#Kite’s LC Mods
1 messages · Page 9 of 1
last I checked, busy
give me an example of where this happens, it's probably a one line fix
xu the boss swooping in XD
i see a lot of talk about it, and while people should just be updating, this is like literally just a one line fix as well, but it's probably a hardcoded one
mostly an issue on abandoned moons
Dreg
and all of Generic's Moons that have water
so Hydro, Vaporization, etc
do any of yall use anything that can link the waters together?
uuh wdym
yeah
I have the thread for it here btw #1433240431155613817 , so as no to flood this one
before i move on from the issue, i meant something that links all yall's waters together
like a gameobject name, material name, etc
i do think is a transparency issue with assetbundles from the previous unity version
because wesley had problems with transparent materials (not only water)
no, we usually avoid having the same name as vanilla water for example so WaterAssetRestorer doesn't target it
Does zeranos also need an update?
its prob one of the moons that uses the most custom scripts
so yes
@stiff helm tested more
holy fuck
huh that looks odd
wtf, how did I miss Selen's release 2 months ago
oh well uhh
last i checked Aquars water is just completely gone, not even black water
awenn come home
Yup, I reported that as well
Aquars?
which moon is that
Aquar by awenn
i know what that pfp is from 

hmmm, someone in the know
needless to say, artist is well cultured

a
Imprisoned
my cruiser DIDN'T explode
7510 Zeranos - v0.1.6 Update
Changelog: https://thunderstore.io/c/lethal-company/p/luakite/Zeranos_Moon/changelog
YIPPEEEEE
finally i can reboot zeranos mansion
bless the lord 🙏
@main fjord would you be interested in adding the mineshaft to it..
wait
shit i couldve gone to your thread
that is already on the backburner
its working, but ill do it from the ground up, cuz bro the mines dont have the blue humming lights on mineshaft entrances
maybe cuz the project ripped incorrectly
when did you rip it?
would needa make a new project so that ill maybe get a clean v73 rip
because im pretty sure the new ripper fixed that
some versions ago, so yeah, ill prob rerip
im also playing with the idea of adding an apparatus to mineshaft/mansion
as i can rebundle the interior with new tiles
ohhhhh..........
i had a working appy tile on the mineshaft already
peak
through LLL?
the mansion interior mod for zeranos i made is technically a new interior
im just reusing the vanilla mansion
oh it just replaces the vanilla mansion?
nah
new interior with own configs
ic ic
tho if i make appy on both, you could use them on normal moons
without the zeranos elevator
the only compromise is that the interior entrance door has a fixed spawn
You will also need to remove Blood Moon or rename it
For compat with Legend Weathers

does it even work rn
nice wanted to make sure it didnt need to update with zera
it should work regardless if i sent a recompiled version
it wouldnt change much anyway
so it should work
I wonder once you do mineshaft, ofc with permission from the og authors, make versions for some modded interiors(mainly thinking ab generic's)
nah, the support for zeranos shouldnt be too hard for the actual owners of interior mods
so it would be unessesary to have a second version of the mod with zeranos support up
yeah fair enough lol
seems to conflict with darmuh's terminal stuff
get stuck zoomed in
cant use the terminal
"[Error : Unity Log] ArgumentNullException: Value cannot be null.
Parameter name: key
Stack trace:
System.Collections.Generic.Dictionary2[TKey,TValue].FindEntry (TKey key) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0008) System.Collections.Generic.Dictionary2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <1071a2cb0cb3433aae80a793c277a048>:IL_0000)
LethalLevelLoader.TerminalManager.OnBeforeLoadNewNode (TerminalNode& node) (at ./Patches/TerminalManager.cs:142)
LethalLevelLoader.Patches.TerminalLoadNewNode_Prefix (Terminal __instance, TerminalNode& node) (at ./General/Patches.cs:543)
(wrapper dynamic-method) Terminal.DMDTerminal::LoadNewNode(Terminal,TerminalNode)
TerminalStuff.EventSub.TerminalBeginUsing.ChooseStartPage (Terminal instance, TerminalNode& nextNode) (at ./EventSub/TerminalBeginUsing.cs:108)
TerminalStuff.EventSub.TerminalBeginUsing.StartUsingTerminalCheck (Terminal instance) (at ./EventSub/TerminalBeginUsing.cs:74)
TerminalStuff.EventSub.TerminalBeginUsing.OnTerminalBeginUse () (at ./EventSub/TerminalBeginUsing.cs:31)
OpenLib.Events.Events+CustomEvent.Invoke () (at ./Events/Events.cs:126)
OpenLib.Terminal_Begin_Patch.Postfix () (at ./PatchThings/TerminalPatcher.cs:76)
(wrapper dynamic-method) Terminal.DMDTerminal::BeginUsingTerminal(Terminal)
UnityEngine.Events.InvokableCall.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0049)
InteractTrigger+<specialInteractAnimation>d__68.MoveNext () (at <83220f1fc337491eba19b3618ec61339>:IL_0033)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
InteractTrigger:DMDInteractTrigger::Interact(InteractTrigger, Transform)
GameNetcodeStuff.PlayerControllerB:DMD<GameNetcodeStuff.PlayerControllerB::Interact_performed>(PlayerControllerB, CallbackContext)
MonoMod.Utils.DynamicMethodDefinition:Trampoline<GameNetcodeStuff.PlayerControllerB::Interact_performed>?-642532088(PlayerControllerB, CallbackContext)
CodeRebirth.src.Patches.PlayerControllerBPatch:PlayerControllerB_Interact_performed(orig_Interact_performed, PlayerControllerB, CallbackContext) (at ./src/Patches/PlayerControllerBPatch.cs:144)
MonoMod.Utils.DynamicMethodDefinition:Hook<GameNetcodeStuff.PlayerControllerB::Interact_performed>?-6999912(PlayerControllerB, CallbackContext)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
[Error : Unity Log] Trying to add Caret (TMPro.TMP_SelectionCaret) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported."
zeranos specifically
Huh
if you plan to test youll prob have to turn the moonsplus menu on
what's that?
in the config it changes how the moons screen works
and idk why my moon conflicting with a terminal mod, like I don't patch anything related to it
ill try and test some more specifics, could be it having issues with another mod and than that issue break the terminal mod
I can try to test, only with that terminal mod and my moon in a new profile
everything works fine
ok I was wrong its the same issue luxana reported
with blood moon from legend weathers
since both mods got a blood moon it breaks haha
maybe crimson moon instead?
well when I first created Zeranos there was no such mod
that's why I didn't care about it lol
oh yeah im not blaming you haha
blood moon is a pretty common idea
lol
im sorry 😭
Zeranos Moon - Update v1.0.7
Changelog: https://thunderstore.io/c/lethal-company/p/luakite/Zeranos_Moon/changelog
@idle bolt @fallow drum
@main fjord you should also check this out
i genuinely love you vro 🙏
was the vehicles exploding not just a me custom truck thing then?
ig i'll have to test it again and find out
Just dont park your car there lul
it happened all the time when i descended down
it wasn't just that spot
.
?
it wasn't just below the hangars roof
it could be an issue with my truck and zeranos for some reason, but i'm not sure, i saw in the changelog today "fixed cruisers exploding" so
it rolls new events every floor! I'm super excited
Try to test it again
Oh yeah that too
I think it was because of my sun mesh which had a mesh collider
Because I saw sun object pushing my cruiser so I deleted a collider from it
It will be out in the newest update
i think it either deleted my cruiser or made it invisible
Zeranos 0.1.7, or you have to update BC?
brutal
Ahh I see
what exactly does Zeranos do with vehicles?
Absolutely nothing
nope it blew it up
i just tp'd to it
it was so quick to blow up i didn't even see it fly away
It’s your first time going down or?
yes
Hmm
i remember being told that during descension Zeranos looks for certain things within the map to destroy, is this true? and if so, what does it look for?
Yeah but it’s only map objects
It looks for map objects that is children of a HUD canvas
so i'm suspecting something on my end
Scandal makes modded cruisers :]
Ohh
oh, then it shouldn't be picking up something with my truck
weird
and I’ve got sick yesterday, I am taking my pills every hour lol
get better soon man
Hope you get better
Health comes first
go get some rest too
Yeah, you zeranos'd it enough today
Take a rest
Thank you
I still need to fix a lot of “Zeranos” stuff
For example gas tanks that cannot be picked by non owners
or appy that throws errors and you can’t drop it
for a client view too
If you’ve got some new issues/bugs pls let me know
Damn
Many client-side issues I see
Yeah only for these items, every other thing like syncing - alright
really neat trucks btw
Damn that looks sick
Omg I think I forgot to sync map seed value because I use new system for its randomization
or I did? I forgor, if it’s not pls lmk
aww :,]
i was using the Scanvan when testing
can't use the Hauler since it has no scripts rn lol
you can't right now :(
well the hauler is broken rn and the others arent out
Oh wait then w which mod should I test zeranos?
vehicle wise none right now haha 😅
i was just seeing if i could get information on what Zeranos was doing during descension of the elevator
if anything, that was
Well I know that it happens after you get teleported to interior
and play that endless moving animation
It destroys some gameObjects yeah, that might be the issue
are these just the HUD ones you mentioned?
or something more?
Idk, I haven’t looked into it since January lol
something weird I noticed, the walker from diversity counts the door to the elevator room as a door it can use for its ability
Maybe because there’s a doorway?
Dungen Doorway ig
probably
also will say tested with these
no cruiser explosion
then it's probably something with my truck
what hitboxes though
descended, truck got flung but survived, ascended, truck explosion
so it can't possibly be parking near the main door
it got flung AWAY from the door initially
i may be wrong
but when descending it unloads stuff on the surface
but it isn't unloading the truck
just damaging it
i was literally just asking about that
but why would it need to unload it
and how the hell would it accidentally damage it instead of unloading it
that makes no sense
like what if there are people on the surface but some people descending
lol
unless it only allows descending when all people are inside
would you be up to test it?
not right now, i could probably do a LAN test anyways
exactly..
a little busy with smth rn
something must be hitting it super bad
i could probably log any object colliding with it
Can you show me your prefab inspector?
I need to see gameObjects
Can confirm--and its on Zeranos as well
That's so weird
Also getting host desync from the clients
Wdym by that?
The facility is incorrect for me and the others. They're seeing doors that I have, and their facility is different positions than mine
Got it
yeah this mask understands how I feel right now
i can, but there's quite a-lot to it haha, i'll have to do it later
For anyone curious, this was a desynced mask on my side, floating in the void, eternally suffering during a Blood Moon.
It should be fine now btw
I just noticed that I didn't drop any Vacuity update til 13th november
damn almost one year
same thing for synthesis whaaaaattt
Does this also fix the enemy host desync issue?
You mean coil heads?
that also happens with every entity pretty sure
the hoarding bugs were only attacking me (i was the host)
yeah, that was the enemy we had issues with. not sure if others were affected though
Then no, I didn't fix it
I will into it later tomorrow
Should I drop a Synthesis update for v73?
I think so
the elevator is networked so it also requires to be fixed
so there's 99.5% it's borked
guys i broke my vs project
You can restore it we believe in you
I hope you backed it up ^^
well
The day counter repeats days on Zeranos
?
It would say 3 days left -> 3 days left on terminal
@midnight sierra what does this script do btw? (and how could i use it?)
trying to find out how to make an apparatus work to actually fuel the elevator
Wait uhh
You just have to add it to your apparatus prefab Ig
Apparatuses have to be fixed btw, when they are docked, they cannot be seen by other clients
Any known mod incompatibilities and compatibilities with Zeranos? I know that there is somewhere a compatibility list of supported/unsupported interiors, but I'd also like to know if there is any incompatibilities with non-interior mods too. It's really a try it and see moment
doesn't seem to be doing anything, could ya tell show me how your prefab is setup?
and i still need to find out how to get it to not play the facility lights turn off animation when pulling the appy out of the elevator socket
So I tried this mod with friends
It doesn't seems to work well
It causes severe desync issues
Maybe this was a reported problem before, I have the logs that I can send if asked.
But basically, the first floor in the facility is correct. It works, items spawns, enemies spawns.
But when we go to the second floor, no items spawns, no enemies.
It seems that the second floor doesn't load properly on the host. The host either see a void or the same floor but with a offseted position, leaving a huge void gap.
And for the clients, they have the same floor as before, but I'm not sure if it's the same exact floor.
It should be, there was the Red Apartments, then we went deeper and it's still the same Red Apartments, while the host player fell in the void
There was a facility floor too, we went deeper, we got a cornfield, and we got the exact same facility floor.
The log file (will send if needed) should cover the three days where we tested the mod. We started the first day on Zeranos on a fresh new save, we had that movie studio interior and a earthquake.
The second day, we got an incompatible interior that spawned instead of ZeranosFacility.
The third day was the Red Apartments.
Idk why no one in this community put their mods on GitHub or make the source code available
so many people do put their mods on github lol
and or include the source files in the zip (like CruiserAdditions)
do it.
I think, you just didn’t set up the interiors
Not all interiors are supported so you have to use only specific ones for this moon.
Yep, I only installed the supported interiors
It was a skill issue to not have set ZeranosFacility weight to 998889
But I don't know what can you say about the severe desync and nothing spawning at the second floor
Logs and Gale profile code sent in DMs, if you see any mods that is incompatible please let me know
There is zero resources available on the surface web about incompatibilities, the mod description doesn't mention any incompatibilities except a disclaimer that the mod is in alpha. Only information I found so far is a list of interiors compatibility. So I only installed compatible interiors mods, but some other mods might conflict?
It spawned incompatible interior on third descend
Look at the interiors list that is added to the randomizer list
kiting
What interior is this?
Is it my list of mods?
Spelunker's caverns, added by an unmodified custom tag match
Yeah
I have installed these interior mods
Zeranos Mansion, Red Apartments Interior and DULL
I use your code that you sent me.
Anyways, I'm trying on multiplayer
Yep, it's the correct one normally
I referred myself to this list: #1257788280389374024 message
So there's an incompatible interior that needs to be disabled indeed
of course
Obviously when I looked up the interiors to see if there is standalones one, I can't find any
Except now when I filtered to only display interiors, the search function gave unrelevant results
Can I join?
I'm testing on LAN.
Oh alright, we can test together if you'd like/need to
👍
Maybe if you remove DULL interiors it would fix the desync?
I want to see if there's desync on supported interiors
Have you ever seen a non-interior mod incompatible with Zeranos?
No
Maybe CodeRebirth and LethalMoonUnlocks causes issues?
It shouldn't
You say there was floor desync, right? Does it happen on Zeranos supported interiors or non-incompatible interiors?
Not all of dull is compatible
You need to set specific ones
As spawns
It happened with supported interiors. Any non-supported interiors caused a warning to appear on the bottom-right to every player, saying that ZeranosFacility is not used for the moon.
Just set only compatible interiors to spawn
In LLL
Yep, but since it's a profile just for Zeranos, I plan to only install compatible interior mods
so the DULL interiors pack is removed since i found out there are standalones
or, are the standalones outdated???
No
Standalones and the main pack are updated at the same time
You sure?
If I update one interior in the pack, the pack and standalone get updated at the same time. I don't update standalones that haven't changed, that'd be redundant
The interiors only update if the new pack update actually changed them
There would be no reason too
If desyncs are occuring because the script the dungeons are using are outdated let me know
Desync only happens for interiors that is not compatible. Very easy to tell, you have see warning log messages like on this one.
Which scripts?
Okie dokie 👍
@haughty kelp
Oh... I see... So if my profile have these mods instead, there's no desyncs?
On that list of interiors turtle posted, only the green ones are compatible, anything else is not, and anything not on the list at all is also incompatible
I referred myself to this: #1257788280389374024 message

Zeranos Mansion should be compatible, I also asked in this thread: https://discord.com/channels/1168655651455639582/1398275551751311540
Is there a way you can add code to your mod to handle those desyncs that might be caused by the incompatible interiors?
@haughty kelp Oh btw, only host should pick up gas tanks cuz they are bugged rn
and plugged apparatuses cannot be seen by other clients.
Jerrycans?
Yeah.
What happen if a client picks them
Your pc gon explode
And also WHY DON'T LETHAL COMPANY MODS HAVE PROPER ISSUE TRACKER?!
I'm sorry.
blame thunderstore, I also wish it had a comment section
sometimes I wanna contact a dev that has no other precense
not in the discord, on github, etc
Why not put the mods on Github
Github is fitting for that purpose
not everyone has a github account
or wants to set one up
I think Kite should put the mod source code on github, or at least a issue tracker here
especially if they are just making the mod for fun
For example for this one, I don't want to use it.
I mean you can decompile it 
Yeah, decompiling would work, but Github would be fine to use
Github got a issues tab
I do too, even if it feels like a monkeys paw kinda wish
few devs I wanted to get some project files from 😭
Zeranos has to be remaked.
and it should be converted
to an API
not the moon, but the elevator
and it should support all the interiors.
someone pls do it
put the source code on github at least 😭🙏
Why you need it?
tbh if notezy was still around I feel its something that hed put in his api
Pull Requests, Issues, forks if needed
it was going crazy places
Later, not for this mod.
okok
For Elevator API, maybe.
this exists?
I remember coding it, year ago lol
if you ever get back to an elevator API, pathfindinglib support in terms of usage/dependency would be much appreciated, allows entities that use pathfindinglib to also use the elevator
idk if @warm sage ever released the elevator code into JLL
did most of it but never released no
hmm well i guess dawnlib does hard depend on pathfindinglib, might be a thing i do too
Got it.
@midnight sierra so hey uhh, im trying to use this but, it doesnt spawn a jerry can
i want one to spawn on my apparatus tile
to compensate for the fact that the apparatus from my tile currently cant give fuel to the elevator
Just to be informed, what are the current issues with Zeranos?
in the making of zeranos mineshaft and its apparatus tile, i noticed that the default apparatus doesnt give power to the elevator
so i want to spawn in fuel for the elevator alongside the tile, to compensate ig
what exactly do you mean rn?
interiors with an apparatus that also don't give power to the elevator?
No I mean like
Are there any other issues with Zeranos right now?
I remember a while back the gas canysters were not synced and would break if clients picked em up, there was some maneater jank of some sort, stuff like that
nah i don think so
the appy on the original zeranos interior still works tho
Ohh gotcha!
I remember it causing issues with clients using the terminal
but there have been a few hotfixes since then
so ill have to test again
only problem i had for now, is that when i pull the lever before the "client is loading custom moon" prompt shows up when routing to zeranos, the game would just freeze.
but you would have to pull it asoon as its available
its a very short time window
idk if it happens with the mod combination im running on rn for debugging purposes, or if that's actually possible on a clean modpack
You don’t need these ig
You need to add jerry can script to your jerry can prefab tho
i forgor
oki, ill maybe try that out
ty
can confirm the script works ||(i totally did not put tzp inhalant into the elevator)||
is Synthesis still broken?
Yeah
@midnight sierra could you look into spectator lighting, if there is no light source around, you can't see anything as a spectator, no matter if im on zeranos facility or on any other interior.
wdym exactly?
I need spot light's name
oh, lemme research rq
k
also uhh, is it possible to delete the fire exit completely from your moons surface next patch? or does LLL not like a fire exit less moon?
because my interiors still generate with fire exits, so they work with vanilla moons
some moons function with only one entrance, I've seen it before I think
I guess u can do that?
idk if this is what you meant, its named SpectateCamera and also has a light source component attached in sample scene relay, but idk if it's that.
Okay got it
nvm i don't think it's that one, it's probably tied to the night vision light from the other players, that get activated for the current spectator too.
It’s not night vision
Night vision is a point light to see in the dark interior tiles
that is the only light source that makes sense, the light you see around players in spectate shares the same appearance.


whoops..wrong interior!
LMAO
How did it even load wtf
@honest dock Backrooms on Zeranos hits different lmao
I'm just as confused as you are lol, it normally errors if an interior isn't compatible
I was trying out this mod called "Zeranos addons" by TimLiz, which makes some additions to Zeranos, and the newest update they added makes it so it can generate other interiors instead of 1 single interior when you go to another floor!
(The downside I that I have clearly found is that it generates interiors that aren't meant to be generated on Zeranos at all after you stop the elevator and then go down and stop again. Even interiors with 0 weight. I've had the backrooms show up and the greenhouse so far. After that, it completely breaks the elevator.)
https://thunderstore.io/c/lethal-company/p/TimLiz/Zeranos_Addons/
https://medal.tv/games/lethal-company/clips/lShZPtU5TYd41oQh2?invite=cr-MSxneTQsMTkxNzQ4NTcz&v=51
Added player revivals, removed energy limit and made going deeper giving better & more items
Watch Unexpected by GiganticEvan and millions of other Lethal Company videos on Medal. #lethalcompany
wait its not supposed to be a different interior every floor?
so thats why we had desync
It's meant to be a different interior every floor, but due to how janky it is.. It can break very easily.
yeah I just kinda gave up bc could never fix desync
ok so hypothetically how would i be able to add zeranos compat
check pinned, kite has a guide
if needed i could provide references on how i implemented it onto an interior
@honest dock
ok so question
do i need to depend on zeranos if i did this or could it just be optional
optional, for example the Niven Reactor interior by DemonMae has zeranos compatibility but doesnt depend on it
baller alright
honestly the main issue is thinking of where the fuck im gonna put it
agreed
Tower especially
does this imply anything
?
idk
vaguepost king over there
Not sure what could be causing it, but whenever I have Zeranos in my list it makes it impossible to land the ship. just gets stuck in limbo
I need logs
So I got Zeranos specifically to work, idk if other moons load.
However... uhh.. not sure this is supposed to be possible...
so here's that log
lemme see if other moons are still having issues with a new log
nope they do not. below is the log for that issue.
which interior is this
backrooms. I dont even remember what its from, I assume CodeRebirth
if u dont know where it came from, its probably from generic interiors
but that interior is not compatible with zeranos
u have to take it off the spawn weights
hmm
the only interiors that work on zeranos are the ones that explicitly say they are compatible
oh, so I can't have any other interior active?
on zeranos specifically u can only have zeranosfacility or zeranos compatible interiors in its spawn weight
basically, disable any dynamic rates and do zeranos:0 on non compatible ones
what config would this be in? zeranos doesnt appear to have one
lethal level loader
generics backrooms probably has a dynamic tag that zeranos matches
doesnt seem to be any option for the backrooms specifically, but I do see the other ones from generic interiors
its called Liminal Facility
so I disable this
and then make sure no other interior lists any weights for zeranos like..
in here?
ya
gotcha
idk if step 1 is necessary
but step 2 yes
make sure it doesnt have a tag that could potentially match in dynamic level tags
I think it's set up to just have a chance to be anywhere?
because otherwise it only has cosmocos as an option
oh
its the dynamic route price on the bottom
its injecting itself on any moon that costs between 0 and 99999 to route to
take that out
Ahh
v:..... turned into a color wheel
cursed af. lol
Well unless the colorwheel weirdness destroyed everything I think that did it for the interior mishap.
Now if we could figure out why having zeranos installed kills all other moons.
the log for other moons not working while zeranos is active, so that it's not lost in the sauce.
id say zeranos addon might be the culprit, i played with it once, and many weird and unexplainable bugs started pilling up, including what you just said.
I'll try without it then
Zeranos Addons?

Mod for a mod is crazy
yeah the mod is pretty vague
its mostly broken and riddled with bugs
although some features like no fuel limit actually work, idk about stuff like reviving tho.

wait
I dont.. have that?
oh when the
why..
I dont remember getting that.
aaaaaand that seems like it was totally it. I'll play the moon and see if any other fuckery happens just in case.
oof, looks like the manor interior hates multiplayer rn
what seems to be the issue
It appears that the host and the other clients, atleast in our experience, regularly are on entirely different maps to eachother. Last night every other time I was in the mansion interior, they were in the facility, and vice versa
we rarely saw the same thing.
drop a modpack code, ill look into it
019bd2aa-83fa-f9ba-2f11-0b4442aeb296
I would get rid of loadstone, it seems to be the biggest culprit for multiplayer interior desync.
Alright. I had it because.. well, even with it, the stuttering on level load is beyond egregious even with so few maps/interiors.
That did not fix it unfortunately
so I'm not sure what else could do that
okay, uhh... well
like.. the entire game is desynched now apparently and I dont know why. Everythign looks good on my end but currently the cruiser is inside the ship so maybe its not a zeranos/mansion thing
Loadstone should work on Zeranos btw
yeeting loadstone didn't really help much
but yeeting Natural Selection helped immensely. Friend only got dc'd once in 2 hours, a record for them
We still get invalid interiors on Zeranos for some reason though, I dont think.. anything else has any weights for it atm
or rather, we get the message in-game that the interior is invalid. we went down after it said that one of the times and it was completely fine.
We do notice, that whenever that message pops up though, there are FAR more monsters on the surface, like eclipse amount
I'd post the current logfile but it apparently exceeds 50mb.
in my experience zeranos only works for multiplayer when using a single interior. whatever interior weights you have set up are completely random per player, e.g during testing w a friend i had only zeranos facility and rolled that interior everytime (duh), and my friend with zeranos facility and mansion active would roll between the two and of course desync us. however even if you use the same config, you can desync and see different interiors. this makes me think desync is caused bc it’s rolling the random rates of each players config and it’s never actually the same between each player in the lobby regardless of if you have the same config or not, if this made any sense idk maybe im dumb
hopefully, the next zeranos update, syncs the interior properly between host n client, if its purely caused by zeranos itself.
feddy
I just hope the enemies chasing only host gets fixed too.
How?
if it's true then the situation is very very weird
when I playtested my mod, none of these things happened 
or has LC been updated?
not sure if it would change anything, but we were assigning interiors with lunar config rather than lll
I almost wonder if its another mod making thr desynch issue happen more often that just isnt posting errors
Wouldnt be the first time
So you don't use LLL config?
no
Then I don't get it
Can confirm that the game can desync interiors in MP. We stopped at the compat mineshaft level. Buddy walked out of the elevator and instantly disappeared.
It is. Could it be loadstone maybe?
im pretty sure lunar takes priority over lll, so anything in lll config wont apply anyway. you just use lunar to change interior weights instead
in my experience it wasnt always the same, we would see dif interiors. also blacklisting them in loadstone changed nothing
Idk then. We both got Mineshaft on the first level we stopped at. He stepped out the elevator and disappeared on my screen, but I could still hear him talking as though he were near me.
I'm using LLL btw, not Lunar
so i guess it desyncs either way
Problem must lie elsewhere.
Wait...I don't think it was the first level. That worked fine. I think it was the second.
I'm not a modder but it might be possible nothing is wrong with Zeranos itself and that another, unrelated desync is causing this. Either way, hopefully it's resolved soon.
hi, just wanted to report the elevator tank from zeranos is like stacked twice horizontally in the collection popup, and this causes it to not properly get centered when runtimeicons generates an icon for it
Kinda confused why Zeranos is ignoring dynamic weight injection being set to false in LLL, it just tried to load Greenhouse lol
Yeah i have made sure every interior but the base one ignores zeranos and its still occasionally using them. Also managed to get zeranos interior on experimentation yesterday
That might be more of an LLL bug than anything, but I haven't simulated anything else to verify that. Maybe disabling weight injection just isn't working right now 🤷♂️
I'm just gonna have to disable Zeranos for now, I'm also getting harbingers and code rebirth microwaves spawning in the elevator while it's moving, too many issues all around :(
Zeranos needs a proper rewriting
vouch
If you mean 0x... thing then nothing
it occurs when
on your interior there's no ElevatorPos transform
i think
i frogor

Is Zeranos Broken in Multiplayer? tried loading it with some friends and it just was stuck in the air
@midnight sierra hey! any plans on rebuilding the assembly for Synthesis any time soon? I believe building the project for new unity/network patcher should fix the broken elevator
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <1071a2cb0cb3433aae80a793c277a048>:IL_001E
at Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) [0x0009b] in <d961951ab868489cbec1aa9b2480688f>:IL_009B
Rethrow as Exception: Unhandled RPC exception!```
I wish the Synthesis moon would get fixed!
yes please
I broke references of my sln project

do you need help with it? all you really need is to check&update the reference links in your .csproj and update your nuget packages
sln != csproj
How
i assume they meant csproj. dont see why the sln would break lol
I forgot
It's been a long time ago
I just need to create a new VS project and fix references in my Unity proj
i shall await
🎂
any chance you could do it this month? if not, i could repatch the mod myself and let you upload the new file.
86 Synthesis - Update 1.1.5
Thunderstore: https://thunderstore.io/c/lethal-company/p/luakite/Synthesis_Moon/
@golden bluff@rough bobcat
awesome


irl mine craft
😮
minced raft

well
wait lc got updated?
the beta branch yeah
cannot wait for zeranos v80 update
real
bro
whats good cro
wellllll the dungeon generation is surely fucked
dungen version changed in vanilla LC
only the host would get targetted by monsters
interior desync in multiplayer if multiple interiors are assigned to zeranos, i think.
that's what i noticed
this too
And the host only fuel cans, idr if those got fixed ever
wait
it means that i need to update my dungen
which i don’t have

i have to patch lc project again
hey guys, how can i fix the elevator at zeranos showing the zeranos interior error, zeranos interior is the only one selected for zeranos in the config in lethal level loader and im hit with " Cannot find interiorPos from StartRoom!" in the logs
the mod wasn't updated to v81 yet, it's probably broken.
Im using the v73 version of the mod in v73 lethal company
All of my dependencies are v73 so i guess it should work
Just giving them time
was zeranos ever with us tho tbh 💔
I legit never got to play it cuz I was waiting on major bugs to be fixed
I visited the outside ONCE by myself and never went in
i can count with a single hand the amount of times i visited zeranos
it was a fun roguelike moon
there was a time we spent over a hour inside
that's why I am so into the idea of it, just kinda waiting for it to be as stable and functional as it can be
ngl if kite isn't gonna keep this going
we need someone to take the mantle
same thing with notezy's gimmicky moons
same. and it was so fun with brutal
I'd be up to helping it get to working again if @midnight sierra need help too
i think the problem is that the concept is so massive it kinda forces players to either go all in with it or not play it at all
like it would be better to make a pack centered around zeranos instead of adding it to something existing and trying to make it work
the biggest problem with Zeranos is that it’s massive
a lot of patches
and it’s hard to fix bugs
that’s why i focused on ElevatorAPI and wanted to “deprecate” zeranos
but it didn’t happen

still curious, what will ElevatorAPI bring to the table?
any interior support was the main goal
custom moons (like zeranos)
custom elevators
Community could help
absolute fire
some progress I made
maybe I can finish it and release in summer
good to see progress :]
are there any plans of doing an update for the other moons?
You know, synthesis, vacuity or even Selen
but in code I named it like this
ZeranosAPI
I like this one tho and I already use it
this will be peak
all i can really recommend abt the api is just
please have a public github for it
so you can take in PR's n stuff
i dont know if there were repos for the other things you made
afaik vacu and synth only needed parity updates, right? or are they fully broken rn
vacu is lit top 5 for me... can't afford to lose it
Nope there wasn’t any public repos of mine
Vacuity doesn’t work? I know Synthesis doesn’t
But idk about vacuity
I think at least for the elevator api it would make sense to have a public repo
I know
Since the basis of it (zeranos) is already so volatile it would be nice to have more perspectives on the code
Zeranos code is shit
that’s why I didn’t share it
but you could just decompile and see how everything works, almost the same code
I was asking the same question so I don't know
I have not tried Vacu in v81 hahah
I just miss Zeranos 😛 it was fun
this shit is monumental 🔥
