#Jacob's Moons & JLL
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I always knew Wesley wasnโt a real person
im trying to make a throwable item, but i dont understand how curves work, and i cant pick a good quick curve for the items projectile curve
if you don't want to care you can just copy the curves from vanilla stun grenade or easter egg. modify if you want anything more out of it
Is there like
A list of what everything JLL can do
Or can you only see it all in unity
Bc i gotta lock in for smth iโm doing
and it looks like the perfect dev tool to use
as a person who cannot dev to save his lif
Most things are self-explanatory but there are some tips in them too. If you have any questions you can also just ask in this thread and someone who used it / Jacob will answer you
I think I took these pics with the latest JLL, but im not entirely sure.
Good question.. can I get a stevy?
Hey hey! I've got a question in regards to the item spawning script and with something else kind of specific. With the scrap spawning script, I'm attempting to have a global prop for an interior spawn a walkie talkie should it appear. Despite the global props disabling on a negative chance roll, every single place where it could appear its spawning a walkie talkie. Is there any way to disable the script if the parent game object is disabled?
As for the other thing, is it possible with one of the scripts to make an animator act like the "Animated Sun" script in regards to matching time progression and to change according to the weather? I have some skylights I'd want to match the time of day but also be compatible with mods that can extend the day
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Unless your triggering the item spawner manually you're probably using the OnAwake spawn item which does only happen when the object (and all of it's parents in the hierarchy) are enabled. If any of them are disabled it won't run. What's probably happening is you're having the itemspawner enabled to start with which is why they're all triggering before they're deleted. The correct way to do something like this would to be spawning the objects randomly instead of having them in your tile and randomly deleting them after they've fired.
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I have a script for exactly this. DayCycleAnimator can be used to sync an animator with the game's day cycle. put the script on the same object with the animator component and in the animator create a float and call it "time". then you parameterize motion time and link it with your time variable.
@lean bone so i'm having an error pop up in the bottom there saying the JLL.dll wasn't found
despite it
being there
i think unity's a little confused
On JLL you need to remove the references thingy
For the other two you dont need to
Click on JLL and i think its the second option in the inspector
these?
It should be good now
im gonna restart the project to see if i can see all the components now
The original test I did had them spawn with the "Spawn On Enabled", which I quickly turned off. After that I added an event that triggered the spawn once the ship finished landing, but even then every one of them would trigger--enabled or disabled. The reason I'm using a global prop is because every labyrinth tile has a chance for the corpses to show up, and I wanted to limit the max per generation. I'll keep experimenting and see what I can get.
And awesome!! I tried using it earlier on but couldn't get it to work properly, thank you so much. Is there a script that can check for the weather and change the overcast and eclipse boolean accordingly? I tried looking around but probably overlooked one
uh not really but you can probably get what you're wanting close enough from using JWeatherObject and making it do a different thing on rainy/stormy etc
Oh snap that looks to be the exact thing I need! Just to make sure, does it work by checking the allowed weather types, then firing the OnActivate if it matches?
yeah
the default use case is to just enable/disable an object based on weathers so depending on how you choose to implement it you'll have to change some settings but it should be pretty straight forward otherwise
Perfect ๐ Thank you so much!
i'm trying to use the JDestructableObject component, but after setting everything up, the window isn't breaking after hitting it with a shovel
everything looks correct so i'm wondering what the problem is
what is the filter you have collapsed?
also if there's like sn error in the log when you hit it or something that might be nice to know
if the shovel isn't even playing a hit sound like it does to normal walls it also could be on a wrong layer
I haven't touched the weapon filters option, but this is what is currently is fully extended
i'm about to test again to see about the log error part
I don't see any errors in the logs for it, but i do see a warning for the mod itself
though i doubt that's the problem considering the version of BepInEx on Thunderstore hasn't been updated for like 2 years at this point
alright sorry for late reply I had to help someone with something for a while. Just because of how zeekers set up the shovel script when hitting an object of the room layer it skips past the damage code straight to the hit sound effect stuff. I think enemy layer is probably the easiest that I know works but there's a few others you can use. Maybe I should add a help box for this at some point
dw you're good
had some time to fix some other stuff with my moon while i was at it
wait
the "enemies" layer, or the "enemy" tag?
i'm pretty sure you're talking about the former but i just want to be sure
layer not tag yeah

@broken ether why did you react to like every message
not every message, he missed this one: #1273213762542895104 message
I'm having a bit of an issue again, apologies! Turns out my version of JLL for my Unity project is 1.6.5 (which was the latest version at the time I started), and in an attempt to update the scripts it ended up breaking all the dependant components
I had a backup so I was able to restore them but I'm not sure how to properly update the scripts without them breaking. I've had this issue constantly in the past with other mod tools
I'm trying to update because the DayCycleAnimator is broken ingame for me, and the Level Filter script doesn't seem to properly detect vanilla tags
i have a request for destructable object ๐ฅบ ๐ ๐
can u add a Damage Event () field within which animations can be played on hit?
similar to the one pictured above for the destroy event
Hello! What to use Damage trigger or Damage zone trigger in creating for example a fire when entering which the player would begin to receive damage of +- 25 hp and after death the body became burned as after the explosion and how to properly configure the script in the sense of what parameters to this relate or values.
Right, Jacob you probably want to remove that lol I dont think anyone uses the legacy version anymore 
I think generic currently has this issue and is locked on the same version. Around the time the updates after that one came out I think there was a LethalCompany update. If your patched project is running an older lethal company version then updating your project will probably fix it.
if you look at the damage zone trigger it is marked deprecated. it's just the old version. you want to use damage trigger for damaging things
tbh i would but idk if nikki ever updated usc vortex (& gorgonzola?) to get rid of them yet lmao
@copper pivot 
Will add in next update. Thanks
Any suggestions on how to properly upgrade the project? I've tried using LC Project Patcher on the same project (a backup of course) and it corrupted the project, and on a separate project before importing in my assets which led to the scripts relating to the base game breaking.
The main suggestion i have is to not touch anything while patcher is running. I've had it corrupt stuff if you try clicking on windows or doing things. Just click the run patcher button, leave your computer and get a little snack or something while it does it's thing. Keep in mind when patcher is successful it will probably break some textures/models replacing them with others of the same name (zeekers has a lot of that) so you'll have to fix some matterials and maybe some models but it should be good after that
Okie dokie. I'll give it another shot--when I tried updating it initially I clicked the patcher button and stood up only to see the Unity crash logo.
Yeah it didn't really go well
Setting it to the correct script nukes all the settings I had for all of'em
How do you use JLL for modding? Iโm pretty new to modding and Iโve heard this has some good things in it
you add it to your unity project, just make sure you uncheck this thing here
and then you can add the scripts to your gameobjects as components
is there any doccumentation on everything this does?
no but most components are pretty self explanetory. I try to add descriptions to a lot of settings too along with even some help boxes that appear for some common problems
#1273213762542895104 message
here are the scripts of the current build iirc, if you need any help just shoot a msg here and someone online will surely help you out if you need some ^^
This is a guess but probably allows you to spawn enemies on an exterior that correctly uses the real enemy reference rather than your copy from the assetrip project
It can be useful but currently causes some major performance issues
Not even Jacob's fault
It's the fault of other mods for not accounting for it
I'm hoping there's something I can do to make certain enemies only spawn in specific areas of the map
I know RandomEnemiesSize did not play well with it
Yeah pretty sure you can do that with it, I believe @fathom pelican is doing that rn with Retinue
Wdym
He has specific enemies set to be able to spawn in the fire exit area of that moon where all the fire exits are
not really relevant to the question that was being asked
Oh I know I was just mentioning there are some incompats with it
if that mod breaks because its not made well it can either be fixed or not used
Nikki had to remove it from Slaughterhouse cus too many mods weren't playing well with it
people shouldn't avoid features because other mods need to be fixed
people should avoid those mods
I have a specific idea I really wanna do for a moon
And it won't work unless I can restrict certain enemies to only spawn where I want them
New moon or existing?
New
Okay
I was gonna say if it was Existing
I was gonna feel like it related to Tenebrous lol
Nah
Any plans to make an anomaly moon sometime? I feel like you'd come up with something cool
But yeah I'm excited already based on your idea
Wdym by "anomaly"?
Like a moon designed for all interiors essentially
Dunno
I can tell you the full idea in dms
If you want
Sure 
what are you talking about?

The compatibility issues we ran into in the past with your spawning script, it seems to be resolved in my pack these days since Retinue doesn't lag though ^^ Luckily it was just RandomEnemiesSize in my pack as far as I'm aware
And I pulled it ages ago
Sorry for the confusion I tried to clarify it only had issues when paired with a bad mod
I was tired at the time though
What is Wesley doing
Wesley things
@woven sparrow btw Lunar needs help understanding what tags do cus she hasn't set them up for her moons, can you help explain them to her ๐ฅบ
a compatibility issue and a performance issue are different things. also this is the first I'm hearing of this? And if it was caused by RandomEnemiesSize then what does this have to do with my mod anyways? I don't patch anything with enemies so I don't really see where the relation would be
Nah nah it's not the first time you heard about it. Remember Nikki removed the script from slaughterhouse due to people running into performance issues from it at the time, then I found out RandomEnemiesSize didn't play well with it. Then the whole debacle with Emblem went down where Emblem at the time was killing frames
It was just a whole bunch of chaos lol
But yeah your script is fine
Every once in a while some mods just misbehave cus they aren't setup properly and that's on those devs to fix not you
nikki removed it because of some issue with a mimic mod and some other off things that were using a findobjectoftype call and unsafely reading empty reference objects. i also added shortly after a way to spawn enemies / items using just the enemy's name and no blank reference object to allow people to get around that
so that issue has been given a resolution but whatever you're saying about random enemy size i have not heard of before
Ahhhhhh
When we discovered issues with it I had some performance issues whenever RandomEnemiesSize was enabled at the time but it could have been relating to some of that stuff that's been resolved since ig she just never mentioned it when I discovered it lol
@lean bone How does your telepoint script work?
Cus we keep running into problems where it's affecting the host only and doesn't work for clients and I'm starting to wonder if maybe the script just needs a rewrite, cus trying to track down an incompat is gonna be hard. I worry it's something as simple as something like Chillax Scraps which has the Uno Reverse card which works just fine
It won't log errors even with extended logging
@lean bone I wanna add the issue was unreproduceable in lan, I suspect it's another issue related to late joining when using mods such as Lobby Control v.v
s1ckboy thought GI or LGU but I feel like that'd repro in lan if it was those
if it's not logging an error it means there's no error happening. I can't log an error that didn't happen.
Yeah and since it's not reproduceable in lan it's probably your script having issues with late join stuff
and it's not the first time that's happened with JLL
I just know it's really bad if you get DemonMae's deltarune interior for example, a client got the easter egg and stood in the teleport boundary and I kept getting teleported all over the map
constantly
I've talked to some people already and i suspect it has more to do with how people are triggering it since it's not networked (this is on purpose) so mod authors need to make sure they're triggering it using events that are synced across clients. But truthfully i don't fully know what the deal is. I'd basically have to sit down eith the people who have it set up in a bad way individually to figure out what's up.
So you think it's an issue with how DemonMae has it setup?
Regardless it was nuts
I willl uh
Try to find and clip it
no. just no. the script literally just holds the player it was given and calls the teleport method on that player. it's not even using player ids or anything it just holds the player fed into it
Yeah you already said you think that people using the script are setting it up improperly which throws my theory out the window
lol
@urban cloud Sounds like I'm gonna have to turn off fun mode til you figure this out with Jacob lol
please don't bother creators about this. i already talked to demonmae in private and they were going to try some changes i suggested
Oh I wasn't trying to bother her about it dw, I was just informing her I was gonna turn it off for now since we know the issue now
I get the way I come off in text sometimes can come off that way ๐
Hopefully your suggestions work ๐
I can imagine stuff like this is easy to do so I don't fault her or any other mod dev that has this occur
and i don't blame people either i know a lot of the moon creators that don't code aren't going to have a great understanding of how and what needs to be synced across clients and when. there's going to be problems and that's valid. i usually help people in private with these things.
i hope that makes some sense im tired lol
Exactly
anyways if you're reading this later go vote on the poll in wesley's thread lmao
it's very important
is it possible to use enemy spawners to have specific enemies spawn throughout the day?
i mean ig you can trigger it on a looping timer or use a different script to trigger it at set hours of the day if you want. depends what you're desired end goal is ig
i'm hoping theres something i can do to replace normal enemy spawning
so i can only have enemies spawning on specific parts of the map that i want them to be
and moving you ai nodes accordingly cannot give you the desired effect?
I mean you certainly can make something with the tools provided in this mod. it may be a little jank but you can probably do it
well
what im intending to do is have giants spawn on one section of a moon
and dogs spawn exclusively on another seperate area of the same moon
normal enemy spawning with ai nodes cant really do that
yeah you can probably do that. I'd probably either use a looping delay script or some hourly events to trigger a randomized event to then trigger your spawner just so it feels more natural
Example of a 1 in 10 chance to spawn an eyeless dog every 20 seconds. if you mess with numbers a bit you can probably get what you're looking for. if you want multiple spots for it to spawn just make more empy objects with enemy spawners and in the randomize event trigger those objects under different events with whatever weight you want. (notice how i turned off networking rpcs on my random event. this is because enemy spawner only will work on the host anyways so there's no reason to send packets over the network for them to do nothing.)
will the enemy only exist for the host? or will it exist for everyone?
it will exist for everyone
only the host is allowed to spawn enemies
if a client tried to spawn an enemy very bad things would happen
oh oki
and this could be used to fully replace normal enemy spawning and just have these controlling the spawning of enemies on a moon?
i have built in safety for this already. both item and enemy spawners have a check to make sure you are the host before running the spawning code. doing nothing if the client is not the host.
i mean yeah, just remember that this spawning is not going to apply the same rules as natural spawning. like for example if the enemy weight limit is reached it's still going to spawn because it's not naturally being spawned. make sure you're careful in balancing your weights and spawn interval to not make it too overboard
tldr you can do it. you'll just have to fiddle with the numbers to make it feel good how you want it.
I might even be able to add some features to this in the future to allow it to obide by spawn cap rules and stuff if people want that
but I have some other stuff to work on rn too
:3
thx a ton for the help
i'll try not to bother you anymore, but i might have more questions later
alrighty
If you experienced issues related to configs or network prefabs not working correctly I have informed batby about the issue and it should be fixed with then next LLL update (hopefully)
Oh I forgot to mention this yesterday, but the random teleport still uses player IDs, which I'm guessing is what's used in the Deltarune interior for the tree: https://github.com/JacobG55/JLL/blob/main/Components/TelePoint.cs#L75
@mellow path was teleporting at a different location on the map every time iirc
If having it be ID based was causing issues for the regular teleport, I assume it's the same here
Yeah DemonMae published an update to hopefully fix it
it using player ids isn't a problem either
Yeah we'll be testing it out today, hopefully we get the Dark World interior
even with late joined installed because that's how vanilla uses it on a lot of rpcs
Yeah wasn't sure, just seems like it'd do weird stuff if like the second player who joins a lobby leaves, someone else takes their place, and some other scenarios
Not sure how the game handles that internally
that's not how it works luckily
The worst that does is sometimes the player that joins in someone else's place has the wrong pfp
in your usual 4 player lobby all 4 players are spawned at the start and the order people join makes that player become visible and controlled by that user. when they disconnect it doesn't delete them it just disables and resets them essentially
I know I've had some cases where a player has the same ID as the host, but that's like a mega desynced worst-case scenario lol
Like using the ship teleport on them would teleport the host or something
so you'd have player 1, player 2, and player 4 after the dc
I have never had that happen
Or maybe not the host, but the same ID as another player
Yeah I've not had that
I could see that happening with LateCompany probably
never had it with Lobby Control
Yeah I only really remember seeing it once a long time ago, probably some old bug that got fixed
I've used LobbyControl since it released pretty much lol
I was just wondering if that's what could've caused it, but good to know 
I know I'm fairly late but I just want to say thanks for over 1 mil downloads on JLL. I know it's an api mod which makes it less impressive but it's still pretty cool. I don't have anything prepared for this milestone. But I have made a bunch of things for Wesley's update so play that when it releases.
Yw bud, you deserve it ^^
and you know we're doing a long stream the day Wesley's stuff releases
@broken ether knows it too 
I think we need a Stevy Wesley
wat da hek
thats so peak
I fucking love it lol
original art by darthcash, modified by magicwesley
@copper pivot
I hav queston
oh god now I gotta do dis
Yeah what's up
You had a question?
when door script fix
Oh yeah, uh @woven sparrow
ah sweet, schizo chat
wassup?
@lean bone are you available to help out with something?
i cant get enemy spanwers to work
and i dont know what im doing wrong
uh sure
if i wanted to spawn an enemy when the moon loads
how would i set that up?
and do objects that enemy spawners are on need to be on a specific layer?
no that shouldn't matter
why do you want an enemy to be spawned when a moon loads out of curiosity?
im wanting to spawn masked enemies in the indoor section of a moon
also
for things to work
is there any specific setup required for the scripts to actually run?
cuz i cant seem to get anything to work, testing in editor or in the game
this is one thing i've tried that isnt working
i have no idea what im doing, so i also dont know what im doing wrong
where is this object located in your scene?
like physical location. if it's too far from navmesh it may choose to not spawn that way it's not spawning an enemy without navmesh
there is navmesh in here right?
is there anything in the log?
nope
is your logging level in your test profile set to at least debugging level?
lemme check
send me your log after changing that and landing on your moon with this
hi wesley i see those reactions
I have a job to do
??
it works now for some reason
now it doesnt
it only worked when i had two things trying to spawn one
but isnt working with one or the other
@lean bone heres the log from my testing
that was with this setup
and no masked enemies were spawned
[Info :JacobG5.JLL] [Debuging] (Spawn (7)) Spawning: Masked at (-51.60, 5.66, -213.17)
[Warning: Unity Log] HeadMaskTragedy is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The RandomPeriodicAudioPlayer component was skipped during spawn!
this is what it was putting in the log
I might be wrong but I think that warning happens even in vanilla when a masked is spawned due to how zeekers set them up but that message says that the enemy was spawned
are you sure they aren't wandering away somewhere?
in most spots theres nowhere for them to go
also you said you have like a little fake interior area where this is happening right? Is it possible your ceiling has navmesh on top of it? Asking because I know unity navmesh sample position can be weird and prioritize positions with a higher Y coordinate even if they're technically farther from the sample position. maybe it's spawning them above the room lol
and theres one i have set directly infront of the ship for testing
which also isnt spawning anything
i made navmesh not generate on the ceiling
this is kinda a hail mary but maybe try giving it some sort of delay before spawning. or just spawn them at a slightly later point than the moment the scripts are enabled. maybe triggering before the game has fully completed it's round settup process is part of the problem.
trigger the enemy spawner with a delayscript set to wait on enabled and see if that changes anything
will test that rn
although
the tests i was just doing were running after the ship landed rather than when the moon loaded
oh yeah they were i didn't catch that when i looked at your screenshots sorry
then my idea won't make a difference
the logs say they're spawning correctly though
im gonna test this rq and then if it isnt working still ill test with imperium to see if the masked enemies exist or not
is your main entrance in the place with the masks?
or just an entrance ig
because maybe if there's no ai nodes inside there they all just pathfind to the door and explore the interior where they have points to explore
well, that could be the case if the one i placed infront of the ship was working too
but also
the timer method seems to work
was this your old one in front of the ship? because this one is triggered on level load which is why i made the original suggestion
wdym?
if you accidentally had the one in front of the ship to test using a different method from your fake interior ones
one screenshot is using level loaded and the other is using ship landed. if spawning it on level loaded wasn't working but the log showed the other ones spawning after the ship landed correctly. then by time you went to check on the ones in the fake interior they would have already pathed inside the facility
i've been editing them all together
so they've all been doing the same thing as each other
you should be able to use imperium like you said to check where they are
mhm
will be testing that now
i replaced all the spawners with the new one running off of the wait timer
got it working
will probably also need help with the randomized spawns i also wanted to setup
@lean bone is there anything about this that shouldnt work?
is that enemy name correct
Yes
Same name used on the spawners that are actually working
I'm trying to get a looping randomizer to work too
Something is clearly not setup correctly because it doesn't work
I just don't know what
anyone here experienced with JLL able to help?
sorry for not responding it's very late and i probably shouldn't still be awake but what exactly is the problem now?
so right now it looks like you have a weight of 10 to spawn an enemy and a weight of 100 to loop the delay script. so it basically loops a smaller chance to spawn an enemy currently and once it is spawned it doesn't loop anymore.
if you're wanting it to keep looping reguardless I'd make it so the delay script triggers the randomizer and it's self. then the randomizer you have one evenr trigger the spawner as you currently do, and the other doesn't have to have anything in it's event with a larger weight.
that way it's a chance to spawn an enemy and a chance to do nothing. delay script triggers random event and it's self to loop
Is there a way to send something to the logs using scripts?
like you want to log your own message to console for debugging?
Mhm
So I can see if things should be working or not
Cuz with the new setup of stuff
The looping wait is working
But I don't know if the rest is
JMessageLogger
put whatever you want in the name field then use your event to trigger LogMessage and type whatever message you want logged
ty :3
same component can be used to trigger hud tips and warnings if you want too
anything im missing here?
i get this in the logs every 20 seconds and nothing else
it seems like the delay script is the only thing running and i dont understand why
does the enemy spawner log anything if the string doesnt match a active enemy @ jacob
Start is a unity method not one of mine. (unity triggers that when an object is enabled for the first time and is used for initialization)
you want to trigger RollEvent
ohh
yes it does but i beleive that enemy name is already correct
that makes sense
ya just sanity checking
do i need to have 2 events for the randomized thing?
or do i only need 1 for it to work
wdym
do i need 2 of these or no?
yeah you do because it's a weighted random system. It's like having 10 red marbles and 90 green marbles in a container and picking a random marble. if you have a container with 10 red marbles you'd always pick a red marble out of it
ahh
that makes sense
thank you for explaining it like im a dumb child, i actually need that
i didn't mean it to come off like that oops lol
i like using comparisons when explaining things because i personally think i understand things better when it's explained to me in that way
i was just saying i appreciate the dumbing it down and giving a physical example cuz im not experienced in this at all
i feel the same way
weighted rarity has had to be explained many, many times on this server dw
its easier to understand things when its compared to something i already understand
people get really confused when i tell them they can't know the % of a moon weight without the context of all the others
whats a moon weight?
so like interiors
they appear on moons via weighted rarity the same way your thing up there just did
same w/ enemies and items
ohh
yeah
off topic
this community is so good
you're all very welcoming and everyone kinda puts themselves out there to help everyone else out
theres a lot of modding communities that kinda have an elitist group sorta thing where they dont let anyone else in and if you dont automatically know everything nobody wants to help
just on the topic tho incase you don't know, while it's not useful to you here since you have full control over the random options the big reason why the game uses random weights like this is because you don't need to adjust any random options when adding new ones in
eg. in vanilla each moon has a given random weight for each interior so if a custom interior needs to be added we can just add a new weight for that one and by nature the pool of random options (the container of marbles) adjusts for the addition
that makes sense
that + lll's contentag system allows most custom content to naturally be compatible with eachother. Since your mod could have the tag "Desert", a seperate interior looks for the tag "Desert" and then gets added to the pool if they are both installed
and neither mod needs to know the other mod exists
the gameobject and monobehavior ones are basically the same just have both of them so if you have an event that has a monobehavior as a variable you can can dynamically input it.
basically allows you to spawn an enemy at a point that isn't the position of the object with the spawner
say you want to spawn an enemy at a random position you could use a random event and have all the events trigger the same spawner script but with a different empty object used as the spawn position
that way you wouldn't have to have like 10 enemy spawners, you can just have 1 and tell it different positions
yeah kinda
side note i should probably increase the max value on those sliders to make things easier.
Can you explain this differently?
Just that top message
some events come with additional context that the thing listening to the event can use
say you have an event that gives you a player as a variable. you could use that player event to trigger the spawner and give it the player that event was triggered with to spawn the enemy directly at the player's position
my explosion and item spawner scripts along with some others have similar functions
so you could like link an interact trigger to an item spawner to spawn an item at the player's feet or something
so if i just wanted to one random spawn script that picks a random spot across the map to spawn that enemy
what would i have to do for that?
well it isn't a random position, it's whatever position you input into it. what you can do is have preset points. make an empty gameobject and place it in one spot, and a second empty object in a different spot.
then you use your random event and have one event give the enemy spawner empty object A and a second event spawning an enemy at empty object B
(also yes technically it's not at the exact point of the object. it finds the closest position on the navmesh to the point. but you don't have to care about that part)
my question is like
is it possible to have a random enemy spawner like the one i have setup now, pick a random spawn location from set spawn points
every time it spawns an enemy
yes, just you have to predefine those points with empty objects
ye
then for each empty object add an event telling the spawner to spawn an enemy at that object
how?
select SpawnEnemy(GameObject) and input the object
(sometimes unity editor will bug out so you may have to choose that option then click on a different object and go back for the option to input a gameobject to appear)
sorry i keep catching spelling errors everywhere and i probably missed a lot but I have the excuse it's 6am for me lmao
how would i make it randomly pick between multiple objects?
same here
but i woke up late af as well
what you can do is just add more events to your randomized event each one pointing to a different object
if i dont change the weights, would the overall chance stay the same?
think back to the marbles. if you had 10 red marbles and 90 green marbles before, now you add 10 yellow and 10 blue marbles. you're odds of getting a green one have decreased
could i send the randomized event into another randomized event?
you could
that is only in charge of picking the spawn point
if that's what you want to do you absolutely can
it seems like a simpler way to have more control over spawn chances
not to speak for jacob but in general the point of a toolkit like this (and Lethal Toolkit which this mod kinda superseded) is that it gives you a bunch of fairly isolated events and reactions for you to plug and play like lego
hence why some of the scripts might feel super vague (because their designed to be ๐)
compared to modern engines it's basically super shitty visual scripting (not a dig at jacob)
yeah exactly. all the components are meant to be pretty self contained and not limiting so you can piece them together however you want to create stuff
At one point I was actually looking into how possible it would be for us to straight up use unity's visual scripting but wasn't good vibes from a glance
would be peak
does hurt that this example is 4 nodes that is just the equivalent of
Ammo -= 1;
ouch
i think last time i experimented with that plugin was when it was in like super beta. is it officially released now?
i think so
im pretty sure lc is compiled with it
(for modding the weird part would be somehow intergrating our own nodes and stuff + i have no clue how assetbundles tie into this)
pff is it actually? that's kinda funny. iirc it's something you have to download from package manager seperately so i imagine if it is compiled into lc zeekers would've had to install it for some reason
i think it might be pre-installed nowdays?
is it really? that feels like massive bloat to me when i imagine most people wouldn't touch it
yeah it is, just checked on my personal project
its really fucking annoying because a bunch of it's namespaces overlap with what people actually want
oh ew so it's more annoying than just file bloat? lmao
the spawning logic seems to be working :333
i mean i don't imagine it's too much different from how saving properties of components and SO's and things to asset bundles works
oh nice, good to hear
i might be disapearing for the night because wow it's late lol
before you go just for fun here's the default packages for 2022.3.9f1
excuse me for probably being dumb but what is NUnit?
.NET Unit Testing i believe
i do have one question
stuff for people unlike us who actually can't allow their releases to break
if i was to be spawning daytime enemies
would they follow the rules?
and despawn when it reaches the time they normally despawn?
i think that part is baked into their ai iirc so they should do that
but like the enemy spawner doesn't care about enemy caps or if the power limit has been reached, it will just spawn it reguardless
so if i had the birds spawning with the same setup, they'd despawn when it reaches despawning time?
would be cool if it did
was thinking about adding an option for it or something
and would they auto despawn immediately if it tries to spawn one after the day is over?
no enemies should survive the scene being blackholed
either that or letting a custom cap be set for how many times it can be triggered
thats not what i meant
i meant like
when "daytime" is over
and daytime enemies despawn
it doesn't care it will just spawn what you tell it to whenever you tell it to. this idea od using it to mimic vanilla spawn behavior is sorta possible as I've helped you through but wasn't an intended behavior i imagined anybody using it for when i created it.
now that you've done it I'll probably add some new options to allow you to improve this
it might be something better in lll than jll but it would be ideal if you could blacklist and whitelist enemy tags per node
seems like a natural iteration of the current mechanic
feels like Jade just wants to control which enemies can spawn where and/or preferred and this is just the wrong tool for a valid solution
correct
speaking of which i want to talk to you about some stuff later batby but im tired and want to go to bed now so I'll do that another day. Just know that I want you sometime in the future
anyways goodnight
goodnight
hit me up when you do
thanks a ton for the help
Could maybe do fake "nodes" that teleport naturally-spawning enemies to them, though some enemies might require specific handling (e.g. what I'm doing with bees for Bozoros)
Upside being it'd comply with vanilla spawning rules, but if you were to spawn a Masked by putting one on it'd teleport to one of those spots so it could be weird
i mean this with no offense whatsoever but any solution i would implement couldn't be as jank as that
Yeah
if i do it it would be fully ingrained w/ the spawning logic
Didn't really think it'd be a scalable thing
eg. how LLL allows levels to have weighted scene selection
contenttags babyy
If you do end up adding something like that to LLL I'll definitely switch to it lol
it probably wouldn't be avoidable ๐
(eg. i'd probably have some monobehaviour and if theres any ainodes that don't have it i'd add it for them)
(since i need to backport it to vanilla scenes)
Though I guess you do still need to consider bees in particular, hive just picks a nearby spot in the NavMesh and doesn't spawn exactly on the node
I think they would, I'll take a look at this in a bit, the daytime enemy despawning behaviour is hella weird, it's not just a slider that you move around and then be like "Okay, it's reached the normalised time we agreed on, now despawn", I believe zeekerss just calls an empty method when the time is reached, though its been months since I checked and I'll check again in a bit
:3
Tl;Dr I don't get why zeekerss does things the way he does, sometimes no one does
i feel like zeekers doesnt know why he does things the way he does
looking at a codebase from a finished perspective means you don't get to see what problems where solved by the code that's there
100%, i see that in my own code sometimes too
Yeah AudioReverbTrigger probably started as an actual reverb thing that had more and more added to it over time lol
But like, having a slider called normalized time to leave and not enforcing it? Where was the problem ๐ญ
just can't put too much time in solutions probably
you can overengineer the best systems and then 3 updates later you wanna add the maneater which is a enemy and a scrap and what the fuck and
Yeah I saw that thing's prefab...
I'm honestly super surprised he managed to make it work
games are arbitrary as fuck
Low-key impressed
Don't blame him for not expecting his game to be dissected too, modding's not really something you think of while developing
Oh yeah I agree
i feel like people slightly don't appreciate how smooth the overall end result is considering that it's a networked indie game w/ so much random shit
If it's code written for himself it'll be jank as long as it works ๐
game plays fine 99% of the time
A lot of people have a lot of complaints constantly about what zeekerss does, for me I'm happy it seems so stable and refined, even from a modding perspective I kinda like most of how he set stuff up
my super duper highest priority stuff is a very small list
from there it's just a lot of like "in hindsight you'd probably prefer to refactor this way right?"
Somehow my school pc was fine with me downloading dnspy, downloading assembly csharp dll and a few other things, anyway confirmed that it checks in update whether the enemy should leave, I can't say whether the leaving is immediate though
Depends on what the enemy does when the leave is triggered
I.e. manticoils spend 7 seconds flying away, then disappear
7?! Damn always felt way less
@lean bone what does the event limiter do?
basically just a counter on how many times an event is allowed to be fired
can i use that to set a hard cap on how many enemies can be spawned?
you could
awesome
this discrimination is crazy, why am i getting steve reacted and everyone else jeb reacted wesley
is this how?
just so you don't have to re-do all your different spawn locations that you set up yesterday what I might suggest is inserting this between your two randomized events
basically have your event limiter trigger the random event for choosing the spawn location
Damn Wesley isn't here posting jebrealemotion reactions
does the event limiter need to be triggered instead of the random event?
or is the limiter a self contained thing
you trigger the event limiter and it runs the event and counts down it's counter
once that number reaches 0 it won't trigger the event anymore
yeah imagine getting a good nights rest instead of working on moon updates or stressing over a coin toss smh /j
you send stuff to the gate and the guard only lets a certain number of things go through
yup
Lmao I'm glad he's taking care of his health tbh, it's just always weird to see him not reacting in here cus it's pretty rare
im pretty sure reacting in here is part of his daily routine now
hello just woken up wesley reading this in the future
Lmao oh it 100% is
Cus he's been doing it for months
Hell since like
Mid last year right?

putting in the hard work
did i even exist here mid last year?
Pretty sure yeah, I can't remember if the first time we played on Pinnacle was during June or before that
no you're like half a month old at most
and I think Wesley started the Jeb reactions in July or August
ah so i really am a dumb baby
oh also
everything makes sense now
yup
i found a script that did exactly what i needed
and came to ask about it
there should be a hard limit on enemy spawning now
Seeing like 6 giants was insane, you likely could have just used Vanilla Spawn stuff for them tbh
and i have it set to abide by vanilla rules mostly,
Cus Vanilla usually spawns like a max of 2 or 3 lol
nah
cuz they'd still spawn in the sewers
need ai nodes everywhere
Ah
for navigation
i for one think you should have 20 giants on your moon. make players experience true fear
lol
6 giants was already so broken
they kept walking into each other
XD
im also making another change
I remember seeing 1 pathing around normally and a horde of 5 all walking into each other
lol
this is the real reason i never released my moons you see. the other moon makers were too afraid of the things i would create so we had to hide the monstrosities from the public /j
i removed enemies ability to get over there
oh right i forgot
wait doesn't this make him yes?
you can crouch under the bars there, but enemies cant path through that tunnel anymore
so even if they aggro under ground
they should calm down
two xu's dont make a xuxu, your name changing isn't as easy as like, changing your discord name, that's not how this works
because they should be kept far enough away that they de-aggro
i kinda agree
this also works to devide the sections of the tunnels
so dogs cant cross between both sections
they're held in the half of the tunnels they spawn in
so they cant all end up as one blob of dogs traveling together
you should put one of the dog spawn nodes in the ship and give it a weight of 1 just for the funnies
I agree with no
i disagree
i agree with myself
no you dont
me not don't. me no
That sounds like my kind of evil 
It's funny til you see 5 of them just walking into each other
lol
Dis
I'm sure whenever you make an anomaly moon all your evil ideas will come out
my new update is published with the enemy spawn logic upgraded
i wanted to do a moon that was giant oriented a while back with a custom spawning animation, too much work, ill stick to something cooler
I remember the previews tbh and it looked really cool
Kinda sad it never saw the light of day
Helheimr my beloved
Lmfao
oh btw
if you could test out the new update to rampart on a stream sometime
that'd be nice
Prolly won't be til tomorrow, gonna sleep in today since I'll be playing Back 4 Blood lol
all the issues we came across should be fixed, but there might be some more stuff you could catch
Ye
doesnt even have to be this week
you dont need to do that
oh?
mhm
Hi
@lean bone Wake up buddy
why is there just a massive wave of wesley reacting with the same emote to everything above this
Not even he knows 
mood
i have an idea..

hi
Wesley go wake up Jacob
Need him to wake up cus I wanna play tonight, idc how late it takes we're playing tonight lol
Jacob is never late, nor is he early, he arrives precisely when he means to
I feel bad for Mrov, cus he wanted to play
Not the same emote everytime >:c

new JLL update is live. I didn't add a whole lot that the average user will care about but the WesleyMoonScripts package is now included. I also added some minor additions to enemy spawner and some bug fixes for various components and api.
Hi, I was unable to upload a modpack including the config/JLL folder. Thunderstore gave "invalid zip file structure". Here is the folder that caused the issue. In hindsight, I should've tried regenerating it, but just thought I'd post here
This occured with version 1.9.0 of JLL, where a previous version had been in use beforehand
My sincerest apologies but I'm having some technical issues again. With the destructible object component, it doesn't want to work at all. The tag is "Rock" and the layer is set to "Enemies". I've tried changing the tag to "Enemy" as well but that didn't work. I tried it with its Disabled Object referencing itself and with no reference as well.
With the second screenshot I'm trying to make the Randomized Event pick between 4 different options to change an animator's state, but it never fires no matter what I do. I tried setting the weights to 25, tried the Trigger On Start with and without the below Ship Landing event, and tried giving it a Network Object to see if that would help with that boolean. I even tried rolling with a Player Inside Region trigger and that didn't fire it either. The animator is functional ingame though since the Apparatus pull event changes its state accordingly
I see it is fixed in the latest patch, thank you! โค๏ธ
Destructible objects are networked but at least in this screenshot i don't see a network object on your object. this might be the full issue there.
The second one with the randomzied event yes you do need a network object for that to be synced. i see at the bottom you have network synced checked so im guessing that's your intended behavior. As for the animator not working you mention wanting it to change a boolean variable but are calling the method to toggle a trigger in the animator instead. Is this a miscomunication or mistake? Without a screenshot of how your animator is set up i'm not really able to help much more.
yeah the file that caused the error was generated by wesley's moons update. wesley should've released a patch to fix it but I've also added some preventitive measures to ensure this doesn't happen again.
Ah I see
I added the Network Object and it still doesn't seem breakable, unless there's a specific set of options needed on the component?
With the animator they use proper triggers--the "Any State" arrows were added later on as a test to try and get'em to work. The arrow going to "BLOODFLOOD_ANIM" was added afterwards with "HeartDeath" as the trigger, and works properly with the Apparatus pull to see if they were working at all. The last screenshot is the Network Object next to the randomizer component
Each animator transition has no exit time and has their respective trigger
Network Objects get forced to be put on gameobjects where there's a component that either has a RequireComponent(NetworkObject) or its a NetworkBehaviour, if it doesn't put it then it just means it's fine with using another network object in the Hierarchy, is the script using another networkobject in the Hierarchy not work for your scripts usually?
tbh the networking package was added long after i stopped using unity, so I don't know a lot about how it's set up, but i've worked with other systems so It hasn't been hard to figure it out using rpcs and stuff. I just don't know technical details like that. All i know is i've had people on many occasions tell me things on scripts with networking don't work and i look at the logs and see the methods with rpc attributes never get fired for whatever reason. and unless they had something else wrong in their setup asking them to put a network object on the same object as the networkbehavior fixed it every time. i don't think i even reference network objects on any of my network behaviors. Maybe somebody with more technical knowledge on unity netcode can enlighten me to possible pitfalls. my best guess is in editor it seems like it won't automatically put a network object on an object if anywhere in the hierarchy a parent has a network object but in game maybe there's some sort of limit to how many parents up in the tree it looks for a network object? What i do know is that on a moon the environment container usually has a network object and that network behaviors placed as a child of the environment don't automatically put a network object on themselves and that they tend to also not network correctly in game without being given a network object (this applies to many of zeeker's scripts too not just mine). might also be possible that that particular network object on the environment has some weird settings that stop it from working correctly for it's children, I honestly don't know.
that makes sense, it's honestly weird, those should work as i've seen that type of stuff work before too, but i know there are two categories of network objects, spawned and in-scene, where moon'ers just kinda only do in-scene for the most part
I kinda touched on this in my reply to xu but i honestly haven't messed with unity's netcode solution too much especially all the settings on network objects so for every network behavior in my mod you can just assume default settings are fine for your network object. I appologize for ghosting for a while I left to do some stuff, and now it's late so i might look more into this another time and get back to you then if i come up with something. I can tell you though that i know this script works and is used in one of wesley's moons for destructible rocks that take a few hits to break and break instantly when hit with a pickaxe. I'll try to reach back out to you later when i have more time to look into this
i dont know if you wanna do this or have done this already, but there should be some syntax that allows you to require a component (though NetworkBehaviour just has this inherently), there MIGHT be a thing to require the network object to be on the same gameobject but i'd need to look at the docs
(example)
i mean i totally could but that's going to force people to have a network object on every component and in some situations it does seem to work perfectly fine to have a network behavior on the child of a network object no problem
this alone wouldnt force it, idk how to force a network object on every component, this just makes sure they actually have said component somewhere valid in the hierarchy
well, actually nvm
it would force it for stuff like animator etc
yeah okay nvm requirecomponent wouldnt be it
No worries dude and take as much time as you need! Admittedly these aspects aren't critical to what I'm working with so I'm in no real rush personally c:
Why am I jeb reacted now, what changed
Also the galetry tape stuff, is that part of JLL? And is there a specific setup for it? @lean bone
how do i use JRandomPropPlacer?

Pretty sure you can just add that to any item to turn it into a "tape", but haven't tested it just yet
Oh yeah i was meant to reply to that mb. yeah that script is part of the wesleymoons package and can be added as a component on any item to allow it to be interactable with loader items.
the projector and all the collection boxes around all the moons actually use the same script. The loader and item scripts both contain a string LoaderName. when interacting with a loader it checks the held item for this component and if the component's loadername matches the one on tbe loader it's self.
iirc the galetry video projector is "Galetry" and all of the turn-in machines use "Story" as their names.
I feel like I could be doing something wrong, but I don't know what. I can't seem to get the network prefab spawner script to work in my interior. I can use spawn synced object stuff probably but I wanted to try this JLL script. I've got a spawner placed on a fireplace that should spawn a random painting, but it puts the painting way off from where the spawner is (you can see in the background the fireplace that should have the picture). Using Unity Explorer it seems it spawns the painting but it has no parent even though it should be parented to the spawner. I think it also spawns 2 for some reason because while I do have other spawners, I disabled them for testing yet Unity Explorer lists 2 paintings.
You need to register your JNetworkPrefabSet to your JLLMod and then bundle that too
I think I have that
odd, i just double checked my code and it should work. i think it's in use on one of sick's moons iirc. something i do want to ask though is there any reason for these to be network objects? like do they make use of a network component that requires them to be synced?
also rip my wip cabin interior ๐
anyways if you're just wanting them to be the same for all clients and not needing networking components then i'd recomend doing something similar to wesley's art gallery interior which makes the random decorative paintings like this as local prop sets
Rip my wip cabin too
wait you were working on one too? you knew about mine lmao
I planned, also I didnt lol I mean I knew about waaay later than everyone. I think Generic told me
i thought you were in vc when i told wesley originally but you might've not been listening lmao
Not really a reason for them to be networked objects I guess. I mainly just wanted to put a spawner that could randomly spawn one of the prefabs. Local prop stuff would work but it just felt like it could be annoying setting that up everywhere when I could just copy/paste a single spawner object
That can also be true lmao I was talking about making one with Gen.. later that same day Cabin came out lmao. but Its fine I was already working in a different interior already
I mean, thereโs how many office ones? A few cabins would probably be fine
We like alternatives! 
I guess if I do it right and just prefab it it wonโt be too bad
Local prop set only works inside and not outside right? I think thatโs one reason I went this route. Not that I have plans for random paintings on a moon, but it felt like something I might do. Like, one moon does have you go into a building with some offices and I could see random paintings working there.
this is correct
iirc this is also how it's set up in art gallery. Whenever new paintings are added wesley can just edit the prefab and all the options are able to spawn everywhere
If you're alright with that i may still do it one day.
Yeah sure. I donโt have a patent on cabins. Go for it
Also just an FYI I'm leaving town tomorrow and will be gone all weekend. I won't be responding to anything lethal company during this time. So if you try to reach out to me for anything I won't respond until next week.
I got my question out just in time. Noice!
Bye-bye!
-
!
Ping you every hour and expect a full thorough response about everything, okay thanks
alrighty ๐
jll
whats that
i dm wesley this like 5 times with no response but they react to my message in the jll thread...
the hardest worker is the one who works without thinking
Just like lollipops
@broken ether I'm killing you
@broken ether wesley how do I use JRandomPropPlacer
@broken ether Wesley
@broken ether hey man
@broken ether is in charge of everyone's problems while im gone

Wesleyโฆ I stubbed my toe. Can you help me :(
Wesley can I get a stevy?
Thanks Wesley. All is good now
how does the damage trigger work?
Jacob is currently unavailable so uh you won't get help til Monday probably
other people can answer the question
Oh I know, if they know how it works they can answer I just know Jacob is usually the one to explain this stuff
So I was just informing he's unavailable rn incase she was expecting him to reply

this is one setup you can use
for corpsetypes here you go
is it possible to make the damage trigger turn on and off with an animation?
actually damage on colliusion is not needed in my setup mb, dunno why I had that on lol
nice
yes, i'm actually doing stuff in animation as well for this setup
i've never set it up but that shouldn't be a problem, there might also just be fields you press in the script to turn it off
im trying to make a door that's slamming open and closed
Im changing the damage and the size of the collider but you should be able to enable and disable the trigger too
and i want it to kill you
also
would i be able to make an interactable object trigger the animation to start?
and not stop afterwards
cuz i want an item jamming the door that you have to pull out to make it start slamming
never messed with animations before
so i dont know what im doing
i got the animation to just always loop on start
but i dunno how to do anything else with it
well the animator can control what animation you're in, how ot move onto the next one, where you CAN go, etc, so that's full control of anything you really want done.
but you'd need to trigger the animation to start through zeekerss stuff first
wdym?
i mean you can do what you want if you setup the right animations to play through teh animator and use zeekerss' animator trigger script or if JLL has a better animator trigger script then u can use that
then in the animations u can "record" key frames of doign stuff like enabling colliders, disabling colliders
how do i make an animation not play on start?
how would i make it change to the other?
does triggers layer work fine for damaging vehicles?
i dunno if this helps at all but when you think of animations in the sense of like the player moving and shit all that is is a big list of positions for the verts on the model to get set to at x time
animations are just setting x value at y time
That's the part I understand
All the extra setup stuff to make animations do the animating under specific circumstances that I want them to
Is what is nonsense
๐
Zeekerss setup is something I can't explain too well unfortunately if that's the part that's nonsense
Welcome back @coral wren
Great to be back
Does anyone have an answer to this?
Have you made custom scripts before or are you hoping to use zeekerss'
Use zeekers
@woven sparrow do you have something somewhere that triggers animations via zeekerss system or maybe something in JLL you could show?
Zeekerss' animatedobjecttrigger is fairly annoying to use from what I remember
It works fine we usually use that and combine it with a jll script like randomized event or whatever
amen
game loser behaviour tho tbh
Disintegrate
hurls rocks and shit at you
Wat da hek
can anyone tell me what im doing wrong? i wanted to do eclisped visuals, but it doesnt work
well idk how you have your heigharchy but you have the active object set to default to self so if disabling the object this script is on is the problem then uncheck that. otherwise I'd need more information like what is actually happening
Hey Jacob, are you available to help out with something?
depends what you mean by available ig
Budget gacob here, go on
Was wondering if Jacob was able to help more with setting up the door stuff I was working on
I'm trying to have an intractable object that turns on two animations when it's activated
huh?
Like
I wanna make an interactive door, that plays two animations when it gets interacted with
Cuz I'm trying to make a broken door that is jammed with a pipe
And you have to pull the pipe out for it to start opening
So I want to make the pipe intractable
And have it play an animation of pulling the pipe out once you interact with it
And then play the animation of the door opening at the same time
you can probably just do that with one animator and animation states
Yah, you'd have to combine the pipe and door animations into one animation clip though I think, either that or doing some additive layers in the animator
Then using zeekerss' animatedobjecttrigger plus interact trigger to trigger prompts once starting the animation, ending it before you're done interacting, and ending it once it's done interacting.
I wish I could help more but I don't use zeekerss stuff I just am pretty sure it's possible
I also dunno if JLL has anything for this animation wise since zeekerss has smthn already
yeah no i don't bother if people already have a way of doing it that's fine
Makes sense
thanks discount gacob
All good, you'll pay it back when you're more available, there's a couple things I gotta bother you on in JLL(Wesley's moons script iirc) to improve 
oh god im in trouble
Well
I want the door animation to keep looping indefinitely afterwards
But the pipe animation to only Play once
You in trouble? Never, Xu probably just has recommendations on what you can improve/change lol
This is gonna be a bit of a thing to explain, hold on.
One way to do it, which is probably close to how I'd do it is having your animator layer set to additive with a weight of 1.
Then create a connection between Entry to an empty animation state.
Then you'd create an arrow from empty to the animation that has both pipe+door combined, give it a condition where its a trigger prompt, something like startOpening.
Then you'd connect Any State to the empty clip, and give that another trigger, something like resetProgress.
Then you'd connect the animation with pipe+door into another animation state that just has the door animation, and you'd set that door animation to be looping.
Pipe+Door into Door wouldn't have any triggers or conditions, it would just exit at the very end of the animation, just make sure the blue progress bar thing at the top shows that it only switches state at the end of the animation
It's basically a set of instructions so you can set it up, it makes sense to me
not autism just stuff you haven't learned before
Ye this
Could be both
Autism does make things harder to learn depending on how they're being taught
Idk I have Autism myself and can wrap my head around it
Autism is different for everyone
It's probably more the not learning in this case. If you haven't messed with Unity's animations before a lot of the points listed refer to the animationcontroller node graphing UI that is different from what you would have been messing with previously
This is true
I'll get on pc to help a bit more later, just need a bit of time
Ye I was actually gonna suggest you guys could vc but didn't know if you were able to atm
Thanks
Wesley's in trouble
unity is opening now 
thanks again for helping out
yee its fine
i can hop on vc if you'd like
would prob be easier to share screens
Wesley jebreal emotion
@vital olive you need to put that on interacttrigger tag and triggers layer
idk what info you need, but i want to change all of the lights (including sunlight) to blue when on eclipsed which i change the materials to change the emissive map and the temperature of the lights. tell me if you need any other info
Hi im jacob
Here to announce JLL will now be a paid mod
With a monthly subscription of 1000000000$/sec
I dont remember announcing this
I'll give you my setup in a sec
thank you so much!
I'm back party people. And it's monday, you know what that means
Tomorrowโs Tuesday!
Lmaoo
Back to work
NO WAAAYY!
it was like 10 hours in a car to get there and 10 hours again to get back ao i actually spent a lot of that coding on a laptop so work didn't really stop lmao
Driving under the influence of coding 
i still haven't figured JRandomPropPlacer out
ah, but what about interior props

Spawn node selection you may notice is a dropdown. it defaults to the children of the gameobject you put it on for custom node placement, but has options for outside ai nodes, inside ai nodes, and a combiniation of inside and outside ai nodes. (this is also how wesley's moon hazards work now instead of just being placed in the rough area of where the dungeon generates they are placed through this)
ah i think i see
let's go i've got BUSH HALFWAY IN THE FLOOR...
Never really looked at this random prop placer but now I kind of want to. Probably some things I could do with it.
Boioioioioioing
Elasticity is real
never thought i'd see the day
Guys I didnt make elasticity, something weird is going on
could one say you are crazy?
Grazy?
I was crazy once
i already know how im gonna do this moon's icon
oh? lol
it'll be easy (probably)
i assume you've found out..?
bout what? (was at work most of my day)
:)
hmm
๐
on an unrelated note has anyone found ||elastevy||?
||are you supposed to fall thru the floor when exiting thru main?||
@lean bone ^
oh huh, not heard that one yet lmao
huh... i cant reproduce it...
unless it somehow only happens with factory interior
and just now, during stormy, i was pushed out of the ship while landing
https://i.gyazo.com/8ee5e120ef2f4025ae6b9be8d25aca23.png spams when in ship doorframe, causing a bit of lag
apologies. just gettin shit out of the way before others do
wonder if all of the above have something to do with the lattermost, because i see that spam occasionally in other parts of the map, and lag can lead to funny clipping
anyways, them's my reports.
@lean bone I wonder if this was part of our framerate inconsistencies today
send me an actual log
i booted up 2 separate times, so the one where i fall from main aint there.
@lean bone ^
was this on 1.0.2?
correct
If you're using Wider + 2SS btw you'll wanna add the moon to the blacklist for Navmesh Regen
used regular
then i have an idea, and if i'm correct on the idea then no it shouldn't have effected you earlier
well
Got ya got ya, I know 1.0.2 from the look at the changelog should have resolved most of the performance inconsistencies though
as a sign of good faith, and a thank you for releasing this meme
okay im going to be honest idk what's happening that would cause this so for now im just going to leave it and put a patch for the other things
o7
im really hoping this isnt the wesley curse and you named one of your gameobjects "NetworkObject (1)"

so far tho, it doesnt seem detrimental. when i was put below the main door, i could walk out with no problems
im fine with chalking it up to sanity loss for now
nah i wouldn't be that dumb
||i also made it longer for fun||
seems it lags most when looking at the main building. wonder if a texture might be oversized, or if something has an enormous amount of polies?
a high quality texture wont make you lag
latter it is might be
@lean bone I'm noticing there's really bad lag when looking at the Main Entrance and the scan node for Main is missing
on Elasticity
yeah there's no scan node there right now
it also says in the description there will be some lag. if it bothers you that bad you don't have to play on it. it's a joke moon anyways.
I also won't be fixing or probably working on anything this weekend because i want to relax some :)
that's what you're here for gacob
It doesn't bother me
Just was informing you it's specifically when looking at Main for whatever reason lol
Incase it's not intentional
lol
If you intentionally make lag you can later remove the lag and claim it was an optimization update even though you didn't really do anything. But it suggests you're working hard!
I might have to do that ๐ค
/j
not sure how much exactly it would help, but switching the corn material to opaque alpha cut will reduce the rendering overhead.
playing around with pixel error and base map distance (auto lods) for terrain might also provide some benefit.
these are just suggestions if you have the time to play around and tweak something.
unfortuantely, i also take a pretty big fps drop for some reason (down to 10) but the moon's gimmick is pretty unique, i like it 
good suggestions actually. I'll look into it later
||i haven't done any actual profiling but i suspect lag issues to be related more to the constantly moving ai nodes, main entrance position, and navmesh making ai calculations real funky. though the addition of the cornfield to hide the seam absolutely doesn't help so your suggestion will still have decent impact.||
I have a debug profile ready, so i checked. basically all of the problems stem from 2 things: terrain culling ||(since it becomes more and more visible as it slides away)|| and the crazy amount of corn, second one is from navmesh - ||it seems like you're moving offmesh links and navmesh modifiers||, so the navmesh is being rebuilt non-stop, oops.
For the first thing i'd suggest looking into meshifying it (although i saw there is a disabled mesh terrain, so guess this wasn't easy to work with) and using gpu instancing for corn. For the second, try disabling every single navmesh related thing there, besides the mesh itself. I know it will cause problems ||on the border||, but better than nothing.
Also i'd suggest to slightly delay the start time of the gimmick (~ by a minute), because some mods use async navmesh rebuild and you'd want to allow it to finish, otherwise it will also continue updating the mesh continuously.
On the graph you can clearly see when I look away from the main entrance and when directly at it.
||I had the terrain meshed actually but it completely ruined the effect making the gimick incredibly obvious since you could see the terrain texture moving beneath you because of how splatmat materials handle being moved. the off mesh links moving are required to allow enemies to walk across a constantly moving boarder. both terrains have rough surfaces so the links need to move to stay on the edge. lastly anything causing a navmesh rebuild will just break everything anyways since it will put no nav mesh in the intersection area making enemies unable to path across. This is part of the reason there's no outside map objects here too. this moon should be blacklisted when played with any mods that require a navmesh rebuild.||
tldr a lot of this was considered already and i chose to just not at least for right now. if i come up with solutions to do some of these things then i may implement them like the mesh terrain but idk.
aaah, ok, i thought this was not known. all points are valid, sad that unity is a bit slow D:
||btw if you ever decide to reconsider mesh terrain, let me know, i can change the part that causes the texture to appear moving when you move the object ๐ ||
honestly i was disapointed that i couldn't use the mesh terrain so i'll take you up on that offer
it's literally a one line change for me, so no problem 
||what if you made the ai nodes and stuff go through entrances too ๐ฅบ ||
||moon where i make all the ai nodes randomly pathfind around eachother||
๐
๐
hap bay
thank lol
Happy getting older day