understood but i dont really understand the position stuff, in one of the images in the tutorial im using theres two transforms "MainEntrance_DefaultPos" and "MainEntrance_ElevatorPos" but i have no idea where to put these, and theres another that isnt assigned in the images called "ElevatorConnectionPosition" that i think i have to offset from the tile? but i have no idea by how much i should offset it
as for actually testing it ingame i tried running zeranos but it only put me on default facility and i couldnt figure out how to do a different interior, pressing "go deeper" didnt seem to do anything, this part i assume is just me not knowing how zeranos works
did you press the green button after?
i did yeah
when pressing return to top instead and then green button that worked tho so i assume maybe i missed something
its because it only picks one interior each landing
kk will try that
that worked, thanks! now just gotta figure out what positions to set lmao
cuz uh oops
how would the weights work as a dev? like should i include zeranos within my mod as a place to put the interior or is that on zeranos' side?
doing that on your side
interior devs have more power over weights
kk 
i assume 300 is the normal for this?
ah shit wait this moon breaks my teleporters though, im gonna need some custom code
i have teleporters that move you to the entrance teleport position but that wont work with zeranos as the entrance teleport is moved outside the tile
so you're gonna have to do some coding shenanigans to make the teleport work?
yeah so my interior has these teleporters that move you to the entrance, but since this mod requires the entrance to be moved outside of the tile they dont work properly
unless im doing it wrong?
you COULD see what other people set their interior weights for zeranos..
i've never worked with zeranos, but that should be the case
i see, hm that complicates things then
nvm thought of a simple enough solution
okay got it lined up but i got one last question, how do i prevent the elevator from clipping through the interior? tiles generated right above entry tile so it clips
would that be a tile bounds thing?
having the entrance door, doorsocket of your starting tile behind the theoretical location of the elevator shaft kind of disallows tile generation behind the tile, and i also cranked up the tile bounds so tiles dont generate over or behind the main entrance, atleast not where the entrance doorsocket is.
or you can insert a new doorsocket with the same values:
if you dont have a starting doorsocket
hope that works
kk ill try moving the door socket back a bit, ty! 
last question, any way to disable the floor number if playing on the interior outside of zeranos?
oh wait
if i just put them under the elevator start room objects that should work
silly me
That could happen
@midnight sierra please consider :3
Welcome!
Yeah you can even use two different entrance tiles. Just make sure to set activity to true for the default tiles and hide the elevator one. Then assign them in your component. 
I understand.
yup i went with my solution tho to save mod space
them prefabs be taking hella space sometimes... one of my tiles is 3.1mb somehow 😭 blasphemy i say
I just call functions that Zeekers use.
For the event randomization, because somehow I can't update it while you wandering in interior.
The timers just don't work.
I was more meaning when you push the elevator, you can use brutals modifylevel() to change brutals events up
Oohh
I don't know about this one. If I do it then I have to add this mod into dependency list.
you could do it as soft dependency, and then have a compatibility flag thats set true if BCMER is in the chainloader modlist
you can check Chainloader.PluginInfos.ContainsKey("SoftDiamond.BrutalCompanyMinusExtraReborn") in an if statement or something
Agree with @wheat prism you can soft depenedency it
Could "Dynamic interiors" be causing zeronos to load the wrong dungeon?
dynamic tags can cause it to load things it shouldn't
Alright then
What exactly is ZeranosFacility? Thats not a mod that even exists yet we need it to load into the elevator
It comes with it-
Also, I just keep falling through the elevator to my death when I return to the surface
That sounds like you have some mod triggering you to get Infinity or NaN'd or smth
???
Falling through things is usually the result of something causing you to get Infinity or NaN spam
O….k
@midnight sierra I noticed a bug with Zeranos, after descending a few times the interior tends to desync for a client and the Loading: Synchronizing.... message gets stuck on their screen
fr
with the "Loading: Synchronizing.... message" I had that too once 
@sudden ridge log
When I checked my host log I never saw anything, that being said shouldn't interior generation always be based on what the host gets like Vanilla and LLL do?
My only guess is maybe Loadstone has a chance to desync it
I pinged pacoito regardless since he was one of the clients that desynced

I should also add there was also some other fuckery like days never progressing past the first day, no idea if that's cus we had to reload the lobby a couple times to let people join byeah
Cus we did a whole Quota on Zeranos fine once
The two most significant errors that round were these
[01:07:50.0055965] [Error : Unity Log] NullReferenceException
Stack trace:
ElevatorMod.Patches.EndlessElevator+<InitalizeNewFloors>d__165.MoveNext () (at ./Patches/EndlessElevator.cs:1257)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
Followed by this (next floor)
[01:11:36.3459526] [Error : Unity Log] NullReferenceException
Stack trace:
ElevatorMod.Patches.EndlessElevator+<InitalizeNewFloors>d__165.MoveNext () (at ./Patches/EndlessElevator.cs:1140)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
ElevatorMod.Patches.EndlessElevator:GenerateFloor_ClientRpc() (at ./Patches/EndlessElevator.cs:1133)
ElevatorMod.Patches.EndlessElevator:__rpc_handler_628475975(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
Fun

True
Push an zeranos update /j
no idea
okay garmin
monkeys that enter a jungle to steal bananas, but ape'ish monsters also lurk within
worm adventure
Uh is there any sorta list of known incompatible interiors with Zeranos? I'm wanting to maybe incorporate some interior variation for the moon to for when I do a session with my pals to see how they feel about the moon
If I need to do my own tests to see which is ok and which would spontaneously combust then I'm all ok with that too . < .
Anything that doesn't explicitly state it's zeranos compatible is not compatible
They have it in the readme
A list of ones I know that work are gray apartments, sub systems, zeranos mansion, dreary pipeworks, and niven reactor
Ah gotcha, thanks for the heads up

im a new soul
Bro gave up lethal modding 🥀
no more zeranos 🥀
This is zeranos now

well?
what
🥀
oh
looks cool
Hope that someday I could see all the moons in a moonpack :,]
at least the non-gamechanging ones
it's just a moon, nothing special, like seriously
dine moon assets
just copy pasted

can I have a screenshots of the moon?
nvm they on read me
but my net became slow as hell 😅 💀
indeed cool
kite moon???
new
Fun moon! Do the interors change with each floor or is it staic?
which one bro?
If you mean Zeranos moon then yeah
it changes seed but not the dungen flow
ah ok!
Zeranos will likely be the only moon to change interior generation in the same visit
wait so no one did it before?
pretty sure noone did
that’s cool
the most i remamber is a moon that changes the outside on the same visit but dont quote me on that 
it’s actually pretty easy to do
Cosmocos used to
i spent a lot of time coding it
i think zeranos is now stable?
and it shows
i mean at least playable
havent been there since before its most recent refurbish. may give a look later

Can't see worth a shit and I can't find main
Lovely
Why are there even guidance poles when they lead nowhere?
XD
But yeah this is clear weather
It's so unbelievably foggy
I'll uh
Wait a bit on this one
I ran around for a bit finding nothing but dead ends
Yeah the fog needs to be fixed
Yeah I knew this couldn't have been intended 
Lucky lol
I followed the Lights and got led to what looked like a dead end but also
the last light pole here is off to the right so I just kept going that way, then the hills around kept me in that straight line and I just kept going forward for a lil bit more till I found the FE
it's too foggy to see shit so
ye but you can still make out where the path is if you look at the floor, it's not that dense
still needs a bit of work but it's a good start kite
also the pipe is tagged as snow, jsyk
It's not
volume warning
Selen 37 Update 1.0.1
Changelog: https://thunderstore.io/c/lethal-company/p/luakite/Selen_Moon/changelog/
Hell yeah
I read seichi and pissed myself a little
what
the footsteps there sound like snow tho
i presume it's because of the snow decals yea
that's a bit strange yea
I assume the first field says smth other than snow when you select the pipe?
(this is from my own project)

I selected Metal tag
on every collider
on the collider?
you can add tags to colliders?
huh, didn't know that
for footstep sounds n stuff I just change it on the very top right options
I mean gameObjects with collider attached
And you are doing it right
ah gotcha
i figured I was, cuz if I wasn't then wesley and generic are also doing it wrong 6w6
so you're doing it the same way I presume?
There's no other options.
well I'm not an expert!! maybe there was and I didn't know
not sure why that's happening w/ the pipe then, yeah
You got an intended Interior for Selen? I noticed the only Vanilla one you setup was Facility with a weight of 1
here, have a thing
what are the red pixels?
trees
ooooooh gotcha
@midnight sierra try using the catwalk tag or any other tag instead of metal
I think the metal tag might just make it so the footstep sound is the same as whatever is below the object?
It won't work
yeah the metal tag doesn't work
yo just wanna say zeranos moon is awesome, was playing it with my friends earlier today, will prolly check out synthesis and vacuity a lil later
anyhow, i found a few bugs:
- landmines and turrets dont spawn inside the interior
- upon teleporting through the wormhole, the ladder goes too high
- the log next to the wormhole doesnt work sadly, picking it up doesnt give the collected message
- you can walk off the edge of the map
- couldnt insert a lung inside the port in the elevator (the elevator had run out of power, but idk if that has anything to do with it)
- lungs turned pink after having them on the ship and going to the company moon
- jumping from the crane to the wormhole makes you take fall damage, although you can kinda land on the side of the wall to negate this (very minor bug)
- bees sometimes vanish/disappear into the abyss, meaning free beehives
i also have some questions on game mechanics i didnt rlly understand:
- sometimes upon fueling the elevator, it gives me an error saying i burnt my hand. is this because the elevator was already at max power?
- does going to deeper floors mean more loot/more monsters/bigger interiors or no?
- does the wormhole, or rather the place it teleports you to have some kind of purpose? i found a few structures like a water tower and the adamance/rend hut, but i didnt find much else
- what does the radiation weather do? (i was on ship duty so if it does something cool to the interior then my bad lmao)
also: is there compatibility with facilitymeltdown
Whenever you go down a floor it generates everything again, meaning you do get more monsters and scrap. Interior size doesn't change
I also wouldn't count on it working with meltdown
If you wanna run meltdown and it, consider using PizzaProbability and setting the meltdown chance on zeranos to 0
i meant like does the amount of scrap and monsters increase the farther down u go? kinda seems pointless to use ur power going down super deep if it doesnt rlly change anythin
Ok so if the scrap set to spawn is exactly 15, it will spawn 15 again on the next floor regardless of how much you grabbed on the previous floor
Same with monsters, it will spawn the same amount as previous floor regardless of if there were any killed
The point is that there's endless floors and endless scrap, it just depends on how low you wanna go
ah i see so its more of an 'infite level' kinda thing than an 'infinitely rising difficulty' thing
got it ty
this mods so cool ❤️
You can’t fuel it when moving
Radiation weather fills map with damage triggers and it makes some sound
Portal is a feature of the map that leads u to the message
Lungs turn pink because it changes mesh material
and when moon is unloaded it can’t find that material
Landmines and turrets do spawn.
You should play Vacuity for like 6 times
You will see what I mean if u play 
I also updated Synthesis like 2 months ago
Tell me If someone tried
do you plan to update Vacuity soon? Last I played on it I recall getting some performance issues
I wanted to bring it back recently but saw it hadn't been updated
lol
- it was stationary and i couldnt insert the lung... weird
- good to know, though i wandered around outside and didnt get damaged... maybe i was above the radiation?
- ahh ok that makes sense, will explore some more
- oh lmao that also makes sense
- rlly? i dont think ive seen a single mine or turret thus far, only secure doors (fyi the only mods im using besides zeranos are morecompany and revivecompany)
imma try vacuity and synthesis next
also ps: i noticed theres security cameras scattered around the facility, do those have a function/lore reason?
no performance problems i'm aware of
runs basically as good as any other moon in my profile
Btw can you do me a favor while you're here?
Can you see if adding Recede and Notezylib is what causes the Tesla Gates to not all be lit up, I compared your profile to mine and that is the only thing I can guess that might cause it
I wanna see if someone else can repro it before I bug report it
I'm checking GI right now but I can try later
for control i have these 2 pics, to know that they do glow (without notezylib)
Yeah I'm trying to wonder if it might be my Blackout settings in SBT or something with Notezylib and Recede somehow
There was camera room tile
it got removed because it was buggy
Maybee
I want to make a new feature for it, like scripted thing
Same for the Selen moon
Because now it doesn’t have any scripts
It would be really cool to see the camera room be implemented eventually
What was buggy about it anyway
Bad performance
and well, runtime material creation
with render textures and assigning them for every camera
Everything worked great until It started crashing my game
Well we do have the ship monitor face cama now and they aren't super laggy so maybe using zeekerss's system could work
Also u could have just one camera display on the screen if u had multiple
Switch between em like five night freddy
to be fair the ship facecam is so crunchy so that's prolly why there's little to no lag there
That's fair
Still, seeing my teammates on a camera running from a thumper in 240p would be hilarious
i keep getting an error message when playing zeranos that tells me that the moon wont work since im not using zeranosfacility
however, im not experiencing any major issues except an error code on the power display in the elevator
nothing is rlly affected
and i cant find zeranosfacility on thunderstore
Because it’s already there

Just let it happen
yo, does Zeranos have other weathers by default or it sticks to the two seasons and the 2 new weather types?
It has other weathers
with other I mean vanilla ones
Hmm since the 4 weathers are registered via WeatherRegistry, I wonder if that technically means they could be set and appear on other moons or if it uniquely only works on Zeranos
Cause imagine a vanilla moon (e.g. Adamance) with Autumn
They should work on other moons
Autumn and Winter won’t work
Hm, duly noted
I'll have to see how Radiation feels v.s. smth like Toxic Smog from Lethal Elements
shat the bed
shot the sofa
why
V73 had a unity engine and netcode update
So all your stuff is broken
As far as moons go its up to LLL but ik you have some unique scripts with netcode (especially zeranos) that might need to be recomped
Yeah ik
I think Unity updated all their editor versions to fix some “security” issues
yeah
Can't wait for Zeranos to be playable in the V73. I've got a cool thing I've added for compat for the moon with Brutal :3
does that mean that the events are refreshing with each floor? 
-# if yes, that's peak then 
That's the plan~

Yeah I mean the name
I'm sorry 😭
I bet you can find a better name kite, dw!!!
@midnight sierra Is Zeranos, Vacuity, Synthesis, and Selen, v73 compatible?
I think if your using the netcode patcher, you need to use the new version.
maybe
If I recall, I think it is?
@midnight sierra Any status update on when the moon mods will be updated to v73? No rush.
@midnight sierra Since Zeranos is broken rn on V73, I was wondering if the Zeranos facility could be uploaded as a seperate mod so the interior could still be used 
Its 1 new tile u can wait
It's more so cus the Vanilla Facility is broken with enemy pathing at times and I wanna disable it
It's just that one goofy jump's OffMeshLinks 
Don't think Zeranos facility changes that regardless
you mean THE facility jump?
how is that broken wth D:
i didnt know that
Enemies jumping across unexpectedly (and hitting you), but it's always been like that 
like them just going over the offmesh link, tp'ing to the other side and hitting you when they were just supposed to go past?
Ye pretty much
that is such a small issue ok

i thought they just. didn't jump thru after v73 due to some weird lil change that was made or something
I wouldn't call that vanilla facility being broken, it's just a small fucked up quirk
in any case fractured complex should be a fine replacement
Thats such a miniscule thing to install what's basically a replica of said interior to fix
Imo just save the ram and deal with it
i don't even think it'd fix it tho
lunx "nitpick" ara 
well like I do understand the nitpick tho it could fuck you over
but it's reaaaally itty bitty tiny
That's because it happened 
i think bringing it up to one of the fixes mods (to see if they can potentially patch it) and dealing with it for now is far more worthwhile than installing a whole interior for it lol
It won’t work tho
People suggested I replace the Vanilla Facility with Fractured until Zeekerss updates the game since next update will touch up facility, I just missed the Zeranos Facility due to it's unique extra tiles
Okay so to clarify Lyra like never fronts, and a masked was walking up to her and teleported into her as if there was an offmeshlink there despite it walking on the railing lmao it's just such a weird vanilla bug that we've somehow never encountered til we were on Titan 😂
So it wasn't really her being nitpicky more just like "Wtf I wonder if the Zeranos Facility fixed that"
is only zeranos unplayable in v73 or are the other moons also broken?
all of them
they all used custom scripts
rip John (what my group called the dude on vacuity)
I was asking if it was being worked on but realized someone already asked sorry
Well take your time 🙂 it comes out when it comes out. We are all just excited
I'm just working on my personal projects 😭
no time for LC
but I'm gonna do it
one day
believe me

at least you are active to say this lol
didnt drop off the face of the earth
Meow meow!
fuck off pawsy
im a new soul
zeranos shot dead behind empra
Sometimes I wonder how's Vauity and Synthesis?
fried
dead
shot dead outside arby's
synthesis is still broken btw
the custom app broke in v73
so you cant use the elevator
all 3 the moons were obliterated
not even technically playable like some stuff
please someone make VacuityPatch PLEASE
Vacuity cant open the door to main because the button doesnt work
Fire exit still works though I think
yeah but like, we all know the reason we goto Vacuity
vacu fire is pain incarnate i ain't gonna lie
which is part of the reason why I like it but also
JOHN(aka what my group calls the dude at the desk)
it has not been updated to version 73, no
you need to use LLLU (LethalLevelLoaderUpdated)
but what about the network stuff
oh wait its LLL
oops
base doesnt but we hase LLLU which overrides it
so LLL stuff works, just custom scripts that werent updated(like all 3 of the moons) are broken

this is how vacuity supposed to look like
You need to update to the new netcode patcher which is a recompile
Unless you already did that
I already did
since I have a lot of LC projects I can't find vacuity lol
Obscura
21.07.24
Nooo not vacuity. That one is my favorite
It’s the one with the changing seasons right
Or is that another
Yeah
it was hydrated
then dried
tnbhd just dropped ultrasound
vacuity update after i find my project files and listen to whole album
Vacuity Update v1.0.6
Changelog: https://thunderstore.io/c/lethal-company/p/luakite/Vacuity_Moon/changelog/

OUGH YES MY GOAT IS BACK YES YEEES
with this I just need a v73 version of derelict and can be content
I will not be content until there's a fix mod for the black water 😔
looking at what the root of the problem is and the ways people can fix it manually (requires updating the mod) I doubt there'll ever be a fix
but it makes me SAD
I havent had the black water pop up on any moons I can remember
besides generic's
which is being updated
I get some errors on synthesis vs proj
update unity OOOoooooOOOOO
I might look into it later tomorrow
any moon with transparent water that hasn't been updated
I will idiot, I'm talking about abandoned moons here lol
yeah bit I havent seen that : P
guess my stuff is updated
yeye sorry I just meant that's usually where it pops up
even with 160 moons
RUDE
bc im crazy
Dreg, Serenity, some Rosie's I think
moonfiend real???
oh yeah rosies I just use ones without water rn
by coinciendnce
that's what you get for trying to do unityhypnosis on me
tho some the ones I liked have broken shaders its seems
you're rude!!!!
so I dont use them
yea it's sad
I miss idiosyn
bleh bleh
what's wrong with idiosyn?
I checked it out in v73 and it looked cool
didn't really notice anything
that might very well be cuz I only tried it after v73 tho, idk!
unless you have like, water or transparent stuffs or custom code, old moons in general should be fine
literal skybox
I don't notice anything (phone screen in the bus)
tho MAYBE atlas was bugging out there so I gotta test
is there a square at the top is that it?
yeah
its more noticable in game
ah ok, I thought that was intentional ngl
I dont remember it
cuz of the weird walls that prevent you from going OOB
like that's how I perceived it idk if that's the case pff
the we have summit
lol
partially fixed with a sponge setting but this lighting i fucky
Dude.. Fuck yes.
yeah I'm aware of that one, huge loss
too bad rosie is MIA as she was overhualing some the more lackluster stuff
ichor rework was nice
