#Voxx' Moons โ๐
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I assume it's something with LQ itself since I don't do any special stuff with the things you've mentioned 
@vestal raptor I think Derelict has a slight issue with the entrance teleport when exiting the main entrance, scraps have a habit of turning invisible after going out of main and I use Starlancer Enemy Escape and had a Maneater follow me out of main earlier and it was invisible, and having an invisible baby go outside turning into an invisible pissed off adult is horrifying please fix that if you can XD
thx for letting me know, I'll fix it in the next few days ๐
Hey @vestal raptor, love your work on Arcadia! not sure if it's on the plans or not but could there be a config setting to reduce the VFX of the Heat waves? I love the effect but sometimes it's disrupting the vision too much, thanks for the time you put into it though!
Hope to see more of your work
might be a config on the lethal elements mod, which the heatwave is also in
uhh you think it could affect heatwave on Arcadia? we currently do not use lethal elements at all
shouldn't affect the heatwave, nah
but it should offer more config options for it theoretically
i'd have to check
I suppose this is what modifies the vfx?
unsure though
would be cool if it was on arcadia config file, but i'll give this a try
I will say, if you're not willing to configure the weights of the weather (I have some recommended ones) I'd say just skip out on it, cuz modded weathers tend to be super common compared to vanilla ones for whatever reason
I have custom defined weather weights via WeatherRegistry already but yeah I don't feel like adding more weathers
I'll try to see later if lethal elements can edit the vfx of arcadia but I doubt that
ah makes sense makes sense
Thank you! Yeah I could add it for sure. Also adding lethal elements will not do anything on Arcadia, they are independent, so you'll have to wait, unfortunately.
No problem at all! Thank you for giving this request a chance, very appreciated
Hi hi, any update on this or on Arcadia updates?
Love your stuff and just wondering if you are working on anything new atm
Derelict is one my fav moons, if not no worries
unfortunately not yet, I've been busy with other stuff ๐ญ
i do have one more moon in dev, but it's been in the freezer for two months now
10 pm ZST
10 pm VST
new time zone unlocked?
Voxxโs Standard Time 
Derelict blew my fucking mind with that portal thing.
what do these settings do?
if you want these entities to spawn every time you land
๐ซก
thanks
and i assume no way to remove the heat mechanic? my team isnt gonna be able to find where to go in time
yeah its exclusive to arcadia lol
unless you have lethal elements, which allows you do add it to every other moon as "heatwave" weather
is it to the whole moon or just certain sections of it?
theres visible clouds of heat with distortion on them
and i guess i dont need to disable it i didnt realize it was nonlethal
thanks, just trying to find a way to lower amount of things that spawn instantly, imperium is showing around 23 things
yeah its 12 tulip snakes instantly for some reason
not sure if this is intentional or not but the hoarding bugs were able to walk into the ship and clean out my items
intentional
they spawn outside for that reason lol
eh worth asking, first moon ive seen with them and they can path straight into the ship
derelict (another one of voxx's moons) and collateral from generic's also does that
Collateral def does not do that
moons with hoarding bugs outside seem inconsistent on whether they can do it or not
atlantica has hoarding bugs outside but i've never seen them take items there
ha actually thats one of the moons i dont have for exactly that reason
ive seen them go in and grab it cause the node was behind the ship
On collateral navmesh in the ship is borked (at least it seems so from my testing), so that's the reason
Is there a static nest location in your moons?
these are the only predefined enemies, they spawn in the same place at a specific time
ive only seen two cases where they stole shit from our ship
lol its jank
I guess ill leave them in for now but lower the spawn rate
dont really want to leave someone at the ship to fight hoarding bugs
especially since this is one of the more beautiful moons
haha i never realized that is brutal
You can place your loot on top of the little yellowish cupboard and they wouldn't be able to pick it up i think, or in the bunker beds
I believe we did that and they werent able to pick them up, also I don't think hoarding bugs can pick up items placed inside the red cupboard they just stand in front of it? but i'm not too sure
only big scraps that can't be placed in cupboard but i may be mistaken
I wish my group would be able to do that, they drop everything like in the first 3s of entering the ship
I'm usually the one doing it I reassure you hahaha
i mean one or two of them do it too but yeah i feel you lmao
@vestal raptor Apparently the wind sounds you used get detected as Copyright? 
So dumb
Wtf
Did you mean to post it in the elements thread? Actually all of the sounds are from royalty free websites so idk what's up, I'll check again just in case.
Yeah I did lol oopsie
Been dissociating tonight and thought it was the correct thread 
heh, no prob. do you by chance know which one exactly is it? one from the cold waves that is quite loud or the ambient one?
You can actually look up the sound on YouTube I believe it's the ambient one
quick question - how do you add video preview reel?
there is a field in the selectable level file for your moon, take one for experimentation as an example
sorry, what i meant is how you add custom ones?
just make a video clip yourself and drag and drop that file into the field in the editor
jst make sure it has the same resolution
By any chance, could you share the resolution and video size ?
You can use the game video file of experimentation for this, I believe the unity inspector shows this info
oh yeah thanks found it!
this could just be me misunderstanding how it works but with toxic smog, i keep getting poisoned if i enter or exit a main/fire while standing in a plume
anyone else seen this behavior?
like it will immediately start ticking damage even if i wasnt in the cloud for a second
i even modified the properties of the plumes to be more forgiving
Did you mean to post in the other thread?
If yes, then it sounds like a bug
No i posted it here since it moreso pertains to your mod. Idrk how that works as who's code the issue arises from, but i figured it was better to post it here
Oh, I meant it's important to know where it occurs, because toxic smog doesn't reuse anything from Derelict apart from the visual effect. So was it there or the issue is with the actual weather?
i've replicated it on multiple moons
first was on dine, so vanilla moon
then on triskelion, which is part of starlancer moons
so definitely with the weather type
So it's the toxic smog, alright I know where the problem is 
Thx for the report!
Yep, of course. Heres more info about my pack if you need. Should be 151 mods, if the code doesnt work try importing the file (thunderstore can be janky some times). Also a preface, i have a bunch of stuff out of date but i have looked over the changelogs for everything thoroughly and decided what to leave as is and what to update. Heres the code:
019450c9-7ea7-bb52-3f15-318be38b0bee
im gonna try to replicate it with just your mod in the pack tho
no no it's not a conflict, just a small miss from my side. I coded them to avoid spawning near exits, and made an assumption based on this, but it's better not to 
it seems like theyre pretty good at avoiding exits on vanilla moons but on triskelion they are brutal and yeah it just pings you nonstop with damage if you enter/exit while in the plume
one other thing i noticed is that blizzards cause screenshake indoors. i was on vow and the interior type was pool rooms. i don't think it happens on facility/factory tho
just a quick burst of it, probably whenever the damaging winds sweep through
i left it like this cause it gives some indication what is going on outside, otherwise you may go out and unexpectedly get blasted with some fresh air 
oh, its a warning?
yes
i thought that was when it was already happening
no it's when the wave starts moving
so how do you avoid it if youre already outside
does it matter which direction?
like if im transfering loot on vow, would hugging trees help me
the object you're hiding behind must block the wind
showcased the moons https://www.youtube.com/playlist?list=PLBuGXqLymvScXR-a-pIhdfldbH0gGyxia
ooooh, thank you very much! 
a little PSA: this should already be compatible with LLL's new hotloading feature 
Coolios, I think I recall Generic's Moons was one of the test subjects for the hotloading feature so I wanna see the gains for myself regarding that
Hello ! Is it normal that on Arcadia only the host can see the old bird near the fire exit and be damaged by him ?
Hey! Which fire exit is it? This is not normal, but the last time I tested (which was admittedly a while ago) it worked ok.
It was the fire exit in the brocken biodome
oh, hm, there is only one robot that spawns to the right of the ship, but maybe it wandered there, i'll check it out, thank you
No problem ! Thank you for your quick answer
I donโt know, but we often saw him near the fire exit
really? it always popped up on the broken biodome for me
For some reason once it spawns it immediately picks that location as its destination and flies there, but it actually appears in the junkyard area to the right of the ship (you can find it being deactivated there during the day)
huh cool
Hey Voxx, sorry if this has been asked before but are you ever planning to add an option to revert back the original doors for the main entrance on Arcadia? I really love the Moon but Iโm a big fan of the vanilla feel so I like stuff that feels like it was part of Zeekerโs original design. I personally feel like the new main entrance door doesnโt sadly fit that well. The Moon is really great and fits perfectly into the vanilla game. The door is really the only thing keeping me from updating to newer versions of Arcadia.
I forgor the door used to be different but I second that, I liked the old door a lot
Hm could have a config that choose between the old and new versions
I think that would be a nice compromise and wouldn't be too out of place since config already exists for Arcadia anywho
Hey is the Derelict orbit model supposed to be corporate white?
Like, whiter than rend
Not a problem, just a weird sight
Hello!
Sorry for bothering, are there any plans to make these moons hot-loaded?
Hi @vestal raptor, Thank you for your work on your moons, I really enjoy them!
I am encountering a problem though. When I have Wither or WinterLodge installed, I get a desync in multiplayer where my friend will see one of the other moons instead. We only experience this when we have Derelict or Arcadia installed. We've tested this by only installing these four moons (and their dependencies).
Do you have any idea why this might be happening..?
the issue is when the moon is installed individually or in the Voxx moon pack?
we tried both, issue prevailed when any combination of a Voxx moon and one of those other two were installed
Looks like Derelict is broken on v70:
[16:25:47.3039428] [Error : Unity Log] MissingMethodException: Method not found: UnityEngine.Vector3 .RoundManager.GetRandomNavMeshPositionInBoxPredictable(UnityEngine.Vector3,single,UnityEngine.AI.NavMeshHit,System.Random,int)
Stack trace:
DerelictMoonPlugin.InteriorHazardSpawner.SpawnHazards () (at <4f7570bbd05d48578f284dcc71933f2b>:IL_002D)
DerelictMoonPlugin.InteriorHazardSpawner.OnNewRound () (at <4f7570bbd05d48578f284dcc71933f2b>:IL_0006)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0022)
StartOfRound+<openingDoorsSequence>d__271.MoveNext () (at <2c456ed6dfdb487e8d590e727415cb6f>:IL_0041)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
RoundManager:DMD<RoundManager::FinishGeneratingNewLevelClientRpc>(RoundManager)
RoundManager:__rpc_handler_2729232387(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
RoundManager:DMD<RoundManager::FinishGeneratingNewLevelClientRpc>(RoundManager)
<LoadNewLevelWait>d__133:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
ie. won't load
Can confirm, pulled lever and round just, doesn't start at all
Curiously the ring still moves around and does stuff as if the round DID start
Yup its broken. Looks like the interior fails to finish generating due to toxic gas cloud placement failing? @vestal raptor I hope you're still around to push a patch ๐
He's been MIA for over 2 months
life is getting hard apparently
I hope he's okay 
Me too
@vestal raptor Derelict fails to load with vox moons mod
[01:06:59.1428119] [Error : Unity Log] MissingMethodException: Method not found: UnityEngine.Vector3 .RoundManager.GetRandomNavMeshPositionInBoxPredictable(UnityEngine.Vector3,single,UnityEngine.AI.NavMeshHit,System.Random,int)
Stack trace:
DerelictMoonPlugin.InteriorHazardSpawner.SpawnHazards () (at <4f7570bbd05d48578f284dcc71933f2b>:IL_002D)
DerelictMoonPlugin.InteriorHazardSpawner.OnNewRound () (at <4f7570bbd05d48578f284dcc71933f2b>:IL_0006)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0022)
(wrapper dynamic-method) StartOfRound+<openingDoorsSequence>d__271.DMD<StartOfRound+<openingDoorsSequence>d__271::MoveNext>(StartOfRound/<openingDoorsSequence>d__271)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
RoundManager:DMDRoundManager::FinishGeneratingNewLevelClientRpc(RoundManager)
RoundManager:__rpc_handler_2729232387(NetworkBehaviour, FastBufferReader, __RpcParams)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
RoundManager:DMDRoundManager::FinishGeneratingNewLevelClientRpc(RoundManager)
<LoadNewLevelWait>d__133:DMD<RoundManager+<LoadNewLevelWait>d__133::MoveNext>(<LoadNewLevelWait>d__133)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
full log
and here is the code
01978ae4-5642-745d-b86c-16a95b5e17c9
do you know how to scroll like twice with your mouse wheel
yeah?
oh
I did not see that above
So i've been told Arcadia works fine
In that case should I be worried about this error orrr?
prolly not unless it spams
if it does try going on Arcadia's config and turning off the scripture spawns
Probably something with v70 clashing with v0xx's custom code for moons, Arcadia can at least have that disabled and (probably) work
Derelict unfortunately does not have that luxury to my knowledge
did not work sadly
Does Derelict have outside scrap spawns? Because that would be the coolest thing
no
regardless Derelict doesnt even work atm
Damn thats a bummer
if you use lethal elements beta use thunderstore.io/c/lethal-company/p/Sniper1_1
bc same dev
one of beta's weathers broke and this mod fixed it
same weather that was built into derelict
sadly doesnt fix derelict
yeah i just use the non-beta version because some of those weathers seemed like they would just be annoying/buggy
last I used the besides smog was the only bad one
I LOVE snow and blizzard
I felt like getting constantly frozen might not be fun and super performance intensive
I usually play with people with poor quality pcs
I dont really get frozen often
tho performance is fair
they are HEAVY
performance mods helped a lot but still
i have to have perfomance mods for them to even be able to load the game
so adding this is probably not a good idea lol
yeah this game is not the pinnacle of optimization lol
You know i've noticed, you seem to be the most active person on this server and i swear you are everywhere at once
yeah lol
I usually just drop a few words in each thread at a time
also not busy atm bc semester is off and jobs dried up near me
well alright then'
and hey im not saying its a bad thing, i respect the dedication and appreciate the help
a lot of the time other people dont want to respond so without you many questions would go unanswered or unhelped
I also am here to keep up with modding for my youtube vidoes
besides just for chatting
You know any mods that reduce fog but most important don't get rid of it entirely? Some moons its very hard to see what you are doing but just removing it all is...unnatural
not sure no
maybe HDLC patched has something
(not shit like old hdlc, the hd stuff can be turned off)
huh alright. Because i swear some of these modded moons i would otherwise like but then there is just so much fog, on a clear day
alright then
One last question for you before i go. Is there a mod that shows Embrion/Artifice in the terminal but allows other moons to stay hidden?
LLL has settings for if a moon is hidden or not
if I remember right
that does not work
well shit.
Would like it mainly just cause many moon mod makers insist on you not being able to download their moons individually which is really really annoying so you end up with some moons you dont want just sitting in the terminal if you do show all
well alright then, thanks anyways
does unlock unhide not work for that?
Only 4 moon makers that I can think of that have a large roster of moons (like 5+) and you don't have an option to download them individually are these 4:
-
GenericMoons [13] - plans to within the next big update
-
Tonys Moons Remade [11]
-
LunarLights [7]
-
HarvestMoons [5] - Plans to do individual releases too iirc
Same creator also made Victory, but it's standalone (i.e. not in HarvestMoons)
victory isn't part of harvest moons
Worded it poorly on my first attempt but was trying to convey that you also made Victory, but the moon isn't a part of the pack
@vestal raptor Arcadia broke v73. It just needs a recompile with the new netcode patcher.
I decompiled it and got a working version by updating the netcode patcher
I don't want to bother too much, but V0xx has been inactive quite a while now :']
Should I upload the fork that fixes arcadia?
Unsure how it works with moons, if you can upload them or not without explicit permission
I thought its MIT
I'm a big Arcadia fan so I'd love to use it going forward. I assume you're just re-uploading the moon?
does it have a license on the TS page?
Both Arcadia and Derelict haven't been working since v70 iirc
Its like MIT but I cant use it for commerical
if v0xx ever comes back (I hope so I really miss him) you can just take those down
I just tested and arcadia is broken, Derelict has been unplayable for awhile
Arcadia worked just spammed some errors related to the static old bird spawn I believe
Derelict broke here
Its the netcode patcher
The sun was broken, error spams for enemy and other things
Derelect however didn't work at all I think because of its gimmick, which is similar to Toxic smog from LethalElementsBeta (which got fixed by Sniper with a separate mod)
Both moons use custom code so not surprised v73 would've hit them (in addition to what already happened to them)
no, the OB logspam was reported even before v73 from what I remember
I wasn't getting errors before v73
Curious Jori do you have any plans to do the same with Derelict or nah?
I dont even know what went wrong with derelict
besides the basic v73 stuff back on v72 its toxic gas gimmicl broke
similer to the weather from lethal elements beta, which also broke in v72
What is broken with lethal element beta?
the toxic smog weather
crashes if I remember right
but that was broken before v73
yeah derlict needs the v73 patch AND a fix for the toxic smog breakinf from v72
would sniper's LEB patch work on derelict
I dont think so since the smog was added differently on derelict, not thru weather registy
the patch only patches the LEB version
the fix itself is probably the same though
just needs to target the moon's objects
yeah probably
it just doesnt work currently
since its not targeted at derelict
snipers patch fixed it for me, smog on lethal elements beta
oh wait maybe they added that in an update
bc it didnt at least at first
I could fix lethal elements beta, as they use netcode patcher, but when I tested it, it seemed to work
Interesting, door still closed for me even with LEBpatch applied
Tried both the special Foggy weather and something other than that weather and neither worked
LEB works just fine in v73 with LEBpatch right?
probably
might be some stuff like the solar flare flashing lights being weird
i can check it rn
ok the lights flickering is still working, screen is completely unresponsive even on weak flare, couldnt test energy drain
for solar flare at least
i didnt test the others cus of another thing
It might need a recompile
@quick falcon since there is now a fork for LE that fixes the issues snipers patch is obsolete, but that means that derelict still need a patch since just using the fixed LE doesnt work with derelict
I created a patch for Derelict
You can now land on the moon again. The moon will work perfectly fine in v70-72, however the networking of the waste teleporter still needs patching for v73. I have never dealt with network code in lethal before so I don't really have an idea on how to fix it yet, any help would be appreciated. https://thunderstore.io/c/lethal-company/p/Tomatobird/DerelictFix/ https://github.com/Tomatobird8/DerelictFix
shame that teleporter's fucked
but I like the moon 
May wanna ask in dev moons, bc fr I NEED this moon back in 73 XD
On my top 10 fav moons ๐ญ
If the mod uses netcode, then you update the netcode patcher and update the command in the .csproj.
I do not have the original mod so I would have the rip the code from the mod then compile it with updated netcode patcher maybe
Oh
If you can help me out on how to do sth like that properly i'd appreciate
Itโs tricky because you patch the original mod instead of uploading a fixed version.
Have you tried decompiling the original mods code
other than to view it with ILSpy no, idon't really know how to go about it
You can decompile it with ILspy
You click save code once open, then it should save all the files. But make sure you also have open the dependencies of the original mod.
Yeah I made sure all dependencies are loaded when decompiling
ok ๐ trying this later today
Am I crazy or is this broken again? I haven't been able to get it working
if you're talking about the networking errors in v73 i never got into fixing it. otherwise paste me some logs so i can see whats up
Doors would never open after landing, tried with and without other mods to see if it was something else breaking it and it didn't seem to be
it doesnt look like my plugin is installed
it definitely was unless I stupidly got the wrong log somehow
[Warning: BepInEx] Skipping [DerelictMoonPlugin 1.2.0] because a newer version exists (DerelictMoonPlugin 1.2.0) maybe you have two copies of the moon plugin running?
Here is me downloading the mod on a fresh profile and attempting to play it, didn't work.
here is the log from that instance
Tried again after updating the dependencies, same result
Also tried with Pacoito's updated version of LLL, same result
okay you are the first person to actually use this mod ๐ฅ
i uploaded the completely wrong file it seems
again
idk how i managed to do that twice
Derelict plugin recompiled for v73.
https://thunderstore.io/package/download/Tomatobird/DerelictFix/2.0.0/
@vestal raptor

so sick :)
I sincerely hope voxx is okay I really miss them ๐