#Luna's Moons
1 messages · Page 9 of 1
Ough
nice to see yall around
do watch the video tutorial, and again, let me know if you need any unity packages for the 2nd and 3rd points (the video tutorial will cover em as well afaik)
and good luck
dam
Yw
Not you cheese

:3
hello, sorry for ignoring your message you sent to our dms
its not problem
:0
i wasnt quite sure how to respond
just assumed you were busy
i read it and chose not to respond because i wasnt sure how to
the files for the mods werent kept when we moved operating systems
thats amazing, as its so much easier than everything besides LQ
im aware you were a supporter on patreon and i apologize for us not giving any return on your money
no biggie I was only there for like a few months and it was cheap
ive had WAY worse patreons
XD
isn't there a way to extract moon files?
like how reale did with those old moons
(vulcan, Io, ether etc)
asset ripper but that has mixed results
i have no interest in doing that with the old moons
but anyone who wants to has permission
couldn't hurt to try
is there anything specific that needs patches for them, bc last I checked they work fine
not sure ngl
if any major issues come up ill look into finding someone to help patch
I would recommend still using LLL for moons for now, DawnLib has caused some compat issues just by having Oxyde using it rn
like what 
besides the constellations one im aware of
what
uh i might've forgotten what that one is, is it on github?
MoonsPlus for example exploding in Terminal Stuff
with lobby reloads
and uh Constellations
it doesnt
Ah did you fix that issue?
a while ago
#1327068908129095700 message
it may be on darmuhs end
Then biggest issue would be Atlas compat then
whats the atlas issue
thanks, ill take a look and let darmuh know a quick fix if it is then
It errors out when landing on DawnLib moons
ah yeah ok, for now I had oxyde disabled bc of the cons issue
since im using it
gotta love unreported issues
lemme upload the const one to the git
thx
ill test the atlas one and send it if I reproduce it
from what i've heard, it seems to be more worth it to use dawnlib for future proofing
since im starting out, i'd rather start with the tools that will be more supported
dawn is good, its just going thru a few growing pains
and more capable for anything i might decide to learn to do in the future
as all new things do
also thx
thats an expected and necessary stage
yeah dawnlib is the way to go hehe
and im confident that it will be worked out and will be a very reliable and powerful tool in the future
I mean if you wanna be future proofing you could just wait for the API Jacob is working on to release
also best is that its backward compatible with LLL
unlike LE and LLL had
also, hello Lunxara
im aware my system was close with yours before
i hope you havent been worried about us
huh
what would be the difference, why would that make it different
guys BADQ sees
nah really lol
they said something about "systems"
and then i remembered
i dont get it :c
did you realize they are refering to themselves in plural?
actually
I should clarify I was half joking with this lol
lunx can you explain it to them
where is the half funny then
...yeah where
i ate it
@rustic pine ok tested atlas, it was just fine 0 errors
Land on oxyde 
But also
oh nice, ill still try to look at old messages too just incase but if by default it doesnt error im mostly fine with it
thanks for checking









There's no doubting Xu has done a ton of good work on DawnLib and it's a ton of good work that I really appreciate, just mainly concerned about the few compat issues that have been going on with the moon stuff but I know she's quickly resolving it. I made a joke about extra future proofing cus I thought it would be funny, but DawnLib is an amazing and outstanding API that Xu has done tons of good work on. I know I am bad at communication and shit comes across wrong and I apologize. If it weren't for Xu's API a ton of base game bugs like the Furniture and Item shuffling stuff wouldn't be fixed right now, it's done so much good and it's been absolutely astounding and any jokes I make should not be taken seriously or taken to heart or considered toxic. It was intended to be light hearted
I'm sorry for not adding on a /j at the end to make it more obvious that I was joking
damn
no big deal, ive just been making it a habit to submit the issue on the git

actually no
wa
shilling
(but they're also incredibly active in the community and wanna pitch in w suggesting their maintained and working API)
^
plug
how come you never posted this one
we dud
did
a whlie back
but wesley thought the babhawktuah was better sticker material
Just figured you moved on and forgot about the projects tbh, your system has always been relatively unstable compared to ours ((Trying to put this nicely btw
)) with most of the people we met now gone so when you went silent and stopped speaking to us we didn't worry about it too much, hope you've been well though
we've been well, glad you werent worrying
idk if you still have any alters who worked on the moons (still not 100% knowledgeable on this DID stuff, forgive me) but your moons were some of the first modded moons I ever played on, and still probably my preferred ones (mainly Incalescence and Tenebrous tbh), brilliant stuff!
im very glad you enjoyed them
people like you are why i decided to return to this in their place
i didnt want to have anyone having to feel like something was lost
im having issues with the project patcher
can you explain?
sure!
i dont know how to do that
@proper marsh can you help a bit?
I have 0 experience of that :,]
ouhg it's been ages since i last did it, but there should be a new version of it
hope this helps
Ah nevermind
does this stuff work on linux?
Yeah there's a goofy thing you gotta keep in mind when repatching
i probably should've asked that first
Should work iirc
Errors at which step specifically
screenshot of the list of errors it put in the console
Hmmm
i apologize for not knowing what im doing
Oh you probably need .NET 9.0 actually, AssetRipper's not running
Ye no worries 
can you elaborate?
did you check out these two links?
Project patcher prerequisites are these, I assume you're also missing .NET 8.0 most likely but I remember seeing something about 9.0 being needed
Ye
Probably gotta add it as a source in your package manager, if dotnet libraries are not there already
download dotnet 9 and press the patch button again
im honestly not too sure if this will work with linux but hopefully lol
i hope so too
Gotta install it through a package manager
Oh do you?
What distro are you on?
Is that a Linux thing?
Ye
Icic, listen to paco then cuz I have no idea
arch linux
Can probably do pacman -Syu dotnet-runtime-bin then mayhaps
On a terminal
Latest version they got there seems to be 9.0
i'll try that
Cold also probably do dotnet-sdk-bin but that'd be more for development stuff
it just says this
"error: you cannot perform this operation unless you are root."
im probably being stupid
Oh preface it with sudo

But yeah you should also do dotnet --version after it's done installing, just to make sure 9.0's there and stuff 
Then retry patching
o
interesting
that seems to be working
Yippee
i very much appreciate the help
still not working
Oh, hmm
Oh wait failed to fetch, do you mayhaps not have Git also?
i have git
Weird
is there anything else obvious i might be doing wrong?
what version of .net do you have
Just now installed 9.0, but I guess you could run dotnet --version in terminal just to double check
Hmm if you open Packages/manifest.json in your project folder what does it look like
Just out of curiosity
Probably won't be anything wrong in there actually, hmm
Oh yeah I guess you maybe do need the dotnet-sdk package then
Can run sudo pacman -Syu dotnet-sdk (like the other one)
Oh retry patching, see if same error shows up
If it do then it might be something with running AssetRipper on Linux, but I think people on Linux have patched projects before, so I dunno
Yeah they be
Hmmm
@tribal saddle Is there any additional step needed when running project patcher on Linux? I feel like people might've done it successfully but I might be misremembering 
I'm assuming it's just not able to actually run AssetRipper since it's looking to open the executable 
hmm, can't say I've ever tried it on linux :(
I assume the editor is running natively, not through Wine?
yeah
I'm not actually sure how the patcher was supposed to work on Linux in the past, but I would imagine if it's running natively, it wouldn't be too happy about trying to start a .exe
Ye it's complaining at this specifically: https://github.com/Zaggy1024/unity-project-patcher/blob/master/Editor/Steps/Processing/AssetRipperStep.cs#L279
Not sure if there's like an equivalent Process thingy but for Linux
is there anything i can do about this other than just, not using linux?
Guessing probably not, at least at the moment
Might be a bit weird if you're intending to do like editor testing (gotta update file paths and stuff), but yeah that could work potentially
wdym?
Oh just like project stuff, like where LC's executable is located, but it might not be strictly needed after it's already patched
oh okay
im assuming its unlikely for anyone to be available to share a pre-patched project with me rn
Oh I don't have one on hand, I'd patch a new one but my computer's comically slow 
understandable
my suspicion would be that that code is fine, but it can't run it because it's a PE instead of an ELF
but sadly I don't know what the solution would be without knowing how people have gotten it to run on Linux in the past
-# Also elf 🧝
I just used a Windows VM 
Way too much complication since I use NixOS, which can't just run binaries like that

I do happen to have a pre-patched project now, I needed it for something 
I can DM it unless someone already sent you one 
I would've made one today and offered it, but good to see that I don't have to abuse my PC today 
no one has sent one yet, so i would appreciate it
Hello! I'm happy to see the amount of help you've got :]
has paco sent it or have they gone to eeps?
They sent it
noice
I havent downloaded it quite yet because i got busy with other things
But i will be doing so soon
if you make new moons please add screenshots of them in your mod description
it is insane how many people dont know how amazing your prior moons are
i'll figure out how to do that when i make one
this popped up when i opened the project
im not gonna press anything until someone says what i should press
@compact pawn
pressing yes is fine
Pressing no is also fine (I usually press no) 
Not really sure what it does though lmao
Oh uhhhh you should be able to hit Fix for the two there
For the HDRP one though you gotta select the game's HDRP config thingy, it'll give you the option of picking an existing one and it'll show up in there
oh lol, i always press yes
Not too sure what the deal is with this one though, hmmm
You need to switch to Vulkan graphics
i dont know how to do that
Send screenshot 
Ah, slightly scroll down. It should say "Auto Graphics API for Linux".
Uncheck it, then you should see a new option pop up
Make sure Vulkan is the only thing that is selected
it worked
i can actually see things now
oh wow
i didnt expect the map effects to just be an image above the actual map
Yippee
now that i have a patched project, what do i need to do to start working on making a moon with dawnlib?
okay now you need to add dependencies and stuff for dawnlib to be useable in your project
i can send a unitypackage that you just open and has that part of things setup
part of a template im working on
would that make things easier?
it'd make things faster, putting in dependencies usually confuses people a lot because of some specific settings they gotta touch up
oh okay
well, i would very much appreciate if you could send that and help me figure out what to do with it
if you have the time
sure ill make it rq
thank you
just double click it with unity open and it should just popup in unity
i also made it include blank reference stuff that you'd need to manually create as the moon tutorial video would tell you to
oh wait
i forgot to replace a dll lol
@tawdry citrus there we go
just download it and run it with unity open
and it'll pop up a window for what you wanna import, importing everything in your project in that package should be fine
how do i run it?
i think just double clicking it like any other file works
for me, its treating it the same as a zip file
it should open a window inside of unity similar to how you unzip a zip file i guess?
i assume within unity going to "Assets- Import Packages- Custom Package" and then selecting the file
would do the same thing?
yep, the way it works is that if i package something like my dlls etc for making sure DawnLib works, it also packages the filepath, thus the folders with it
but its not entirely a bad thing, following that type of folder structure is recommended
i packaged GameRips with it as well, which has a bunch of blank references, blank references are a bit hard to explain but the moon tutorial video does go into making them
i think i still have information about those in my mind
i understand what they are
and what they're for
noice, then yeah, that folder has all of what you need for that stuff
so now that i have all of the things you sent in my project, what do i do?
if you right click inside of your files, and hover over create, does it say DawnLib at the top?
something like this
yes
okay nice, do you want to just setup the moon first or the dawnlib bits?
i dont know
we can do the dawnlib part first so its easier to test later
oh okay
so in the import should be a folder called TemplateMod
just rename that to whatever you'd like to call your mod, but it doesn't matter realy
do i need to rename it?
nah
i dont really have name ideas
that's fine then, can keep it as it is
from there, inside it, right click -> hover over create -> DawnLib -> Content Container
and click content container
then do the same thing and click Mod Information
wdym
as in, in this screen, click once on content container and click once on mod information
and it should make these two
(they wont have template in the name)
noice, now click one of em
and at the bottom right should look like this
click on the first none, and press new
and then type something like:
mytemplatemod or whatever you wanna call it
then do the same thing on the second none, press new, and then type duskmod
ye, you wont need to do new for the second one
you can just select em
what this does is assign both of those assets to that assetbundle with that extension, so when you build the assetbundle it should create a file called mytemplatemod.duskmod
should look something like this now, also create an AssetBundles folder next to all of this
done
nice, now just fill in the information inside of the ModInformation asset
will look something like this by the end
you dont need to fill all of it
the main parts are Author Name, Mod Name, Version, README file, Changelog file and ModIcon, but stuff like icon, readme and changelog can be empty or ignored for now
oh and assetbundle directory should point to the assetbundles folder, and the build output directory should point to the same folder the mod information is in
did that
Nice, my pc crashed so I can't get more screenshots but go to the content container and click the plus to make an entry onto it
Ye
You can ignore both of those buttons at the bottom, the debug one is for me and the one above it is for code based mods
Ye, now you can sort of ignore this for now, you don't have an assetbundle setup for your moon yet but we can do that rq
In the moon's folder, next to game rips, just make a folder and call it TemplateMoon or smthn
And inside that make a Registry folder
wdym
Just making a folder called Registry
This layout is personally just my personal way I've sorted my mods that use dawnlib in the past
Like you could just dump everything in one folder but I'm an organisation freak
i like an organized workflow as well
so it's nice to be setup with something that is organized and structured already
Ye okie so inside that registry folder, right click, hover over create, dawnlib, definitions then click dusk moon definition
i did that
now click that, and put it into a new assetbundle on the bottom right, call it whatever you like, and you shouldnt give it something for the second none
so it wouldnt have an extension
it owuld just be like oxydemoon or wahtever as an example
wdym?
uh so im basically saying to assign that asset an assetbundle without an extension
like in this screenshot, the first none is the name of the assetbundle, and the second is teh extension
so the file would end up being name.extension
leave second thing alone
the point of the extension is that unity left a thing for devs like me to just be like "okay, look for all assetbundles with this extension duskmod, and do this to them"
and the point of the content container is to tell me what your other assetbundles are, only the main assetbundle has anything like .duskmod on it
if that makes sense
go back to the content container, and click on the None
and then assign it the new assetbundle name you mad
made
the one without the .duskmod
and i think you already did this but just give it a config name so it doesn't complain, anthing works
anything*
what does the config name do?
so DawnLib automatically creates configs for devs for a lot of things that users usually ask for
stuff like items get auto generated configs for their weights on moons etc
so the config name is basically saying that a config for this bundle's content will be made under the header:
"Config Name Options"
so should it be named after the mod name?
not necessairly, if you split up each of your moons into a separate mod it could have config name's like:
Tenebrous Options
Moon Name 2 Options etc
like my mod has stuff like:
Terminal Options
AirControlUnit Options
BearTrap Options
the strength of dawnlib is that it allows you to easily separate your content into individual pieces
so you dont end up with a mod of 1gb+ that's always loaded, users can choose to just not load something, this makes it so you dont have to do standalone releases of stuff like moons
users can just disable what they don't like
oh wow
i do slightly remember that being a big thing that people asked from mod devs
yea definitely
thank you for explaining
ofc
im glad to have an understanding of that now
yeah, its why dawnlib is like slightly big to setup, but from the first thing setup it just falls into place from there
like any new content you just add it to the asset bundles list in the content container
i've done this stuff now
nice, now go back to the moon definition you made inside the registry folder, and there's one last thing you basically gotta do now (though you can basically leave it for later since its a name based thing)
you gotta click on the Namespace dropdown, click <Add New> and then type a name, i typed my mod's name, Code Rebirth (which gets simplified automatically to code_rebirth)
the Key is greyed out because it reads something else that contains the planet name of your moon and gets filled in automatically
what should i name it?
whatever you wanna name your mod, you can always just override it later
it's a ModName.ContentName system for identifying your content in a list of contents
cuz some people can have the same ContentName in the same thing, i.e. same item name
yeah if you want to
i did that
from now, everything you do is basically just stuff to create moons like any other developer
keep in mind the Moon Definition has a field for your SelectableLevel, which is the vanilla asset that you put level information into it, but you dont have this created yet, you'll probably create it as part of the tutorial for making moons
oh i did almost forget one thing
the Scenes stuff
basically, you can make it so a moon has a list of scenes to choose from
the scene is chosen when you route to said moon, and you can influence it by weight, i.e. one has 100 weight the other has 10, means that one is 10x more likely to be chosen than the other
and can also be influenced by the weather but that stuff doesn't entirely work rn, gotta implement that
btw xu for array element names unity tries to grab the first serialized string so if your feeling nitpicky you can have a serialized string first up in those scene classes, have it set to the name of the scene and use whatever editor override your using to hide the field itself
more for fun facts than usage
honestly that has bothered me for a long time
i knew there was a sneaky roundabout that was basically what you said, but i havent had the chance to think about it too much
i could probably make a custom attribute for a fake field that gets hidden but still serialised ig
or actually does [HideInInspector] keep it serialised?
cant remember off the top of my head
ill give it a try in a second, it would be better looking than Element 0
should also take the chance to fix the fact that the Key is actually wrong here too
it should be using the scene's name to make a key
is this stuff important currently?
to have immediately? no but when you do make a scene you'll need to put it here so that the mod knows what scene to load, and you don't need more than one
that sounds complicated and far easier to understand when i actually have some knowledge of what im working with
oh okay
ye, it has a lot of options that you probably wont touch
imagine if you wanted a dine mod where you wanted the og and redesign associated to the same moon. both scenes are "dine" but different layouts so you could have a 50/50 chance of loading one or the other when the players route to dine
yeah that's the exact point of it being a weighted list
so what should i be doing now?
probably watching that moon tutorial, you gotta setup your moon environment and stuff now
you're basically done with the dawnlib portions
oh okay
NEW 10/18/2025: Lethal Company switched to a slightly different version of Unity to address a security breach on Unity's end. The version of Unity to use now is 2022.3.62f2. Ignore the version I state in the video. The link below is a direct link to the exact version of Unity being used. This link is also in the Resources section of the descript...
this?
yep
some of the stuff he says you should make you'll already have in the GameRips folder i gave ya
had to make a custom editor property window for it but looks a lot better
ok now turn base weight line into the modifiable int then a readonly percentage that’s auto calculated 😇
nice tho
i already crashed my pc once doing this maybe next time 😭 (i dont actualy know whats crashing my pc today this is like the 4th time it happened randomly on some unity script reload lol)
Probably the cursed shit I used to run into
sorry that was me
maybe, the unity project is also still a 9f1 rather than the latest, havent updated my template cuz dawnlib doesnt really use anything from the later versions yet
got hungry..,
I wanna say its MMHOOK related cuz i remember trying very hard to cut lethalib as a dependency
it's possible, i did just add LL to the project for the template to showcase some enemy skins from a mod that uses LL
and i think thats when the first crashed happened lol
im gonna be working on moon making setup things now
whoever is awake, expect questions
im a bit worried about starting because im unsure of what in the tutorial applies and what doesnt
Anything relating to setting up with LLL you'll have already done, and if you look at the assets inside if the gamerips folder I sent you'll know which ones you've already done too
wdym?
The tutorial probably includes setting up some stuff for lethallevelloader so you can load into your moon, but you've already done that with dawnlib
It'll also go into detail about making blank references, but you should already have those too
Yee
so where should i save the new scene to?
the one for the moon
what folder should i put it in?
Oh i'd just put it in the moon's folder
Due to how scenes work, the tutorial will probably tell you to also give it its own assetbundle
should i just add the stuff into this folder?
the one that we made for stuff yesterday
Yep
You can make a scenes folder if you'd like inside TemplateMoon folder but if you're only doing one scene then it's not a little pointless
i feel like i should have the whole structure setup for things i might not currently use so that i can just follow the same structure whenever i do actually use those things
Ye you can totally make a folder for scenes then, not many people do multi scene so I didnt bother much but I'll try to think of how you'd organise this a bit bette
Inside the Moons folder you can make an Assets folder for any moon assets to put in here
Inside that assets folder you could make a prefabs folder, models, materials, textures, sounds, animationclips
And whenever you use something, whether it's your own assets, sketchfab or even vanilla, you should drag it into this folder
This helps for future recreating of the unity project if you're updating it too
wdym
If a new version of lethal company comes out and you wanna update your Unity project to match new assets, you gotta do it in a specific and deliberate way so your currently existing assets don't break
The short explanation is that if you're putting everything you're using into your own folders, then the internal names unity uses for said assets won't get jumbled if you try to update your unity's game version to match
I.e. door handle model doesn't get replaced by a toilet model
I think this happened once to paco
oh, i see
Lol
NEW 10/18/2025: Lethal Company switched to a slightly different version of Unity to address a security breach on Unity's end. The version of Unity to use now is 2022.3.62f2. Ignore the version I state in the video. The link below is a direct link to the exact version of Unity being used. This link is also in the Resources section of the descript...
when it gets to this point in the video
he starts mentioning lethal level loader stuff
i dunno what to do now
It'll be super similar to dawnlib stuff, I think it's useful to hear what he's doing and understanding it but you don't have to do anything
so when do i start doing things again?
Honestly a toilet door handle for that interior is still somehow hilariously fitting
I just hope you're not gonna learn all this stuff only to vanish after a few months, I feel like your system has alters dying off every month 😔 not to be bleak but it has been a bit saddening to see so many different people just show up and be gone after a short amount of time
everyone in our system is still here
most dont want to front much because they like just hanging out in our inner world with other alters
But if everyone still exists why didn't any of them share the knowledge of how to work on the moons they worked on?
🤔
Would save you so much time
lol
because not every alters talks to each other
Well valid but still, surprised you didn't try asking about it since you wanted to work on them
we have quite a lot of alters and we mostly just spend time and talk to a smaller group that we "fit with"
theres a few reasons i havent asked
the main one is that i felt it would be better to ask the community to get up to date information
Idk how your system works though, typically I have a few alters as well that don't really speak to us anymore unless Alex is doing a system check to make sure they're still here lol
and it wasnt likely that others would remember everything after so long
since no one has touched unity in a long time
It just depends, at most I would assume they'd be a bit rusty at using Unity but I doubt they'd completely forget how to use it
im more so just talking about the specifics of lethal company modding
not just generally how to use unity
Ah fair
Unsure, currently attending a game development panel but just keep up with the video and by the end you should have a scene to work on stuff with freely
I ended up deprecating our cosmetic mod we made for REPO cus I didn't feel like relearning it or updating it
lol
If you're still stuck later I'll take a look at the video as well and see
oh, that sounds interesting
what exactly is the game development panel about/for?
It's not a very long panel but it's about entering the game industry, talking with professional developers and studios and seeing what interests them
so i assume you're looking to find a job in the industry?
I'm waiting rn to talk with some of the team members of vampire survivors and a publishing studio person after
Ye
I'm studying a game development course in university
I had no idea the devs of Vampire Survivors were from the UK
that is lowkey cool to learn
It's a pretty peak indie game tbh
thats cool
i do appreciate the concern and care that you're showing
it isnt necessary, but i do appreciate that you care enough for that
waaait
@rustic pineso if i wanna export my building assets without unity scrambling them, i can just copy them OUTSIDE the project, repatch it and then paste it back in?
I usually patch a new unity project and past my assets over it
so thats pretty much it
Yeah
are you available to help currently?
im still a bit lost and wasnt able to figure out what i needed to do
Ye I'm here now
Was making food
Just something called lazy cake
It's frozen chocolate biscuit cake
It's like a few ingredients and tasty and easy so I make it occasionally
It's pretty good
Sounds like it
Anyway uh where'd you drop off?
Cant really do anything rn cuz im trying to fix an issue with my operating system not booting correctly
Sorry
Sure lol
noice
apologies, i got distracted and forgot to come back to this
Is alright
i hope i didnt waste any of your time
Nah
the timestamp that's linked to in this video is where i stopped understanding what i was supposed to be doing
You can think of the ExtendedMod as LethalLevelLoader's ContentContainer
In practise they're super similar
You can skip that part and go straight to the next section, SelectableLevel
i assume i can skip the blank refferences section because you already gave me those?
yep
but if you dont know how to use em you should find that part of the video
just set the asset to the blank reference version instead of the actual one, right?
ye
i like the idea of my moon being the first moon that you go to in a run, and im thinking of adding small amounts of tools to be a possible loot spawn
is that something that i can do?
without breaking things
i want there to be a chance to get a free tool or two
There are custom moons that spawn some tools.
so I think it's possible
(example, kanie)
NEW 10/18/2025: Lethal Company switched to a slightly different version of Unity to address a security breach on Unity's end. The version of Unity to use now is 2022.3.62f2. Ignore the version I state in the video. The link below is a direct link to the exact version of Unity being used. This link is also in the Resources section of the descript...
so what do i do here?
you've already assigned your stuff to assetbundles, so now that you've made your scenes
go to your duskmoondefinition and take a screenshot
just gotta check somethign
put your selectablelevel here
add a new scene to the scene list
then drag your scene into it
assign it a namespace too
same one as you did for everything else
so template_mod
also did you put your scene into its own assetbundle?
shoulda been in the video but yeah put your scene into a new assetbundle
i might've missed it on the first watch
do i have to add anything to the second one or just the first?
Second wut
From here u gotta build all your assetbundles into your assetbundles folder that we made
Then use the mod information's build package button to get a zip you can load onto thunderstore
am i able to test in editor?
cuz i tried to and when i looked for the moon nothing was there
Nope
Even with regular LLL I don't think you can
oh okay
why?
Just some code stuff that doesn't apply in editor, iirc LLLU uses a preloader which doesn't work with the editor, I think even before LLL too there were other issues with testing in editor
DawnLib uses preloaders a lot too so def can't test in editor
It's old enough that it was probably possible at the time
Hmm
Okay can you dm me your zip
I'll check out what's inside it
Make sure it's the right files etc
it seems like your assetbundle doesnt contain your moon definition
the templatemoon bundle
put your dusk moon definition inside of that bundle
and rebuild your bundles, then re-build zip
yep exactly like that
hmm lemme check something else rq
can you go to your content container
oh and screenshot that
hmm that looks fine too
this is gonna sound a bit weird, but press the TemplateMoonScene field, press delete, ctrl + s to save, then re-add it, ctrl + s to save and rebuild your bundles and then the zip package
You can test in editor with LLL/LLLU 
Though I still prefer in-game testing 
uhhh you sure? i've heard and seen people patch LLL so they can test with it
and LLLU does have a preloader from what i saw, no?
preloaders dont run in editor afaik
Preloader just removes the old LLL if it finds it in FPTS' list of plugins
It doesn't need to run if only LLLU is present
ic
But also I've landed on Bozoros in editor and purchased balloons and stuff, so all that seemed to be working 
ic
btw can u check this out for me?
im looking at something in UE so i cant look at it rn
im assuming this is caused by the level missing some stuff
Is it on Oxyde?
nah the moon by luna
Oh
im hoping its not a case of me never encountering this becuase oxyde doesnt have an interior
Guessing it do just be from the moon lacking an ExtendedLevel, probably 
yeah this should work @tawdry citrus, re-assigning the field and saving should update something internally that'd make it work, ill have to update my editor tools so its more foolproof but it was caused by basically assigning the scene to that field before giving the scene an assetbundle thingie
Could disable LLL for now mayhaps, if only DawnLib's being used
yeah ill try without LLL in my profile
but i am curious as to where the error's coming from exactly
oh, yeah okay lol
extendedLevel not existing would do that
what's the progress on that whole thing btw, last i saw you said smthn about duplicate terminal nodes lol
That water is really bright
looks good!
Oh
anyway yeah it should work after u do the thing luna
Lack of Terrameshing then probs
i doubt its that, it's just a plane, its not meant for a look rn
What moon is this btw? Verdance?
moon loads
noice
TemplateMoon
Oh Luna didn’t rename it yet
leaving everything as template stuff until i have name ideas
i dont know what name they're going for or anything, its literally just a slab of obsidian lol
Atm it's just a template, idk if Luna plans to do the same moons or use their names.
placeholder texture
ye i figure
I would like to see the original moons get recreated and get optimizations snd navmesh fixes but that might require getting one of the alters that last worked on them if you got no ideas and even then you lost the project right? Cus you never backed it up when moving to Linux
moreso that the others didnt care to keep the old things
and assumed we'd never return to this
so didnt bother keeping anything because it was just wasting space
I think a mindset like that about a project they worked on and hand made with their own assets is just wild
everyone moves on at some point
guess they just stopped caring after a while
Oh yeah I know
i came back because i saw how much you all cared still
and decided that i shouldnt leave the artistic skills that we have idle
if i can make something that other people enjoy that much, theres no reason not to
anyways, since i have a blank moon that actually loads
i can actually figure out what to make
and start getting assets and stuff
Did none of you backup the assets you all made?
also no, kinda
You only mentioned they deleted the project
the main ones that we actually spent time on
the catwalks
were shared here
so i could download them if i need them
but anything else i need i'll have to custom make for what i want to make
pretty much just started work on this so its very early on
but i felt like sharing
Ok, how do you do an amazing job always?
This looks really pretty
wdym?
Yup, this is peak
Believe me, I will
And I can assure I'll not be the only one
that would be nice
Dam, it neat 
Also you mentioned spawning some tools iirc, you gotta spawn em using JLL or my library (itolib)
I can help with any wacky functionality you intend to add
Neat indeed
Weed killer compat to clear a path
i was just wanting to add them to the loot tables
Oh uhh I forget what happens if you do that
I think they might not spawn inside since they're labeled as tools, not scrap
But you can spawn like shovels inside too with these
Afaik one of Beanies moons has some tools that spawn as scrap
I have not actually used it for anything, but my library does have a thing to detect weed killer 
Yeah could try it still regardless
drew what the rest of the moon is prob gonna be layed out like
its quite small
but thats what i was going for
i want a smaller easier moon
i might choose to expand it a bit
but for now its small
Looks neat. Hope to see the results soon
decided to draw a loose plan for now since im gonna be sleeping soon
and i wanted to share my ideas/plans
always loved how the terrain looked like on yall's moons
Oh?
like perfectly detailed
Is there any specific details that make it look the way you like?
Nothing specific for me to request
just wanted to say I like how its looking
Welcome back! If you need any help, shoot a message ^^
Thanks for the offer
Very, very true!
It does look pretty damn good
As paco said, your main tools to help you would be mainly itolib, DawnLib also has a few utility scripts for some occasions but you probably won't find most helpful (but they are documented here just incase you wanna take a look)
https://thunderstore.io/c/lethal-company/p/TeamXiaolan/DawnLib/wiki/4266-f1-utility-scripts/
Tbf my documentation isn't thorough, it's just one line descriptions (not that I have that many scripts)
Ye but it's something at least 💀
Yeah I'm saying write one liners when u get the chance lmao
I really should actually write stuff lmao, I do have like a bunch of example use cases and my stuff do be admittedly convoluted
Ye
I remember people complaining about JLL a lot recently cuz it has no documentation, can't really rely on word of mouth to help nowadays
It's got people discussing it on the server (like how specific components work) due to how long it's been used for, but yeah you gotta search for it essentially
JLL changelog does have some stuff written too
Jacob also is usually available to help out if people have trouble as well
He's active
I do have one specific request.
It's a bit nitpicky so, if you want, you can just ignore this and I have nothing more except accept this...
I'm not a fan of custom entrances or fire/exits doors.
Custom in a way of a custom model/invisible entrance, invisible wall with an interaction door, those things.
Normally the entrance is the metal double door thingy.
And the fire exit doors are red doors with a big EXIT text on it.
But there are moons that changes that and, in my honest opiniom, they make me lose immersion due to lack of continuity with the interior.
Again, this is just a weird mindset lf mine, so if you want to add a custom entrance/fire exit, you have the complete right to add it.
I wasn't planning on doing that and i only would if i was also making an interior with the same custom doors
Thank you
Im unsure what to do with the amount of praise I'm getting
Its something im certainly not used to
That's a neat idea
I would also find it a bit immersion breaking
didnt do any work today, but i will tomorrow
don't worry, you don't have to work every day
just wanted to let you know
im aware you're all excited about getting something new
and others before used to work very hard very often
looks amazing
thanks
"Dont expect unreal engine quality"
It was a lie! We should have expected that!!
i dont think so
Is this is unity or you in blender or smth
Looks way better than what the game even allows haha
its in unity
even if it's not.
The quality of your moon are above average found here
wdym
Most modded moons have a vanilla style look to them
Idk yours doesnt look like its from the game haha
Looks too good:3
It looks way more detailed and realistic and is a great breath of fresh air to the modded moons library
preach tb
I'm excited to be able to play them with my friend group
i dont know how the alters before me could make entire moons in a single day
that seems like an unreachable amount of speed to work at
all of these environments look really cool and its honestly so impressive what you've done in such short amount of time. and im curious, how do you do your environments? whats your workflow like if you dont mind saying, there's so much detail i've just never seen anything like it
hmm
im not sure how to explain
i generally work on small/medium areas one at a time
i ususally start by making rough terrain shapes to figure out exactly what i want the layout/general vibes to be
I don't think they did
I remember them taking a few days on it
once i do that, i add rock meshes around the edges of all the small cliff type stuff, and once thats done i use texture painting to define where i want folliage to be
then i add plants and trees and small rocks where i feel like they're needed
and once thats done, i work on the map edge defining walls
i remember one or two of the moons having been made in less than 24 hours
Btw just something to remind you to do cus the old moons lacked this stuff, be sure to create Orbit Prefabs for the moons or at least assign appropriate ones and be sure to also appropriately tag the moons lol
i dont know what either of those things mean
orbit prefabs are the lil 3D moon you can see outside the ship when you are orbiting it
and tags are stuff for the type of moon, for example this one you're working on looks like a Valley moon
If you'd make a snow moon that is Tundra, Volcanic moon Volcanic, desert like moons are usually Canyon, etc
Actually you know I would kill to see a Japanese moon in your style of quality, we need more of those. a Volcanic moon too ngl lol
i could consider those
i currently have no ideas or inspiration for anything beyond what im working on now
i appreciate the explanation, it doth help bring things to perspective
as for what the orbit prefabs are, it's just when you're in orbit routed to a moon, a prefab showing how the moon potentially looks like is shown outside the ship and you can make your own prefab
oh okay
main entrance
heres a look at it from outside
everything around it is very very unfinished
but i wanted to get the building right
if i were to guess on progress
halfway?
@tepid pawn we need you to add this moon to your interior’s list
(Once its done ofc)
hmm?
He has an outdoorsy interior that would work nicely with this moon :p
Oh I see!
sounds like pipeworks
That would probably work with Wesleys fractured complex (and your previous alt’s interior)
sorta like some old facility hidden in the middle of some remote forest
that could work
especially how aggressively green it is XD
“Outdoors-y” meanwhile its literally just an entire forest somehow
Its uh very outdoorsy
ive always wanted an overgrown facility with vines
AAAH
That entrance looks really nice
thanks
first path to main is now done
Oh that layout looks really good!
the green box is gonna be fire exit
If you need help optimizing things lemme know ^^
i should be able to do it myself
its pretty much just making sure everything is compressed and making sure everything has proper LOD's
Aye
Also you can do nicer lods so they dont just pop but slowly dither away if you turn something on in your project
thanks for letting me know, i'll look into that
#dev-moons message
#dev-moons message
and this is also a very nice thing we found out recently
Sub Systems my beloathed
the path in the center isnt accesible without tools going towards main
so it only functions as a return path
it does also let you see main entrance from the ship
so no getting lost
deserved :]
Because im getting near to being finished with everything
I'd like to get feedback
So i can know what people want
So i can actually deliver that
How hard would it be a swampy ambience?
Just thinking
Wdym
So fast!!
Moon people cook so fast is impressive
Swamp moon, with mud and all that :]
Moroxide we gotta make a moon
Ohh
I was more so talking about suggestions and feedback for the current moon
Oh, sorry
yk this vaguely reminds me of rosie's old moon eve
oh?
Doesn't remind me of that at all
I did say vaguely
large jungle canyon, thats pretty much the main comparison im making
besides that different
that looks quite cool
its only technically playable now but is heavy due for an update but rosie lost the project files
oh okay
ye
that lil corner in the top left is all that i have left to do
this isnt even lethal company anymore brah
its too peak
what is that water shader
its a water shader from one of the free unity sample asset packs
its nothing he we all jump post stupid cat gifs
it means ive devilishly happy
would anyone like to have me show the current state of the moon in game on a stream in a vc?
oh okay
im having an issue where i cant bake navmesh
it takes zero time to bake and doesnt actually generate a navmesh
fixed it
ignore that
that's good, for one moment I thought it could be a dawnlib issue :,]
i was earlier
took a break for a few hours and decided to come back and work some more
We are used to 1 year long breaks around here haha do its funny to see a break for a few hours
Its like when @tepid pawn says he gonna take a break, and 1 hour later he is back cooking amazing foods
And your food looks delicious too!!! Im really amazed by your work :3
thanks
is Forsaken a moon name that's already been used?
no I dont think so but it IS the name of a Weather
which could be really funny
i'd imagine that would be silly
Forsaken (Forsaken)
just to make sure
is there not a filter of LLL that makes a blacklist if you type the weather?
cuz there may be a conflict if there's that
yes, but id be funny
then it may not work typing the name then
