#Luna's Moons
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Because someone might just want one moon out of the whole pack
I do both though
Since its batby saying its not the best way to do it, its probably for some optimization reason
We'll see eventually
@tawdry citrus So uhhh
Boreal is bugged lmao
I was floating on air
@primal minnow Seems it happens only with Blizzard, have fun figuring this out
XD
I'm guessing something is registering as water there so it becomes solid
idk
Yup, not caused by me as far as I know
Cux it only happens on weathers with snow
It happens on all of my moons for some reason
Then that means there's a layer on all of them that probably gets detacted as water or smth
they do share assets after all
Potentially
Btw do Giants still get stuck trying to get to the ship on Boreal? Idk if they do or not lol
Don't know
Wasn't aware that was a bug
Ye might be worth looking into, I remember it happening a while ago so it may have been fixed already
DID makes things hard to remember
lol
Mood
I didn't change much cuz it didn't need much
I don't get why it was taken out of the pack either
yes, why else would I mention it
No need to be rude
testing rn
ty 
I don't see giants stuck on/near ship
on Boreal
The only thing I've seen is that.
When you get to the ship, the giant will stop follow you, it will stay in the spot for 1 second and then leave
But they do tend to get stuck on the concrete bridge on Incalescence
Interesting
I forced the spawn of a giant and I can't find it, I'll be checking on Imperium where is it
ok, no spawn issues atm
This is the concrete bridge issue
This also happens on the ship but It's not that big of an issue
my bad, this bug was since the release of beta but didn't show itself because no other moon had that many water surfaces and i was separating meshes not fully correct :p
Ooh, so you got a fix coming? :3
@tawdry citrus So uhhh Tenebrous still seems to be a bit bugged
Bruce is under the ground here next to the ship
ye i fixed it but will publish a bit later
This old bird got stuck
Enemies also can't get onto the ship for me still
using Wider Ship + 2 story ship if it helps
Guh
there was still nav stuff under the ship prob causing issues
incalescense needed navmesh rebake
Oh you figured it out? :3
maybe
i still dont know the actual source of the problem
but thats my best guess
@deep sierra I guess if you want maybe you can check Tenebrous and see what's going on? To confirm if Lunar is correct or if maybe there's a read/write issue going on
2ss offmesh links too high/too low for this moon
in a couple of hours if I don't fall asleep
Ah so for Incalescence we wait on Mel's update then basically
Yeah but idk whats wrong with concrete bridge
That might be something Lunar needs to fix
Pretty sure she's gonna go over the moons again and fix issues they have and then convert them to terramesh
Am I right on that? @tawdry citrus :3

@snow kindle Btw maybe you can help with the dropship music fix when you get a chance
i'm hoping the precipice lag will be fixed too
i changed settings on the lights to make them less laggy
Ye if it was the lights it should be fixed
terramesh
omg
it made my moons finally look like they're finished
incalescense looks so much better especially
some stuff should be fixed
and i got things meshed
soooo
gonna publish an update
and then play the game with my gf to relax and half test stuff
That's normal since you terrameshed them lol, I just wondered if you found anything that could use optimization 
planning on doing that another time
Fair
^^
Dunno if I'll play tomorrow since I have plans to play Zort so if I don't I'll check out the update on Thursday
alr :3

Lmk when you upload the update btw
i will
decided to play the game a bit with gf first
incase there were issues caused by the update
Very fair lol
doesnt seem to lag on precipice
its updated
๐
What's that mean
you got some meshes somewhere not set to read/write true
Yeah it's pretty easy to fix
Yeah you just need tomake sure your navmesh is set to be read/write
on your moons
Fumo can probably tell you the quick way to do it he helped @frozen acorn out with it on Vulcan-9
Im so excited for vulcan to be optimized, itll prob never leave my pack after that
Yeah me too, it became quite a bit laggier once the navmesh started properly working for whatever reason
I wonder if it has GPU Instancing set up or not
Actually I imagine a lot of that is the particles plus enemy pathing, cus the particles need fixed
and enemy pathing as we know is pretty expensive
which is why Zaggy is working on optimizing it
unrelated but im making a yt series to showcase all the LLL moons, just did Generic and Starlancer, who you thing I should do next(Im waiting on wesley and bozoros's next updates for them)
itll be a good resource for peep who just wanna more extensive peak at moons they may want for their pack
Probably Rosie's even though a couple of them have bugs, I hope she feels better soon to update her stuff
Nice, also yeah hope she feels better
how do i fix that?
Yay
i wonder if that was the cause for other issues
the problem causing mesh was the one that is used for 90% of the ground
from terra mesh?
oh ok 
Hoping that something is fixed on tenebrous
publishing an update
i made a small change to the layout on tenebrous too
all the homies love ocean moons with giant industrial complexes on them
i really wanna make a new moon, i wish tenebrous didnt have so many problems
that i dont know how to fix
would you like ideas?
btw if you want to fix weird looking rocks, that warp when you walk past by, you need to set "Displacement Mode" on the material to None
Most of it should be fixed now since you fixed the read/write problems
the navmesh was just dying cus that was disbaled
i hope
Hey (sry for the timing) Idk if this is a lunar lights, Imperium or LethalElements problem, but it seems blizzard just breaks the game on Incalescence and Boreal
Nvm it just takes a really long time
for me i've had issues with the blizard
crashed my game until i turned off the particle collisions
Im as tall as the ship door rn, something definitely aint right
its probably an issue with my moons cuz it doesnt do it on others, but i dont know how to fix it
There's currently an incompatibility with these moons, it's gonna be fixed from my side. Right now the only fix is to disable water freezing
@primal minnow while you're here
Yeah I just found it
i would like to know if the blizard crashing the game on some of my moons is a me issue or not
Was it after you terra meshed or before?
i dont remember
And did it actually crash or it looked like it froze
"Snow masks texture is null, cannot calculate snow thickness" like iggoreum said, and it doesnt actually crash
it just freezes completely
This is normal if it's only once
Happened to me just like that, but it's not actually crashing, it's just loading a lot
im gonna see if i can replicate the issue rq
I think I see the culprit
If it was before terra mesh it can take some time, especially on big moons with multiple water objects or terrains
Yeah it's completely broken and also causes a delay with level loading on these moons
I have a fix but can't push until the weekend D:
Is the player size change related?
No
Rn im as tall as the ship door
No I don't mess with anything like that
But if you're standing on something invisible (not that your size changed) then ye it's that bug
Oh just saw it, yeah size isnt changed nvm
Also this will not improve loading times, it only applies afterwards
never found if the issue is still a thing
cuz i couldnt get blizzard to show up on the moons it was causing problems on
I should get around to making an interior whenever I finish bug fixing and making another moon
since PowerFull is making a facility interior redesign, what about a mansion interior redesign?
No
powerfull has never confirmed that :,]
He wants to try it, but he has not even started
is this supposed to be a thing? im just testing this mod since i was a fan of verdance standalone and i love the rework of it that you did. this is on boreal at main
also is it supposed to be this bright outside on boreal? its kinda hard to see and i just want to make sure another mod isnt causing this
either way, very nice texturing on the outside of the moon, a lot of moons i've tested are super barebones and it just ends up looking somewhat unnatural
im definitely considering adding this to my modpack
is what supposed to be a thing?
i dont think so
something doesnt look right
the giant pathing through the beltroom doorway at main
ohhh
i never considered that'd happen
so
i didnt make that impossible
i can probably make an update that fixes that
i'd imagine the same can happen for old birds, dogs, and earth leviathans but i haven't played it enough to test that.
masks seem to be able to path through correctly though so thats good
all i'd have to do is have a volume that tags the doorway as a small door i believe
i was planning on doing a small update some time tonight
i can squeeze that fix in
im gonna keep playtesting and see what i can find but i gotta say the way the moons look is really nice and vanilla-esque
thank you :3
the intention was to make moons that are just a bit better than vanilla
while generally keeping vanilla feel
I love these moons :]
and that's why I keep using it, always reporting something if I find an issue
gonna load up the game rn and check to see if that is how it actually looks in game
it might be an inadvertent effect of one of chameleon's cfg options.
but not sure, i wouldn't think it would do that to another moon
im gonna load up a pack with just your mod to see the differences from what i've already tested so far
Could be Imperium forcing the changes
wym?
also this is a screenshot with the modlist i just posted so it definitely seems like the lighting is just a tad too high. i've noticed these moons use a different star, does that affect things somehow?
Things like the Immediate Takeoff, changing the weather, teleporting, can mess up how the game changes scenes and sprites
Do you have night vision on?
Try switching the weather to Clear
Besides the weather, im out of ideas
nah, lighting just looks dif in game than in unity
so it doesnt look quite right
im changing lighting rn
globally or for boreal only?
verdance looks great texture-wise but its a tad dark imo
and i made sure my gamma was balanced/normal
giant was pathing through here on boreal, just a heads up. not sure if intentional or not
boreal only, verdance is meant to be a bit dark
thankss
will get that too
also i bought a cruiser to see if the custom trees were destructible and it clipped through the ground
it doesnt seem to be an issue with your mod lol
i just landed at company building to try it again and it legit didnt spawn in correctly
wtf lmao
no console errors either, absurd
ah
when i tp to cruiser at company building im falling into the void infinitely lol
damn
imperium issue
wrong reply, this one
so if i buy a cruiser on boreal without imerium enabled it should place it correctly?
bc it looks like its just placing it too low and then its clipping through the outdoor map bounds
it should work
gonna publish update soon
adding content tags, updating boreal's lighting, and fixing navmesh issues on boreal
yay
it is cool, it has been such a problem for me tho cuz of how many bugs it has had
yeah it definitely poses some pathfinding issues
dogs kinda get stunlocked in certain areas but thats more of a zeekers issue. the dogs get stunlocked on plenty of vanilla situations too
can you explain this issue specifically?
cuz it might be something i could do something about
mainly if you've full-aggroed them around ladders, they kinda just sit there and then it becomes unusable unless you pull them away somehow
wdym?
you mean like
when they dive at you
they get stuck agaisnt a wall type thing?
i'll check navmesh right there and see if theres any obv issues
i was re-reading some older LLL code and i almost broke one of your moons btw
wdym?
tenebrous was the name of my unreleased moon and i directly was giving it like 9999 rarity in every interior via code ๐ญ
omg
punished for stealing ๐
nuh uh
tenebrous my beloved
probably a zeekers issue lol
he just came to the vet, he needs that so he won't bite his tail
let me know if theres any bugs with the new update
you were correct
our moons breaking back then was a positive thing
lunar lights wouldnt exist without that loss
the moons we've made to replace what was lost
are thousands of times better than the originals
for every single one
when are we getting Solar Darks ๐
lol
giants can no longer get in the cave on boreal
you can now use it to escape giants
same thing for the main entrance building
working on an update to add navmesh links
so enemies move around moons more freely
and dont get stuck when trying to chase you
just checking have any of the recent updates added terramesh?(I plan to do a moon showcase but wanan wait so im doing a decently up to date version visually)
you should wait to do a showcase of this pack for another update
cuz im doing a small polishing pass on everything to just make sure everything is as good as it can be
sounds good, I have a large list of moons to showcase anyways haha
you will not be able to escape enemies by jumping onto the nearest object after the next update
masked enemies will actually be a threat outside
no more confused ai when you stand on anything other than the floor
Noice
testing navmesh changes
publishing update now
if the update works as intended
you shouldnt notice a difference
and if theres no big bugs
i can take a moment to relax
before working on the next moon
just checking did this update make the moons work with the new LLL hotloading feature(no rush just checking)
Means the moons dont stay loaded in the background, which saves a lot of ram (very basically)
We hit 40k!
Absolutely deserved, congrats!
I couldnt thank you all enough for this
never thought i'd be this big in literally any community
i've always seen myself as a nobody, and never expect anything i make to even be seen by anyone
so i never imagined i'd be in the position to be thanking this community for everything
i keep checking thunderstore to see if thats actually the number im seeing, because i cant believe that many people would see something i've made
Thank you all for getting me here, and sticking with me from the moment i poked my head into this community
the support you've all given me is the only reason im still here making new things for you all
this really means a lot to me
seriously
to everyone in this community, Thank you.
i'm gonna be changing the way i release content
i'm moving to less often larger content drops
but
im making a patreon
i'll post the smaller more frequent updates there
as parts of the larger update
and i'll be sharing more info about updates and plans on the patreon
I think uploading stuff specifically to Patreon is a bad idea, maybe make a Patreon or Ko-Fi though for people to support you
it isnt exclusive content for anything other than spoilers
Got it
its just early access to the smaller bits of an update before the full thing is ready
the main reason im making a patreon is cuz now that im not living with my parents, i've gotta get some income
so having a little extra coming in for this, means i can keep working on the mod
my link
There's a little more info on the patreon about what the plan is btw
You can link your donolink on thunderstore, I just did it with my ko-fi like 2 weeks ago
Ty
You gained a patron : )
Is it you?
sadly I won't be able to give.
But I'll be waiting hapy for the updates :]
That's okay :3
Nobody has to
I don't want anyone to feel required to
yup, at least for the time being I am able to support
Thanks so much
I really appreciate it
Feel free to cancel whenever you need, don't be pressured to stay donating
I just canceled another mods support since after years there was no public release XD
Aw, why weren't they releasing it?
Not cancelled just development is a crawl so I dont feel the want to support it as of now
escpially given I dont really play that game anymore
differance is, I still play lethal XD
also its way cheaper than the 20$ sub I had before
I didn't want my donations to go higher than 5$
I don't believe the value I provide is more than 5$
rn ive just been going thru all the subscriptions I still have and canceling most of them
Oh?
I never realized how much bs I was signed up for XD
I've never had enough money to forget where it's going
Lol
I always knew the bs I was wasting money on instead of saving it
this is more a case of me signing up for this shit like 5+ years ago
Ohhh oki
im also just really lucky that the state covered most of my student costs
Above average grades + single parent household = good sob story to make the gov give me money XD
Oh btw since I see you are in the SEAL server the mod I stopped subing too was the FCS mods
The FCS?
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stuck on the legacy version for a long while now since they had to recode it
was the best base building mod
Ohh, that mod
yeee, ik the devs have busy live I just cant continue to spend $ when I could use it for better things
I'm glad you consider supporting me to be "better things"
Again, thank you so much for the donation
I want you to know how much it's truly appreciated
better things also include funding some more interior revivals haha(scoopy's in progress rn)
That is definitely better things
Its cool when old things get brought back
And important for the community to not have lost mods that no longer work
Aint letting this be like minecraft with like 6 different main versions for mods
@tawdry citrus Wtf are the spawn curves on Boreal my god?
So many Giants and Dogs
lol
For a free moon it feels nuts
What happened?
It's meant to be a hard free moon
The challenge isn't the price you pay to get there, it's dealing with the actual enemies
You could probably adjust the LLL config to fit your modpack better
Cuz it is already a very difficult moon
So mods that add more difficulty could make it too much
And need tuning depending on the pack
elaborate
I got the Hazard Hallucination which spawns quicksand and there were like 3 piles next to each other all outside of main
I couldn't get around it
๐
omg

Probably yeah
Moon makers cannot control where they spawn directly, it's just random around AI nodes
Ah
just went to precise and gotta say the drive is ROUGH (in a good way)
wdym?
I meant I like how I had to floor it to get up some of the inclines
and the fog made it a lot more techerous
I wish more moons with cruiser support required more treacherous driving
a lot of them are too open imo
even for ones I like like Powerfull moons and arcadia
honestly agreed
Posted a peek at the next moon on the patreon
showcased the moons https://www.youtube.com/playlist?list=PLBuGXqLymvSdFlzx5ZxmFs6b5fkD_ZqV8
thanksss
im gonna post a spoiler here
top down view of the next moon
theres a lot left to do
but i've made a ton of progress today
im kinda reviving a scrapped moon
but more so repurposing a template that was already made
for a new idea
Looks good!
I actually have to check out this mod sometime
The art that's been shown so far is just peak af
Ok !
I'm open to any feedback you have about stuff once you've checked it all out
If you don't have them already, please add LOD groups to your rocks, trees and grass. Moons look gorgeous, but since they have much more decor than on average, not having them might hurt the game's performance, especially when a player is in the interior. If you already have them set up disregard 
I know you need special models to make it properly, but at least culling with distance would be cool as well.
i have to say for certain that your moons are definitely above the rest in terms of quality and replayability. the design and variation between them is great, and expands on the vanilla-esque style while still remaining unique but perfectly fitting the gameโs inherent vibe.
i suppose if i were to offer any legible opinion then id say i like modded moons that look and feel vanilla but have their own personality or twist to them
currently i use calamitous, tenebrous and verdance as they are doing their own thing but still have the vanilla feel and formula in them
Got it
Will add LODs in the next update
Where they aren't already added
This actually might explain why on some moons like Boreal there is lag after going outside from being inside for a while
Lol
CullFactory likely fixes the lag when inside but anything going on outside I imagine not
Since I'm working on a major update rn, I would like some feedback on what you all would like to see added
another thing that would be really nice is config options. i like all of the moons but some of them don't really have much of a place in my modpack for various reasons so it'd be nice to disable them or toggle certain things about them. for example, as cool as precipice and calamitous are, i just think theyre a tad too big and so i would really just like to have verdance, boreal, incalescence, and tenebrous.
I don't really know how to do that, but there are a couple options for that
My moon bundles are all separated in the files
So you can delete what you don't want
But also
In LLL configs
ah
You can hide moons from the terminal
Each moon has 2 asset bundles
Only one of them isn't labeled with the actual moon name
That's Tenebrous
It's called Water instead of Tenebrous
Cuz that's what I called it before it had a name
too big? at least for precipice, it felt very straight forward haha
Precipice is a large moon, but it only has one path
at least with the cruiser
Technically two because you can scale down the cliffs over the ship
i get that its late game so u should definitely have jetpacks and cruiser but its just not my thing lol
yeye, my group will prob load up the cruiser with the best loot while the rest of the group goes back in and starts dropping loot off the edge
Ye
You're meant to drop loot down and have a loot chain that goes back to the ship
:3
hmmm, one main gripe I had with some of the moons, something with the shader/lighting seems to make some of the rock textures look washed out
idk how to describe it
noticed a earth leviathan problem on verdance. it was having some kind of blockage that made it have issues attacking. it spawned across the river from the ship, idk if it just got stuck or what
never was a huge issue but its prob something to do with the post processing/shaders the game uses
well
gonna keep working on the new moon
will work on the other stuff once thats done
damn
incalscense is gonna be hell to add lod's to
cuz nothing is a prefab
verdance too
New post on patreon
also
because patreon allows it
i might sell the posts with the actual smaller updates in them
either that or include them in the 1$ tier
this update most likely wont include smaller update posts inbetween the release
because theres not enough in it being added outside of the main thing to warrant posting smaller updates
cuz as of now
the only thing that could be in the small update is the addition of LOD's
put up another progress update on patreon
its funny
i'd be like 30 mins from fully being done with the moon if it was a normal moon without gimmicks
I feel like this moon has to be one of my best
cuz its the first major update after returning from a long break
i wont spoil anything more about the moon
cuz i want it to be a surprise to anyone who isnt in the patreon
gotcha :]
lol
progress update for everyone
i'm nearing completion of the new update
i would like you all to share what you're hoping to see in the update
so i can add it before its released
and dont have to push what you're hoping for into the next update
Massive size reduction with the upcoming update
i know @tired crown will be happy about that
S1ckboy helped with optimization
Current release file size is around 330mb
the new total size including the new moon is 112 mb
It feels good doesn't it ๐
Is it prepped for hotreloading too?
it should be
I didnt look at all of them but when I paid attention I saw they bundles not depending on each other, not sure if all are good but if you have a consistent setup they should all be fine
yeah they're all good then
if thats the only requirement
they're all setup exactly the same
oh Batby is the streaming stuff already a thing or thats for a future update? I didnt read thru the last few patches thoroughly
which
StreamingLethalBundles - the one you mentioned in the hotreload thread that its not done yet but we can already put the bundle names in it
not done yet
could possibly change so don't get to caught up in that yet
that one is abit of a pain ๐
oh btw @snow kindle will the optimizations done today improve load times as well?
yes
I would have to merge Seichi's project to the rest of the mythicmoons anyway before thats done which Im really not looking forward to
not true i don't think
Hoorah
the idea is that if i can load all the non-streaming bundles first, then those bundles make a promise to me that x scene is in y file, I don't actually have to load up that bundle until it's needed on route change
which would let me skip loading it entirely at startup
well I guess since you have them as strings for the lethalbundles instead of looking for the extendedmods but I still think it would be good for me to merge the one moon's project to the rest so I could bundle the non-scenes in one bunch (or is that not ideal?)
oh no your fine to merge your stuff im just saying it's not neccasary for my stuff
Im not sure if I will depends on how lazy I am
tyt
:3
Gonna setup all the enemy spawning
And then do some testing to see if I can catch any bugs before release
i hope you find a beetle
A centipede would be cool too
If you get it out we'll definitely check it out 
Awesome
almost ready
doing some testing
if i dont run into any big bugs
im gonna be publishing the update

@tired crown @normal nymph you two interested in testing the moonpack?
i wouldnt mind it. if we get that 3rd hand raised, mine wont go down
wdym?
^
While we're at it we could test the Slaughterhouse update too
Yeah I'm doing an update to my pack rq
alr :3
oh also
we should test most moons
cuz all of them have had optimizations done
also need gear and money for rampart
oh also
are you using the sector 0 interior?
cuz that one seems to be good for rampart
Not right now, it has some bugs that need fixed
Warehouse is usually my go to alternative but I'll wait for us to play on it lol
Luckily I have LGU so I can force credits to get the gear and stuff we need
Pinged you btw so you can come join us in vc
planning to start working on my interior tomorrow
whats the interior?
you'll see when its released :3
ill post spoilers on my patreon tho
@nova orchid i saw you used my catwalks on one of your moons
im remaking them, because the catwalks had a decent few issues
wanted to let you know so you could replace them when i have the new assets finished
๐
this is what the new ones look like
(left side is 3 connected in a line, and the right is just one on its own)
any comparison to the old ones?
will send in a min
heres some of the new ones together
(all the pieces i have done are visible here
heres a pic of the old ones
lined up for a direct comparison
(Old on the left, New on the Right
Ah yeah the uv mapping and textures are greatly improved
they're also more accurate to vanilla
Mhm
and the model quality is higher
and has massively reduced poly counts
also
when im done
and prefab everything
i'm gonna use simpler colliders and add LODs to the prefabs
so they have built in distance culling
we're much more experienced with all this stuff now, so i'm making a much better set of prefabs
that requires much less effort to use
we're also making these to use in our new interior
its important to have better setup catwalks than we made before
Updated catwalk prefabs
anyone whos used the previous ones should really replace them with these
@snow kindle
i know you've used the old ones before
neat!
pretty much every problem with the old ones is fixed
i dont really know if theres a single issue i didnt fix
lol
I'll check it out later ^^
sounds good
i'll be sleeping soon
spent my whole day working on those
gonna start tomorrow off working on updating my own moons with the new catwalks
Hey, I finally got to check the update out, and its really great
I already loved the moons, but getting an update was really nice to now be able to play it
Only thing is Rampart's ambience, which is kind of opressive for how loud it is, and the main building, which tanks fps a little
Really great mod, thanks for it
I think you should be able to pin the new version of the prefabs, though unsure how to unpin the original
Pretty sure there's no pinbot anymore
Pawsy can do it
There we go
i've been really enjoying working on stuff recently
its nice to just sit down and work on a goal you have set for the day
rampart has the catwalks replaced now
replacing them took a lot less time than adding the old ones originally did
mainly cuz they're easier to work with
gonna publish the new update replacing all the catwalks in just a min
publishing now
not much changed so there shouldnt be any bugfixing needed
especially since the new catwalks are bug free out of the box
lol
i like this wall. it's a nice wall.
Trump would be proud /j
ewwwww, politics (even in joke form)
then dont make the joke
An effort still has to be made to see if anyone would actually appreciate the joke
I mean we're talking about walls
and?
Life would be boring if I just kept quiet
maybe life should be a little more boring for you
Nah, this is why I play games and chat with people online.
i wonder what you did to get this
I wonder why you'd go out of your way to look at it
Also the real reason was pretty bogus and they never gave me an explanation. I was just shadowbanned out of the blue.
dont link it to your profile if you dont want people looking at it
According to the system, I have some alt account that got in trouble, but that's not true.
Normal people don't go looking through my backgrounds just to find out more about me, simply because of a conversation I'm having with them that compels them to look for dirt on me.
I know why you looked
Now that's some nasty stereotyping
I've only been on that site for a year before getting shadowbanned.
Most people qualified to be called "redditors" out of context were on that site for several years
And it's funny you bring it up because I only went on that site to post memes and make some funnies.
The exact same thing I was trying to do here.
Just trying to make a joke to lighten the mood, then BepisMan went "Eww, politics"
So instead of appreciating the attempt at humor, you two focus on the most negative aspect of the harmless joke.
We could have never had this conversation, and instead had a good-natured laugh.
I mean it isn't really that hard to lighten up and have a laugh about something instead of getting picky about the choice of words. I made the joke without any harmful intent.
And you're still gonna be sensitive about it
based. thanks, Robyn
Looks good!
very interesting, kind of feels like a blend of the basic facility and the storehouse
dig it
Guess so
This is the main entrance room
About half done
It's meant to be a similar main room layout to the manor interior
Revisiting this mod after a year and damn these are fantastic
def gonna be a perm addition to my pack
next tile i've made
just getting the basic tiles made then im gonna work on all the extra props and stuff
@tawdry citrus general advice for tile making incase it helps. When your making them try and ensure your tiles have a consistent size, including your โsubtilesโ. When I say subtitles I mean for example the facility main entrance is 2x2 subtiles or the rebar jump being 2x4 or whatever. The closer you are to being perfect with your consistency the more likely your interior can generate in a way where it loops back on itself and doorways can accidentally connect due to lining up perfectly
kinda reminds me of containment breach and thats a good thing
looks great so far!
can't wait to see the final product
its the angled concrete on the walls
will keep that in mind
eg. this is perfect (afaik) size consistency so when i force it's x and z max size the interior can end up super compact
obviously this is fairly extreme but gets the point across
where-as if any of your tiles are inconsistent in door placement or general bounds size it will offset all the tiles that generate after it, which means it can never line up like this
Very refreshing stuff I like Calamitous and Tenebrous espesially
I have some feedback but im in the middle of a session atm
im guessing you went by Luna at somepoint based on the TS team name? funnily enough thats what I currently go by
technically yeah
its a lil more complicated but that explanation works
@near seal i have a question about interior generation
how do i make sure that the main entrance room always generates
and never generates more than once
im not really understanding that part of the setup
let me open unity
ty
There could be a better way that I'm not familiar with but the way it's setup for me right now is
the TileSet just contains the starting room and the starting room tile is set to never repeat
is there any way to make sure every door genererates a room on it like the mansion does?
well
mostly
i know it doesnt every time
some arent always used
but they almost always are
the way things are setup for me rn just likes generating one single path
@near seal
redid the tile
it fits within a grid now
and fits the theme a bit better
those angled concrete bits were really messing up the style
What's the theme?
heavy industrial style
Is it like... a warehouse?
moreso just a broad industrial theme with no specific purpose to the structure
like the vanilla facility
glad you like it so far
What is it?
an industrial CAT diesel generator
its such an obvious direct copy from that specific image
zeekers even added the metal bars with the red tips
Love to see the details, first time I saw it really left a great impression 
(Engineerboi here)
based or something idk
apparatus in real?!
I dreamed about working on my interior
.<
The grind never stops, I'm still working even when I'm asleep
Reminds me of this lol: https://www.youtube.com/watch?v=ONxp_lLXWGk&themeRefresh=1
Music video by Electric Light Orchestra performing Twilight (Audio). (C) 1981 Epic Records, a division of Sony Music Entertainment
ive done this shit before with my mods
its so odd feeling
what's the theme of the interior meant to be?
industrial facility, similar to the vanilla interior
whys that the main question people ask?
These look amazing
reminds me of scp containment breach but with good models lol
made a variant of this tile
its L shaped instead of a rectangle
and has 3 doors
could potentially strip out the conveyor belt and add shelves to make it a storage room
i've been making each tile easy to make into different variants cuz that saves me a lot of time
still looks great
if i were to suggest anything: pipes, valves, tubes. lots of them
ye
am gonna add those as the random props that spawn
maybe some angled or colored lights for some mood in some specific rooms
once i have all the rooms done
i'll work on setting up all the extra randomized spawning stuff
currently i have 21 tiles
im gonna make 5 more small tiles
1 big tile (similar size to the one big room from facility)
and 1 or 2 tiles for the apparatus
the final number of tiles will prob be somewhere around 30
dunno how many tiles there's supposed to be
but thats the amount im prob gonna have
will probably also make some more catwalk tiles
cuz i dont have enough of those
need more tiles to break up the visuals of the concrete walls everywhere
i love that everybody universally calls it "the big room"
i call it the thumper room
cuz when i first started playing the game
every time i found that room
there was a thumper shortly after
or immediately
Belt room?
iirc thatโs the name
gimme ideas for the large loot room for my interior
i dunno what i wanna make it
im getting pretty close to finishing all the tiles
thats one of the last ones i have left to make
something warehousey with pallets and containers stacked up, like a storage/cargo center
i've always really liked the whole industrial aesthetic that modern warehouses have, being tall and utilitarian, storing all manner of stuff. kind of like a home depot or something i guess
could have like ladders or something on some of the racks that loot can spawn on, that youd need to climb up to reach
wouldnt quite fit with everything else i've got
with how large that'd have to be
i could make a medium version of that for u tho
i would be honored to have proved some inspiration for an interior!
another idea could be something like this for a med-big room
what exactly is that?
that picture is just a random water treatment plant i found on google images, it was moreso the aesthetic of an industrial pipe-y machinery place that i was looking for
hmm... what if
The Stanley Parable office as an interior
office interior number 2763
lol u just start hearing the adventure line music as you enter
@tawdry citrus are you getting a hang of the tile generation and overall vibe of that now?
Ye
I had it generating correctly in game last night
Before I went to bed
You would not believe how happy that made me when it actually worked instead of me having to do hours of fixing problems
I found a couple bugs with the interior
But like
That was expected
I'm happy to have found bugs with the interior cuz that means the interior itself Is actually working
also little tip if you haven't found it yet, in the Tile component there's a reference for entrance and exit doorway
Yep
if these aren't provided dungen will kinda try and pick randomly/figure it out but if they are provided it will explcitly use those doorways for entrance and exit
yaa cool
I had to use those to fix a really annoying generation problem
I noticed you have a couple vertical tiles and that can be important as you can use defined entrance doorways and limited tile spawnings to prevent the dungeon from generating to multiple height levels which makes the generation unideal
I made a stairway tile that was specifically supposed to generate in the middle or start of branches to split it in multiple directions
But it was just only putting it backwards on the ends of branches
ye
Wdym
so like castle has a spiral staircase that is like 3 subtiles in height
i don't want 2-3 of those to spawn and they keep going up because then the dungeon is split into sections that are like of 9 subtiles of height difference
so to solve this i can make two versions of the spiral staircase, one with the entrance going up and one with the entrance going down, then set them to never repeat
this means if 1 spawns it only goes up once and if 2 spawns it's going to go back down to it's original height
I only have stairs that go up by one tile each
And I honestly like the slightly vertical generation that it creates
sounds good then ๐
Also
Funny thing that I accidentally did
The maze tiles I made
Take up most of the grid spaces
But they have gaps
Are there any known mod incompats with LL @tawdry citrus ?
Especially the ones with flat walls
Not that I know of
I'm working on my Modpack and with LL in there the game won't get past the "online" button on the main menu
Other than the old version of the same mod (celestial expansion)
OH wait that might be my issue ๐
Wait no jokes it's LL 1.4.1
Not CE
Strange
Rampart isn't appearing in my LLL config either
Might regen configs, I've been absent a while
it might be because of celestial expansion as of LL 1.4
I added variants of the tiles with flat walls
They spawn little closet doors
Omg I'm stupid don't mind me
I had Incalescence on its own so a double up
That can generate a tiny closet tile
Just found the issue
Sorry for tha fuss ๐
LLL should ideally handle that problem better, apologies
I mean, seems like an unnecessary struggle only useful for bloated/outdated packs really
I should open my eyes
And very rarely it doesn't generate a closet, it just generates another hallway with the same door connector on the other side
So I accidentally made a hidden room gimmick for the interior
Anyways
Time for breakfast
And time for setting up all the extra stuff I haven't yet
When all the basics are done
I'm gonna do a patreon only release
So people can check it out
While I fully finish and polish it
theres only like
1 room left to be made before i can call it v1 of the interior
i'll be testing for a little bit
and going back over everything making sure that everything is how i want it to be
๐
basically all i have left to do before this is make the big tile

the interior is nearly complete, it still needs polishing so im not doing a public release
but its available early now for the 1$ and 5$ tiers
i like it
i like it a lot!
if youre going for that kind of storage vibe with it might i float the idea (if not already) of having some random boxes or totes strewn around? adding more little "people worked here" details helps immersion and makes an environment feel more lived in
the maze tiles will def get some extra decorations like that
one thing i do like about the vanilla interiors is that they have some separate spaces that fit the theme of the interior, but are distinct enough to be their own area so the rest of it isnโt repetitive, like the kitchen in the mansion, the โbig roomโ in the facility, or the caves in the mines
i havenโt seen the interior yet but i felt iโd just share my 2 cents, variation is the backbone of replayability
ive got a big room
am currently working on adding variation in indivdual rooms
like
random spawning boxes
and also!
random spawning deviders in some tiles
interesting! cant wait to see it in action
we got 2 or 3 people in here who want early access for a playtest of the new interior?
dibs
me too...
certainly
Awesome
playtest went well
gonna wait on feedback from one more person involved with the test
and then work on getting the final changes in before release
i may update rampart to actually use the tiles created for this interior
in the indoor section
but im not sure if i will or not
it'll come in a later update if it actually happens
LunarLights/EternalVoid
Interior is out!
1.0.1 adds default weights for moon spawning
๐๐๐๐๐๐
that was quick
latter thumbnails tend to show improvement
@tired crown
wunkus
creature
i hope i dont have any bugs to fix
That's the modder life 
Some enemies paths through the wall on this tile
I just saw a Puffer do that
let me check if I can find a better photo
Found the tile
Is rampart supposed to have an empty outside spawning list in LLL?
Its already out? Wat da hek
Yeah and it's peak
Been out for a while
Unique gimmick which is Really hard if you're not equipped well
Yes
It uses custom spawning logic
Mhmm
Wdym?
Ah. JLL I am guessing?
Yup