A mod containing moons based on 3 of Oneshots Major Zones, with matching Scrap to be found.
https://thunderstore.io/c/lethal-company/p/DemonMae/oneshotmoons/
#Oneshot Moons
1 messages · Page 1 of 1 (latest)
idea:
make every enemy only take one shot to kill (i know nothing about oneshot help)
@tender wasp Since you're in the server now, wanted to make you aware that Unreal Interiors currently has an issue where it overrides's people's LLL config c;
?modder 144341127145717760
Added role Modder to demonofrazgriz
Yay! @tender wasp you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.
I can't imagine why it'd be doing that, unless there's an issue with the LLL dungeon matching property scriptable objects
I think you unintentionally left the LLL config included in the dl if I had to guess
@hollow void was the one that had the issue happen when testing them
His entire LLL config got overwritten and basically reset
Has it happened on more than one occasion
gonna test it with a blank modpack and see if it's reproducible
i awaken
yea, not only does it reset my lll config, Temple also screws with the sound. a lot of it will just not play (ex. footsteps)
Noted, The Temple sound issue is probably because I went ham on enviromental sound effects so that's an easy fix
do you recall if it was the 1.1.0 or the 1.0.0 release
ayo, the mod has a thread! Love these moons personally. Surprising addition tbh, as i dont think Oneshot is too popular of a game 👀
im just here for the unreal interiors. more than likely wont have any moon feedback
also, a little idea. with the ladders in the mines, may wanna add a LC ladder over it. got stuck on a lower level once and nearly missed the ship. didnt know the ladder was even a ladder until i accidentally saw the prompt
should maybe make a thread for unreal interiors, as i have many things to say about that
done
Oh yeah some interior feedback I have is that the door animations are a bit wonky, atleast last time I played
Yeah they are pretty wonky, it's because I just modified existing doors in the assets to make them
I've learned how to use the animator since and I'm going to make them less weird soonish
@tender wasp does this work on v55?
I've been playing around on the moons in V55, as far as I can tell it works fine.
as long as you don't order a cruiser on the moon
yipee!!
there's a mod out there that lets the cruiser spawn on modded moons, but I haven't tried it on these yet
tho cruiser would be perfect for the red one
Ah the thread is already there. Really love the moons and especially the interiors. I think they fit the game very well and also run very smooth. Was able to increase dungeon variety in my pack by a lot as well since they are 'generic enough' (in a positive way) to fit a lot of other moons.
Version 1.6 is just about ready, I want to test it more before I release it to the thunderstore.
daym you already decompiled?
no
the unity patcher I use doesn't grab V.56 stuff, this update just adds nominal support. It's still like it's V.50
ah icic
Entity spawning is broken on half the moons, tested it with an unreleased mod I'm working on and it's the same, very strange, not sure what the common factor is.
Entities don't spawn on Experimentation either, very strange indeed.
Oh I turned off Imperium and things are spawning again.
Yeah I've noticed that sometimes Imperium breaks spawns
V1.6.0 now out, Notable things include slightly modified terrain on Glen and Refuge to allow better Cruiser Traversal, Spike traps have been removed because I hate them, and unique animations for the interior doors, (Blue mines and Green Ruins Doors Slide open, Red Apartment doors don't look weird when open)
Oh also proper content tagging but I forgor to mention it in patch notes.
only briefly looked around the moons and interiors because i haven't finished oneshot yet, but i really like the mines and apartments! would enjoy if seperate versions were made of them, maybe without the oneshot theming
apartment specifically i would really like a seperate version of, it's a really nice interior. mines is good, but lacks variety. also, how did you get the lights outside to turn off with the breaker?
On refuge?
The lamps have the same tag as interior lights, so they get affected by them too
ah epic, thank you
I'm stupid, I thought Oneshot Moons caused this lol
In my attempt to upgrade to V56 I borked the entire project file including every script reference. Currently putting the pieces back together and so far so good o7
using it as an opportunity to renovate the interiors and moons with some fancy new audio reverb settings, scrap spawns, lighting adjustments and some other fun stuff
lovely
this is in the apparatus room. The door from below clips through the floor
That happens sometimes, probably less so once I finish this update.
1.6.1 is now out
From the Changelog,
Additions
- Fully V56 compatible.
- A Special something to find in Refuge if you know where to look.
- Barbers haunt The Barrens and Refuge.
- Added a firefly particle effect in Glen.
Changes
- Scrap spawns Overhauled on all interiors.
- Improvements to all Sockets and doorways in all interiors.
- Boundary fixes to tiles.
- Prop detailing changes in all dungeons.
- Dungeon Generation in all interiors overhauled.
- cobwebs in Green ruins should look better now.
- Water in Glen has the Vow Water Material.
how did you tag the lights the same as the interior ones? interior lights seem to be untagged
Do the lights inside stay on when the apparatus is removed?
no, i'm looking at the tags of the lights in vanilla interiors
PoweredLight Tag
thanks!
i know its kinda an overhaul but from 90mb to 220mb + 
It shouldn't be nearly that big, I didn't notice when I uploaded it. I'm putting a patch up that fixes the file size.
is there someway for players to know about ||Outlands||? Or is that more of an easter egg for people who've played the original game?
||the house in barrens has a hidden message if you scan the wall||
also I think I found the special something...
Damn it
(this is my first time on this moon btw)
also when I went main entrance on the refuge interior, the only door was locked
would any of you recommend using the cruiser on barrens or glen?
||it's a reference to a fan mod, the outlands aren't official||
Best of luck to you if you drive the car in the barrens.
NOOOOO
ITS FUCKIGN LOSS?
yes it works on glen well
Can you reach the fire exit above main with only the cruiser?
haven't tried that, sounds interesting
Definitely possible with car boost but would be even better if you could just jump there from the car
thank you 
Funny idea: if Lethal Things is installed, have Refuge have a high chance to spawn Boombas
1.6.2 is out, It fixes some things, but most importantly reduces the Filesize back to a respectible 95 MB instead of a quarter of a gigabyte.
Has the mf uhhhh
The goddamn
The thingamajig
The uhhh hmmm uhh
LLL content configuration bug been fixed
I don't believe that's something I can fix, last I heard it's a lethal level loader issue with V56.
There's a mod that you can use that allows configuration without breaking custom items but I can't find what the name of it was
LethalVariables last I tried straight up didn't work and is generally more confusing
what was causing the file size?
The dungeon generator has the facility flow slotted in when it should have been empty. it packed all of that in for each moon I think.
Glad you noticed that, if you hadn't people would have eventually ran into desyncs with your moons specifically
im assuming this is pretty much the lowest the asset bundle will get right? @tender wasp
Is that 1.6.1
If that's BFLAP then that doesn't count
Update out, from the Changelog
1.6.3
Additions
- Fancy New Apparatus Machines.
- I have added mini starting rooms to all 3 Dungeons, ensuring branching paths from the Main Entrance.
- Ported to Lethal Level Loader V1.3.1
- All moons and dungeons have a unique 'Oneshot' content Tag.
Changes
- Reduced total branching in the Green Ruins Maze.
- Disabled shadow mapping in select tiles in Green Ruins Maze and the Window Lights in Red Apartments. This should improve performance and lower log spam.
- Textures changes for Phosphor liquids.
- Green Ruins and Blue Mines Min/Max lengths have been increased by 1, because of changes in the dungeons structure, the actual dungeon length remains the same. Red Apartments will be shorter however.
- The Minecart Cave room in the Blue Mines won't dominate the Dungeons first Strata anymore.
- Boosted Oneshot specific scrap rarities in Blue Mines slightly.
- Adjusted Refuge Spawn Weights
fixes
- Items shouldn't spawn in Inaccessible spots in the Green Ruins Water rooms anymore.
- Fixed misconfigured item properties of the Bolts of Wool, Vases, and Music box in Glen.
By mini starting rooms, I just mean I cut the entrances into halves, they will be functionally the same in game.
Does this finally fix the content configuration issue or has like Batby not acknowledged it at all
Lethal level loader was updated to V1.3.1, let me check what happens real quick
it would appear not, I should ask about it
sob
Enabling content configuration on Fission-C in Wesleys moons and setting the scrap spawns to Only be Gold bars yields a whole lot of Gold, and curiously still spawns Rum Bottles and Toy Nutcrackers..
I have an idea..
Reminder that there's still the problem of custom entities straight up not spawning on custom moons despite giving them a weight of 100
So this is something that Batby has and I hope he fixes
Because this shit is annoying lmfao
Custom Scrap will still spawn with content configuration enabled. Pushing out a patch now.
Oh my
You are peak
I haven't played OneShot (Yet...) but I wonder how Niko would feel about the old birds
WAIT JUST A MOMENT
If you haven't then you'll be glad to hear that there is no content in the mod that spoils plot points.
Spoilers for these moons ||Hidden moon? Discovered it via LLL's config lmfao||
||Refuge is more expensive oddly||
Wish I discovered it for myself but I'm a configaholic
I IMMEDIATELY tweak mods to my liking before integrating them into my modpack
The killzone in the barrens was misconfigured ever since I put the moons back together and only now I've become aware of it
Fixing now
I've learned my lesson with my other mod, there's a ladder in that room in the next update
@tired flame
Teehee yay
Could the scrap density of the interior also be changed
I'm finding a whole lotta nothing
In the barrens?
Or at least given a config option
Barrens, Glen, and Refuge
Refuge also kind of has a problem of not obeying what I set the min and max scrap to be
But that might be just LLL lol
Yeah good lord $1000 on Glen but the interior's loot density is just too spread out
Either that or the max interior size is huge
Idk what the specific stats for these moons are
1.1, 1.4, and 1.7 size multipliers for Barrens Glen and Refuge
Huh
It needs to be toned down though, I need to shrink the dungeon lengths
1.0 is Experimentation equivalent, Titan is 2.2
Yuh
Also Batby acknowledged custom scrap and entities not spawning properly so the agony will end soon
I saw
Nvm I take what I said back, I just got a shit seed
Don't listen to me I have shit takes apparently
Glen is fine, but after playing a fair bit on Barrens and Refuge, the loot density on their tilesets should be increased
I have divided This mod in half, The interiors are now a separate mod, The moons and scrap remain here
W
Sorry my ass
My friend knew no bounds
That motherfucker took a trip to one of the building decorations thinking it was the main entrance (Somehow)
oh yea since you removed interior from this can u put the interior link in your pinned message ty
just to make new people less confused @tender wasp
@tired flame Technically we're PG-13 because children play this game.
(Don't worry, you're fine; just figured it would help if you knew why it kept blocking.)
If I see as much as a hint at a spoiler I'm canning you, be warned. [This goes to anyone.]
OneShot is incredible, and we shouldn't spoil the opportunity for new players.
Mod looks great 🙂
||Where is the Tower?||
||Not in the mod, but it's something I've considered adding.||
||Are there any uhm... glowing peices?||
||Glowing pieces?||
||You know, like the amber. I don't want to spoiler the actual game ofc.||
||Those three things that are super important, y'know?||
||there are Yellow phosphor items as rare spawning scrap, Without lore context their significance means nothing||
||E.g.: Any plans to include items from the OneShot game as easter eggs or otherwise here?||
You know, some people are super sensitive about spoilers, even useless ones.
You putting any significant interest on any of the particular offshoots, or sticking to the core/first?
The two official expansions, the large fan projects (some of which even have Steam Achievements)
||Nothing explicitly about the solstice route if thats what you mean||
||I thought about having the Vale as a hidden moon but I don't want to double dip in secret moons||
Small patch is out that fixes a couple things I overlooked and makes the River in Refuge a little less blinding.
||Just got OneShot's true ending, and I don't get what Outlands is based on.||
||Fading Memory reference||
||Elaborate?...||
||I've heard good things about fading memory but I'm waiting for the full release before playing||
||fading memory is a fan mod||
Incredible incredible game, which has achievements even
||Niko will refuse to run with scissors equipped.|| They kept to the character style well.
Is it not finished?
Smh, the barber should teach him a thing or two
Fading Memory is a fan-made mod for OneShot, with an all new story to experience, new faces to meet, and brand new mechanics to exploit.You are to guide the messiah to the tower yet again, and save the world from its endless night as you did countless times before!However your presence is unwanted in this world.Do you leave it in peace, or step ...
Tee-hee
You mean in the Green Ruins? Yeah we saw
There's a few tiles with it
Yuh
That's a bug report for the Interiors thread
I thought I fixed that, must be multiple blockers I overlooked
Oh the fire exit prefab reverted back to it's void state
Seems like the Red Apartments' tile bounds are messed up right by the main entrance. Very noticeable when right by the main entrance door looking directly at it with CullFactory
Here are some screenshots of what I am talking about, you seem to have a tile bounds around the door itself rather then the entire main entrance tile (the yellow tile is the main entrance tile, the red is nothing but the door)
This is what happens with incorrect tile bounds when using CullFactory
🤔
I did separate the True entrance and the entry room in 2
Should all just be in one tile bounds
I mean like it's two separate rooms
because I didn't know entry nodes can't split off
so the entry room only ever used one exit
I see now doing this causes other issues I didn't account for
So what exactly are you trying to do? Have multiple path connections off the main entry tile?
yes, it didn't before so I hacked the room in half so it'd be 2 tiles but the player wouldn't notice
unless you use cullfactory I guess
Why not just make it a single tile with three doorways? You can only have one main branch with vanilla dungen but branches should be able to generate there
The entry room was the starting node, and nodes can't split, Vanilla dungeons have a fake entrance tile that connects to the actual entrance to avoid this
Interesting 🤔 is that how other modded interiors do it too? For Black Mesa, Plastered forced a specific tile after the main entrance tile that has multiple paths
I can't say for sure because everyone has their own workflow but I'd assume they do something similar, I'm probably doing it in a less than optimal way, it'll be fixed when I update the interiors
Thanks! I haven't noticed any other CullFactory issues with any of your other interiors, so good job 😁 normally that's quite common when a new interior releases
Are you still gonna be updating the UT99 interiors soon?
Everything's going to be updated at once, I had a void issue with the moons that's been delaying things
Fair ^^
V1.7.2 is out, it primarily reduces the total mod file size by 30 MB, to a total of 52.5 MB total.
noice
Is there a list somewhere that displays every one of these moon's custom scrap with their min and max values
Custom moon entry I did for these moons via CentralConfig
SECTOR: Mineshaft
POPULATION: Abandoned; evacuated
MANOR STATUS: Moderate
CLIMATE: 20°F Arid, minimal breathable air. Rough terrain with minimal flora.
FAUNA: A lone forest keeper named Snowden Stan inhabits this sector of Barrens.
SECTOR: Town square
POPULATION: Abandoned; evacuated
MANOR STATUS: High
CLIMATE: 40°F Humid, breathable air. Rough terrain with major flora.
FAUNA: The baboon hawk checkpoint within this sector of Glen shall order you a vibe check.
SECTOR: Ecumenopolis
POPULATION: Inhabited
MANOR STATUS: Condemned
CLIMATE: 60°F Humid, breathable air. No natural land masses, all artificial.
FAUNA: Constant infighting between the original inhabitants and the Manor.
Horrendous parking
They are
Are they by you, or is there a place I can listen to them at?
im suprised the car didn't fall off the edge....
They are by me, I haven't put them anywhere
Oh, Ocean sure fucking made sure to throw that thing into the abyss
Points at you
Or is there a mod/tool that allows me to view it myself so you don't have to waste time writing it all down
I can make a short list of min max values of scrap if that's what you're looking for
Yuh, I'd appreciate it
The reason I'm wanting this is to balance the moons to my liking
Item value ranges and rarities, spoiler tagged for people who don't want to know
You are awesome; I appreciate the help
These are their internal names, correct?
no
NOW WHERE IN THE HELL DID YOU TWO COME FROM?
Bug Report: Earth leviathans refuse to emerge on Refuge
There is no terrain on Refuge, worms are unlikely to work properly on that moon
Quicksand won't appear for the same reason, the rainy weather is only for flavor there.
Rip
Terrain is just a special model, so shouldn't you be able to mark Refuge as terrain?
Or is terrain completely different than what I imagine it to be
I haven't used Unity in years
Someone will probably know better than me, but as far as I understand how Lethal company works, there is stuff that depends on Terrain objects, Refuge is built entirely out pro builder meshes, so things that depend on terrain navigation get a little broken.
This error message spams my logs when I land on Outlands
I don't get the error in my own testing, do you have mods that affect entities and their spawning?
Lethal presents
Mirage
Starlancer AI fix
Herobrine
Starlancer Enemy Escape
Lethal Quantities
Drama Mask (alltough I've encountered this issue before installing this mod aswell)
Might be Herobrine, it uses code from the ghost girl
oh, let me check
I've never seen that error from Ai Fix or Enemy Escape and I do have both
welp, fixed the issue with the ghost firl, but now I got the particle system issue (it's stormy on the moon right now)
That looks like typical stormy weather to me
Misplaced tile on Refoog
Me after getting a two-fucking-hour losing streak on Refuge (It was eclipsed)
skill issue
Do these moons have every weather for them set?
As in if I have WeatherRegistry load e.g. Refuge as flooded, will that work?
Registry won't allow you to add a weather where it cannot naturally spawn btw. Could cause lots of issues
If you put flooded weather in Glen and refuge you will probably have a bad time, landmass a bit too low for them
Yeah, that's why I asked
Well, you can add weathers, but they will not work
Foggy is only in Glen I think
No Rainy or Stormy?
Surprised Refuge doesn't have the flooded weather because that moon is perfect for it
Pink flood...
Rain happens everywhere, storm is on both barrens and Glen but not refuge
Windy on Refuge sure is something... XD
Pink tornado-
I didn't put stormy weather on refuge because I didn't want to :^) as cool as the idea would be I'm not sure the pink would shine through the floodwater, I'll try it out though
👀
New update, From the changelog
1.7.3
Additions
- Added Laser pointers to Glens scrap pool.
Changes
- Further Reduced the Total File Size of the mod.
- Adjusted Scrap Pool for Refuge.
- The Fireflies in glen are more numerous.
- Changed the Lit window material properties in Refuge.
fixes
- Removed duplicate reverb triggers and fixed existing broken ones in certain Moons.
- Fixed a overstretched wall in Refuge.
1.8.0
Additions
- Added the V60 Enemy to the Barrens, and Glen.
- Added V60 Items to all various moons.
- Added the Vanilla Mineshaft Interior.
Changes
- Ported to V60.
- Ported to LLL V.1.3.9.
- If oneshot interiors aren't installed, The following Vanilla Interiors will be used with equal weights...
Barrens (Facility and Mineshaft)
Glen (Mineshaft and Mansion)
Refuge (Mansion and Facility)
Out of curiousity, what weight are you injecting for the maneater?
||2/350 0.57% Barrens||
||27/400 6.75% Glen ||
Thanks 🙂 You saved me some time. Did you lower anything else or just add them to the moons?
Added them in then increased everything else so it'd be even multiples of 50
Wait didn't you do this the update before? I already have this on my spreadsheet😂
Total combined weights I mean
I just realized I misread the date on the post for the update😳 Think I'm loosing it over here😂
lol
pogopo my beloved lmao
1.8.1
Additions
- Added the 'City' content tag to Refuge.
Changes
- Updated the Readme and Dependencies.
- Reduced File sizes a smidge.
- Changed the position of the Drop pod in Glen.
- Simplified the Lamp colliders in Refuge, and fixed their tags.
- Changed the lamps in the Barrens to have the Room Tag.
- Reduced the Storm Fog intensity in all moons.
fixes
- Reassigned a missing Audio mixer group to the lamps in refuge.
Is there a list of the scrap items this mod adds?
@rotund cape
dawg on the house
what they doin up there
What the dog doing
I mentioned it elsewhere, should post it here too, Refuge 2.0 incoming
1.9.0
- Lessened the Stormy fog Intensity on all moons.
- Ditching the previous changelog format.
- An All New Refuge.
- Increased dungeon multiplier for Refuge to 2.0.
- Refuge can be flooded, And will still flood on any Custom weather that uses the 'Stormy' conditions of weather.
- There are 2 more Fire exits on Refuge.
- Increased Refuge Scrap count, (24-40 => 32-44)
- Increased Refuge Max indoor Power count. (13 => 14)
- Increased Refuge Max Nighttime Power count. (8 => 9)
- Switching the Power count of Baboon Hawks (36 => 20) and Old birds (20 => 36)
1.10.0
- Redid Glen to be more detailed.
- The Fireflies are a local effect and follow you inside.
- Adjusted the Ladders in Refuge.
- Adjustments to outside spawning objects in general.
Glen was the second moon I made and it felt incredibly slap dash so I really wanted to give it a glow up, literally and figuratively. It's still mostly the same layout with a few bits moved around.
it looks awesome now
flooded weather was suggested at some point, I was being cheeky with the implementation. Walking along the railing or taking the ladder behind is faster
didn't know the railing had collision, wasn't gonna risk it 😅
The old map had 2D plane collision, so you couldn't. This one's got box colliders so now you can
landed on stormy outlands, got logs spammed with this, and also the main entrance was pink (missing texture)
Seems like the new version of Diversity is erroring in refuge moon, most likely has something to do with the red apartment interior
Nvm it is erroring on the moon itself
It either doesn't like the doors in the interior or the door outside, either way I don't know what to do about that since it's a Diversity specific thing
Those warning messages are normal in stormy weather as far as I can remember. I'll take a look to make sure something didn't get screwy
I'm not sure what you did or what mods you have but it looks fine with just dependencies
I'm gonna land on it again and see if it works
still there
I could send a mod code if that helps?
sure
also is this the only moon this happens on or does it happen in the Barrens too? since they share textures
only on outlands, barrens are fine
0192fdaa-f15b-27f1-d2f3-d77ec5d4c2cd
(I have chameleon installed but I have had it disabled before this happened)
@daring lance I figured it out, the moon was using Interior textures, and you don't have the interiors installed in your pack, it was trying to grab materials that don't exist
ahh
I'll push an update for it
if you dont beat these interiors in oneshot it deletes your lethal
Die with the apparatus in your hands and it team wipes you
that'd be a fun idea if I knew how to implement it
1.10.1
- Fixed missing materials in the Outlands if Oneshot Interiors aren't installed.
- Corrected the Spawn Blockers in the Barrens.
1.10.2
- Fixed an oversight in Refuge where you could sink in solid Concrete when it Rained.
- Fixed missing materials in decorative phosphor jars if Oneshot Interiors aren't installed.
.
,
[08:44:20.4095830] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
DiversityRemastered.DiversityManager.SetupRound () (at C:/Users/frien/source/repos/Diversity Remastered/Diversity Remastered/DiversityManager.cs:340)
DiversityRemastered.Patches.RoundManagerPatch.FinishGeneratingNewLevelClientRpc (RoundManager instance) (at C:/Users/frien/source/repos/Diversity Remastered/Diversity Remastered/Patches/RoundManagerPatch.cs:69)
(wrapper dynamic-method) RoundManager.DMDRoundManager::FinishGeneratingNewLevelClientRpc(RoundManager)
RoundManager+<LoadNewLevelWait>d130.MoveNext () (at <d491ed1d4cc34874a2498af41192fe04>:IL_0342)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
[2:48 AM]
I was messing out with imperium and had instantlanding set but I got that error. It didn't let me land on the oneshot moon refuge. It lagged the whole time as if it was generating the level still.
got this trying to go to refuge with imperium. says diversity but this only happens with refuge moon
ill try it without imperium in a bit and see what happs
Diversity doesn't play well with Refuge for reasons I'm unclear on
probably the outside Door
is it on diversity's end?
might want to ask the diversity devs, it's probably a Refuge issue but I don't know the cause
do they have a "mod-releases" chatroom? Or do I need to tell them in their discord server directly?
Yes they have a mod release thread
Their mod release thread and their server are both very quite. Especially their discord so I don't think I'm getting any answers from them.
Tried disabling options but I couldn't figure out what it was.
Landing on Glen in the latest version appears to instantly crash the game, gonna be working on a fix
that the green? I swore it hasn't crashed on me
I'll try it tho
You're lucky then
The terrain doesn't have 'Draw instanced' checked to true, I must have forgotten to recheck that to true when messing with the Terrain to Mesh thing
The Barrens appears to be the same
should I reroll version until an update comes out?
Rollback if you plan on playing today, I'll have it fixed in an reuploaded later today
1.10.3
- Fixed The Barrens and Glen's Terrain causing immediate crashes upon Landing.
1.10.4
- Changes to the properties of several items that prevented them from being placed properly.
- Changed the properties of a door.
- Fixed an incompatibility with Diversity.
what's the song that plays on refuge? i looked for it on yt but the actual song for it in oneshot sounded different
It's a custom rendition of On Little Cat Feet I made.
All the songs playing are custom renditions
do you have a link for it, or would prefer not?
I'll probably upload it somewhere at some point
gotcha, thanks
I've updated all moons, if anything is broken let me know. there's also a fancy moon prefab if you can see it through whatever means
🫡
Friends constantly try to use giant ladders to try to hop onto the holographic moons while waiting (they never managed onto bozoros before they turned off it's collision lmao), so that'll be neat to see
oh I forgot to turn off it's collision oops lol
Oh nyuuuu
Guess they will continue falling into the teleport triggers (usually... I feel like there's the occasionally gap that gets somebody banished til landing/tp)
Hello! This is a great moon pack. However, I've noticed ||Outlands|| is now missing from this mod. Is this intended or a mistake/bug?
It got removed, I'm remaking it
I see. Well I will be eagerly awaiting its return!
Also, really? You made the songs yourself? That's awesome! I really like your rendition of the song that plays on Barrens! I would appreciate it as well if you were ever to upload them.
1.11.1
- Fixed the Orientation of the 'Moon', and removed its Collider.
in orbit, I should clarify
saw this as I was testing mods today
That a hole up to halation?
I think it was Barrens
Is this a normal Rainy Refuge?
Yes*
it does that with any weather with rain particles
rainy/stormy/flooded
I have the Power of JLL, I can probably fix that in a non hacky way
Hmm, that seems different, hope I don't fall off
Guessing you did a lobby reload and a client joined?
This is caused by ShipWindows iirc when those conditions are met
It sideways and close
Thought id just repost these here since I fixed the sizes
showcased the moons https://www.youtube.com/playlist?list=PLBuGXqLymvSfxIDyzRXnA3amj1p456y4u
Very noice
If I ever do get around to separating the moons into their own releases, would you be alright if I used them for thumbnail icons?
👍
thankies
I also pushed the 1.11.2 Update, I set up the moons up for LLL's 1.4.0 Hot loading system
Noice
Here?
yes
okay
sorry for the wall of text I tried dming you earlier heh
Hello!
I'm Thunyr, I'm a bit fan of your OneShot mods for Lethal Company! My friends love them too ^^
I have a request for one of the maps, specifically Refuge. During Eclipses, what do you think about changing the music theme from 'On Little Cat Feet' to 'Eleventh Hour'? I think it would tie in really well thematically! : )
Sorry about messaging you over discord, I hope I'm not bothering you! I tried finding a way to message you over thunderstore/your mod page but I wasn't figuring it out.
Hope you have a pleasant day! 
-T
I'm too lazy too set these up somewhere, these are the remixes on the oneshot moons
How do I pin a message
Ayo? Awesome! Thanks for sharing them!
do /pin-bot from pawsy
neat
holy fucl I was looking for these specific ones on yt forever lol, didnt know they were custom
well custom remixes
soon
Soon
2.0.0 The big update
- Updated the Readme information
- The Outlands returns with a new name, The Lighthouse. The moon has a completely new appearance, with much better designed balancing and structure.
- Lore accurate Skyboxes for all moons.
- Changes to the way daytime looks and progresses.
- Fixes to longstanding reverb trigger issues due to a lack of understanding of how they function.
- Some rebalancing to entity spawns on various moons.
- Oneshot scrap items have higher weights across the board on their respective moons.
- Changed the slope into the lower canyons in the Barrens.
- Barrens Daytime entity power count increased. (1 => 3)
- Pumpkins and Vanilla rocks have been removed from the spawnable outside object pool in the Barrens.
- Turrets spawn in the Barrens more consistently and with a lower max count.
- Max landmine count increased by 1 in the Barrens.
- The Hanging Lamps in the barrens are brighter.
- Water Textures in the Barrens Craters glow slightly.
- Increased the size of houses in Glen.
- Rearranged the environment of Glen slightly.
- Glen Interior size increased. (1.35 => 1.4)
- Glen Scrap count increased. (14-21 => 15-22)
- Glens interior entity Power count was mysteriously lower than it should be and has been increased. (4 => 8)
- Glens Daytime entity power count increased. (5 => 10)
- Unburied a bunch of phosphor jars in Glen.
- Turrets are more common on Refuge.
- Flooded waters only occur on Flooded weather, rather than applying to any weather using the Stormy Preset.
- If Refuge is Eclipsed, The Background track changes to a remix of Eleventh Hour.
It's been a long time coming, a bunch of things I've been wanting to do for ages are in this update, big ones including lore and Geographically accurate skyboxes, the return of the hidden moon, balance changes, and improvements to the features of Refuge
Yay :D
2.0.1
- Sponges aren't conductive anymore, why they were in the first place is a mystery.
- Fixed the Stormy and Eclipsed Weathers not playing properly in the Barrens, Glen and Refuge.
- Accidentally reverted the Concrete quicksand in the 2.0.0 update, this has been refixed.
- Fixed some Navmesh Quirks in Refuge.
I dont think the main entrance scan node is supposed to be there...
Is that the Lighthouse
Yeah
gonna make a note of it
2.0.2
- Fixed the position of the Main Entrance node on The Lighthouse.
- Added offmesh links on The Lighthouse.
- An easter egg.
it looks like its wearing a party hat
Omg I came back here just for this
It sounds amazing!
Thank you for adding the remix song :>
Could you also add the Eleventh Hour remix to this pin too? 
Wait, this isn’t the same one as on little cat feet is it? Or am I hearing it wrong
#1257760968474366113 message
oops I uploaded the wrong one
wait no
that is the right one
they just sound a bit similar
Waaaaaaaaat
It’s my phone, it’s playing the first uploaded song for the link you posted
It works fine on my computer
Dumb thing, I thought I was going crazy there for a second lol
Where is Barrens' Daytime spawn curve 😭
Nothing ever spawns from it
Love the changes btw, just saying not be all super negative. I haven't played these three in about a year, and I really wish I didn't remove 'em from my modpack (For Vanilla's sake), because their layouts are a blast to play and look at
Baboon Hawk Checkpoint my beloved
The Sun on Barrens seems to be slightly broken
This isn't horrifying at all!
Refuge makes naturally red things look yellow
Me walking to the ship
"That's a big-ass manticoil..."
kidnapper fox moves to the right
"THAT IS ANYTHING BUT A FUCKING MANTICOIL!!!"
I died to that kidnapper fox shortly afterwards
Update: No it doesn’t
It think it was an overexposure of either Glen or Refuge’s lighting that made my eyes see red things as yellow after a while
oops
Noticed this cute graffiti of Rue in one of the alleyways on Refuge :3
Also, the empty coffee can has weird uvs that causes it to look unusual in its runtime icon
@tender wasp What's this, a stinger? If so, then why is it only playing now? It's never played at Main nor Fire; only via inverse, which it plays consistently each time (Ignore the guy in the bg)
That is the stinger, I'm at a loss at why that occurs only on inverse
RevisitStingers is the mod that implements the mechanic for stingers to play upon inverse. Could be a potential incompat, but then that begs the question: Why doesn't it affect the Storehouse from Generic Interiors as well?
Idunno
I could send logs and modpack code for you to examine if you'd be interested
How come you removed the Ghost Girl's bells on ||Lighthouse||?
It gave the moon a lot of atmosphere
idk, just never put it on the new one
The only Single-Item Days I've ever had on these moons so far are Glowing Journal SIDs
Is this a sign?
The Sun is gone
Blackout making the sun disappear seems on point
Oh, that wasn't intentional??
They all have their Eclipsed skyboxes during a blackout
Update soon
Are you making the height maps yourself?
yes
Did you do it the same way zeek did? And was it hard?
Sortof, and no
Used a Quad at intervals of 5 meters encompassing the playable area, and some Paint.net filters
final result came out fairly well
2.1.0
- Updated for V70, and dependencies.
- Contour lines for the Radar.
- Added a thing.
- Fixed the skybox behaving oddly in some circumstances.
2.1.1
- The Moon Prefab while in orbit no longer has collision.
- Fixed the Empty Coffee Cans mesh.
just finished solstice but hear me out, new weather: squares :3
also sidenote me at the end
I thought about making squares outside and inside hazards ngl
when the moon has them the music is Eleventh Hour instead of on little cat feet(both songs slap tho)
lol
2.1.2
- Fixed the Ladder Mesh looking weird in the Barrens.
- Fixed the missing texture on Barrens Ladders.
- Hotfixes for some things I overlooked when porting to V70.
- Ambient music is slightly quieter.
would you mind if I upload the remixes of the ost you made? full credit given ofc
unless you have and I missed it
I want it for my playlist lol
also where is the eleventh hour remix used?
does lighthouse use the same ost as barrens
been ages since ive been their lol
oh nvm I see doesnt have its own theme
It's got no music present
I wanted to make a remix of the track used in fading memory but I never got around to it
speaking of lighthouse, I played thru the game twice and dont remember a lighthouse
ahh yeah never checked out any of the fan stuff
there are 3 I know of, sadly two of them seem to be cancelled or ceased in development
and there's a fourth that's more of a creepy pasta type of deal
are those other 2 the mods linked on the official steam page?
Aftermath is one, the Tarion machine was the other
shame that many got cancelled, tho tbh I was left pretty satisfied by the end of the game
I could never touch oneshot again
it would just feel weird playing as niko again after already saving everyone
though the pancake episode gets a pass™
@tender wasp huh https://www.youtube.com/watch?v=tNv7ZAAN7Ok
Happy 9th anniversary, OneShot.
And now, a teaser into a new mod project I'm working on. More "information" to come in the proper trailer.
9(10?) - 12 - 2025
🅄🄿🅁🅅 🄿🅉 🅄🅅🄰 🅉🄷🄼🄻
I had this lying around, it's a remix of Aviator I had no use-case for. If I can think of a use for it might get implemented.
2.2.0
- V80 Update.
- Gunkfish replaces the Barber with the same weight on the Barrens.
- Slightly increased the Maneater weight on the barrens.
- Slightly increased the Spore Lizard weight on the barrens.
- Increased the weight of the spooder on the barrens.
- Increased the weight of the Lootbug on the barrens.
- Made use of the max Outside diversity for the barrens, Enforcing either the lone Old bird or 2 Worms.
- Removed Hygroderes from the exterior spawn pool in Glen, Replaced with the Feiopars with a much higher weight.
- Slightly Increased all exterior monster weights to compensate for the Feiopars.
- Slightly decreased the Kiwis weight on Glen.
- Increased the size of the Glen Trees by 35%.
- Cadaver blooms can spawn on Glen, and rarely on Refuge.
- Shuffled Item Sounds.
- Items Have Subtley Colored sprite icons indicating the Moon They're from.
2.2.1
- Redid all the previous changes in 2.2.0, maybe some others too I forget.
- Fixed the positioning of some Phosphor Jars in Glen.
2.3.0
- Minor Visual rework for Refuge, Including better looking geometry, Lights in Windows, Better looking buildings and Streets among other things.
- Slightly increased the weights of Nutcrackers, Masked, and Interior Bunker Spiders in Refuge.
- Outside Jesters are slightly Rarer, and Old Birds slightly more common in Refuge.
- Fixed a missing icon on a secret.
- Updated Dependency Strings.
I've landed on these moons again recently and felt dissatisfied with certain aspects of Refuges Visual design, so I did a minor visual rework, keeping the look and layout basically the same but with some improvements to various details along with a few things that could've been added much earlier
