#Moons of Otherworldly Oddity and other Miscellaneous mods
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i think he killed you and then the physics of your body blew up the cruiser
I am inclined to say he killed monikat and then his body blew it up but I am not sure
kinda looks like he killed you then his physics pushed the cruiser at a force it didnt like and it exploded
Yeah ๐ฆ
I don't know if this is a sponge issue or interior, figured I'd still put it though
weird lighting/texture glitch in that subway like interior
in your new raven manor interior, I've noticed the couches aren't quite right
additionally, clients are seeing the parkour bit at all times in the "apparatus" room hallway, whereas for me (host) the parkour shows up only after grabbing it
thats how they are in vanilla
really?
its just a reused model
interesting, ive never noticed that
They're like that in grey apartments too
iirc
And probably studio
They're reused from vanilla mansion afaik
The ceiling lights are bleeding through walls a bit, not a lethalsponge issue.
This However.
https://gyazo.com/14a30f6c49886343d320324617e6686a.mp4
lmao we got wiped ๐ theres a turret nearby too
what a spawn placement lmao
we panick then didnt notice the turret ๐
works fine when testing in LAN, not sure the cause would be
has anyone else had the floor desynced?
Is this made via JLL? It seems like Castellum Carnis also had a problem with desync in such cases on slow machines unless Loadstone was used. Maybe it's worth investigating further, cause I think slapping Loadstone as a fix is not that great.
tis an On apparatus pull event object spawned through a Syncspawn
is that LethalSponge? I don't remember ever seeing that lol
it is, I also didn't change the default settings
Are you planning on reporting it? Lethal Sponge is kinda new
host vs client is also broken on LAN for me, so I doubt it's a slow machine issue
especially considering I do have loadstone installed
Wonder if it's a Loadstone issue
nope, just tested it, the issue persists with loadstone disabled
I don't know then, I test only using dependencies. something must be modifying the interior in a way it shouldn't be but I couldn't guess as to what.
okay hell yeah, I got it fixed in my first 50/50 test
so now I just have to figure out whats causing it
@upbeat horizon so interesting scenario. was on Lithium and i discovered that both external fire exits lead to the same internal fire exit. interior was Sector Beta
sent to v0xx as well
I've been seeing people reporting Fire exits leading erroneously to places on a lot of moons
hmst
Not sure what the dealeo is but it's happening independently to my own stuff as well I think
forgot to share log
happened to someone on Junic IIRC
hmmmmmst
well this took a while to isolate
it happens with just imperium and wesley's interiors installed, and disabling just wesleys fixes it in my main pack as well
obviously with dependencies as well

looks like Coilheads can walk through closed doors in the Haven
I wasn't sure what moons to gat that would go well with rebalance moons
And your two interiors, gray apartment and sub systems
So I got 3 of beanies moons and set them up to appear on them and ngl I think they fit well
As I'm picky with custom moons
I use Raven Manor, Subsystems and Metro as alternatives to vanilla interiors
Oh really?
Ngl I should try Raven manor and give Metro another chance lol (since I used it when play with the pikmin mod)
yes
Raven Manor is very similar to the vanilla Mansion
Subsystems is similar to the Facility
and Metro is quite similar to Mineshafts in my opinion
I like using them as fancy alternatives to vanilla interiors
Yea yea I agree on those besides maybe metro but it's a me thing
the Metro is more different from it than the other two are indeed
but I haven't found a more accurate alternative to the Mineshaft
besides, the Metro works well for most moons we use the Mineshaft on as an interior
most notably Mazon, Torus, Vow
b-side vanilla interiors..
My group's having trouble really enjoying Subsystems... I think it may be too big and in turn loot seems scarce. And vanilla stamina values exacerbates this
My solution for now is reducing max dungeon size in LethalLevelLoader, so idk
Excited for it to come to Dungeons Ultimately Lacking Liveliness :>
1.2.0 D.U.L.L
Raven Manor
- Added
Subsystems v1.2.1
- Vanilla Water shaders implemented
have this too I guess
so this is straight up the map and not Mazon levels of inspired?
wait what size did you set it too?
For me I did 0.7
Manor is so much better than Mansion it's beautiful ๐ฅน
a manor lord?
That'd be a good idea
yessir, Mazon was made to be the straight up map but eventually became it's own thing, this is straight up the map and will remain that way
except it uses LC textures which kinda ruins that notion
lol
@short kelp this is your icon territory, my dude ๐
The perfect moon to play Foregone Destruction on
maximum 0.5, and using the scaling that makes it between the maximum value in the config and the moon facility size. still might be too big lol
i guess the issue rly is the size of the tiles, subsystems is humongous
I agree lol. it's very big
I've been testing with the interior and haven't had it occur, if you can get clip it occurring I might know what's going on
next time I'll try
Was it when they were aggroed or not? Sometimes I've seen coilheads act weird when they aren't targetting a player
I tested both while spectating from the ceiling
it was
I lured it into the middle of a room, closed the door on it, turned away and 2 seconds later it was right behind me with the door still closed
looks like it just ignored the door completely
it didn't happen with other interiors in the pack yet (Skaarj, Rrajigar)
what do you call these things in english
what things?
lol
Raven Manor is some good fcking food, thx for the work!
any more plans on adding compatibility to zeranos or only those two interiors will get it?
Oh ye, I remember you recently found out about the smoothing tool on pro-builder? Will you go back and re-do some of the tiles on your other interiors with it?
Subsystems Maybe
awesome!
Might go through Gray Apartments with it, the oneshot and Unreal ones probably not, wouldn't gel with their presentation styles.
Some parts of rooms I could get away with it, but not with widespread usage
does reducing the maximum dungeon size break anything on it? our group felt like adjusting it
shouldn't
but it already does : (
mainly the marble surfaces
ahh gotcha
snatchin bracken is hilarious on cidom metro
love watching people get dragged down incredibly long halls
i've never seen the bracken even get close to people on metro
Nightmare Moons themed menu? :3
๐ค
@upbeat horizon ok so i play with a modded monster named the mysterious harbinger in my mod pack
what it does is teleportation stuff, it teleports itself to players after a while, and teleports monsters to players if they stand by it long enough
it decided to teleport onto the middle counter in the kitchen, then it teleported these two onto the bar counter
you dont need to fix this, but it was funny
also this room has the wrong stone floor color since the change
upcoming update teaser
The install CS Source update
2.1.1 M.O.O.ns
- The Portal in Pandoramus now uses a pink and black checkerboard fallback texture for unsupported interiors instead of solid pink.
- Support for Sectors Alpha and Beta, Sub Systems, Raven Manor, and the Digital Hex interior added to Pandoramus.
Baykal V2.1.1
- Changed some Reverb Trigger Properties.
- Minor optimizations.
Calypso V2.0.3
- Changed some Reverb Trigger Properties.
- Minor optimizations.
Espira V2.2.1
- Changed some Reverb Trigger Properties.
- Minor optimizations.
Halation V2.1.1
- Changed some Reverb Trigger Properties.
- Minor optimizations.
Lithium V2.1.1
- Removed the Subemmiters from the passive rain.
- Changed some Reverb Trigger Properties.
- Minor optimizations.
Makron V2.0.4
- Changed some Reverb Trigger Properties.
- Minor optimizations.
Mazon V2.1.1
- Changed some Reverb Trigger Properties.
- Minor optimizations.
Praetor 2.0.1 (Forgot to include this in the changelog)
- Lowered the volume of the lava, felt too loud for how bassy it is.
- Changed some Reverb Trigger Properties.
- Minor optimizations.
- Contact with the lava Flows kill much more quickly.
Rockwell V2.1.1
- Changed some Reverb Trigger Properties.
- Minor optimizations.
-*** No really someone is watching you who the hell is that?***
Ultimatum V2.0.2
- Changed some Reverb Trigger Properties.
- Minor optimizations.
I get a looot of stuff on Flicker
... Digital Hex?
new interior
That's fine don't worry about it
tfw a thumbnail doesnt show off the mod well enough, and it ends up looking like another modpack for "the bois"
it looks neat, but doesnt capture the user's attention
okay
also just realized that theres small letters on the bottom right corner
the preview image really aint sellin me :/
anyone got gameplay footage by chance? .u.
It's not a great interior, but I threw support for it in because it's a reference to a game I have a great deal of appreciation and respect for
looks like we're unable to land on any Nightmare Moons in multiplayer
they're just loading forever
nevermind, looks like the lobby doesn't load on any moons now
(edit: issue was either a suit mod or clients rerolling random route)
I was confused why this was occuring so I took a look and
I see why now

uhhhh well
i got the og textures also
for some reason
where?
titan
in that picture?
yes
thats not what i mean
when i took this screenshot, the carpet is white, and the stone is blue
oh I should fix that water
Oh I got you
i took more screenshots to show a friend
because i assumed this was an updated snowy variant
but then i got the og variant textures on titan
and thats what i reported
Also I know it isn't that big of a deal, but there is this weird white light thingy on these windows
I've stolen the paintings from Raven manor and am reusing them for gray apartments for some extra decor. (There are some new exclusive ones in here that aren't in Manor and vice versa
1.2.1 Vanilla frosting Interiors
Gray Apartments v1.3.1
- Fixed the Windowed hallways floors not reflecting the tag based texture changes.
- Changed the properties of the wall textures.
- Applied smoothing to various surfaces.
- Stole the painting prefab from Raven Manor to decorate this one as well.
- Added some couches to the small library.
- Fixed some floating water in the power room.
- Fixed a hole in the ceiling in the Aquarium room.
Subsystems v1.2.2
- Flooded weather floods the death pits with water.
uhhhh
is this how its meant to look
another thing
option to disable the referential paintings would be neat since these interiors are trying to match vanilla and those paintings kinda ruin that
I kinda second that. I'm not sure what it will look like but I kind of like the empty walls of gray apartments. Maybe you could have an option to put them occasionaly in the personal rooms that are in the interior?
no im not saying the paintings need to be disabled as a whole
ive found 4 reference paintings
1 of webfishing
1 of voices of the void
1 of rainworld
and 1 i dont recognize
i mean ones like those specifically
I really like the looks of this Raven Manor and the Sub Systems
glad you like them
Referential and meme paintings should occur 1.6% of the time, the increased number of paintings compared to Raven manor must mean they have greater chances to pop up
oh no that probably means red apartments has the same wrong texture
yup
Red Apps can stay that way until I update it with something more significant
Are you overhualing red apartments?
no, It's fine, I just don't want to push an update to fix a ceiling texture
true
Need something else in there
just need to use spray
like a new room or a major fix to something broken
1.3.2 Grapps
- The rare painting types are much rarer.
- Decreased the max number of paintings that can appear generally.
- Fixed some texturing oversights.
Grapps, lol
For something called "DULL" it's currently one of my favourite interior packs out there. They mesh quite well with the vanilla aesthetic while bringing in your flavour of dynamic interior changes (this one was taken on rainy March)
if you want to know a fun fact about that interior in particular, I based that room and by extension the interior itself around a half remembered screenshot on the LC reddit about a "Leaked" image of the third basegame interior. It was obviously fake at the time, even moreso now that Mineshaft was released.
It turned out to be a fine interior nonetheless. There aren't a lot of "generalist" interiors out there that can fit in anywhere like the vanilla Factory tileset :P
Raven Manor is probably my favourite of these though, a great take on the Mansion aesthetic with a fun layout
We live in an era where we can just turn fake info into a reality, lol
Even that Wario Apparition meme
Man, I gotta tell Reale Studios about this...
is that the 'every copy is personalized' thing?
Yes
lol
Reale Studios even has a Peach's Castle interior to match the moon of the same.
All it's missing is Wario's giant personalized head
1.1.0 CTF-Face moon
- Fixed the erroneous links in the Readme.
- Replaced the Icon with an original one.
- Added teleporters to take you to the middle floors. There's nothing there but you can take a look around.
- Added JLL to the list of dependencies.
yeah, it's almost like making the Manor more similar to the Factory layout
I love using these as "variants" of vanilla interiors
eyyy, nice new icon
you or turtle do it?
I did
neato
what's that?
In the changelog of CTF-Face moon, you said you added teleporters that could take us to the middle floors. Do you plan on doing something to the moon that would incline us to do so? Idk, will the moon itself (I know it's taken from a game) have some kind of gimmick? Ofc it doesn't need one but with the way it is, it feels like it would have something y'know
add granny to it
If there are two different sides to it, you could (even though it would be the hardest thing to code I'm sure) make a two interior moon. It would be a first but is really daring and probs difficult. Idk, just a thought
unless the interior generation only runs based on one single thing a level has it doesnt sound like it would be hard to do
but it might be a performance tank
The moons gimmick is pretty much just the fact it's the level itself. Taking the teleporters serves no real purpose except for authenticity. ||If you have a jetpack however...||
Maybe a custom inteiror or custom moon specific int generation where the interior size for the moon is large so the entrance on one end and the fire exit on the other and make sure their generation doesn't connect. Would be the illusion of two seperate interiors without costing that much performance. But honestly an interior differientating could help with that
Hold on, I finna fly up there
the grand armory actually generates similar to this sometimes
I think I saw in some thread or channel somewhere baby saying something to the effect that two interiors on a moon is completely unfeasible for reasons I've forgotten
there can be a cold storage section inaccessible from the main area of the map and you can only explore from entering a fire exit
Batby, not baby
ah yes, b a b y
its like the maneater from lethal company
Or make it to where a fire exit only spawns at one specific section of an new interior allowing specific tilesets to be around it and making sure it's coded not to connect to the main entrance tileset.
Sry I keep rambling about it lol just sounds like a unique concept. Finna get a jetpack though and FLLYYYYYY
Anyone know if I can do the idea I gave in with like configs or something? I don't think it's possible to divide interiors into 2 purposely with configs but maybe.
I don't think I could do that through a config or at all with my knowledge of the games intricacies
dont know if anyone else has this issue, when i installed raven manor it makes it so i cannot hit Online or Lan on game startup
its very odd
do you also have https://thunderstore.io/c/lethal-company/p/DemonMae/Dungeons_Ultimately_Lacking_Liveliness/ installed
cus if so, remove the standalone raven manor
it is included in this pack
oooooooooooooooooooohhhhhhhhhhhhh ..................
duh
thanks!
well actually this is false advertising cause the manor does not in fact look like its ultimately lacking liveliness
in fact i love all the interiors in this pack and think they have just enough amount of liveliness
and we also have "generic interiors" which sounds dull at first but gives an awesome effect
ironically the "boring" interiors are some of the coolest
which yeah the dev is named generic
the one (
) interior that generic interiors has being one of the best modded interiors
take notes chat
honestly for this mod (not including raven since it's new) i think subsystems is my favorite interior from this mod
looks like old birds are a bit broken on Praetor
if it notices someone in front of the ship and lands there it will get stuck and keep nonstop launching & landing for the rest of the match
Sounds like they're trying to stomp on their prey
can Polter bugs not spawn?
I noticed I have their weight on 100 on Espira in LQ but I only ever remember seeing transparent hoarding bugs months ago
well the problem is their name is not polter bug
in Lethal Quantities it is
or is this not even the ghost hoarding bug..?
or maybe the game just can't register 0.5 Power Level idk
but it works on normal Hoarding Bugs, at least they have no problem with spawning
this is weird
Bunker Spider:20,Clay Surgeon:39,Girl:100,Hoarding Spirit:70,Masked:1,Phantom Bracken:40,Pop Poofer:14,Triplet:90
this is what it says in centralconfig
ignore pop poofer since thats a seichi addition
Lethalquantities refers to things differently
it also calls CS Barber
the rest is called the same way
"Barber" works in placement of "Clay Surgeon" with CC
welllll
this is just the LLL weight string
I have no Hoarding Spirit in LQ nor can I change the names of entities in it
with the addition of the LLL implemented enemies
if i had to guess, its unable to properly change stats about LLL implemented enemies
sad
i know they have jank with various things
would be cool if I could add the ghost bugs and thumpers
to moons with eerie atmosphere
??? is there an unused ghost thumper
yeah it used to be in LQ too
called the Water Crawler
I think it appears in the Chizra Temple interior
when you try taking a valuable scrap from a special room
but Mae found a different way to make it spawn iirc so it doesn't appear in LQ anymore
ok makes sense why i havent heard of this, havent seen chizra temple
hmmm
Speaking of chizra temple, I still haven't found a moon other than junic to put it on. Any ideas?
vow, adamance, polarus, baykal, kinda mazon 
I think they fit
especially adamance
I also have it on Gloom
I think it's fine too, but I rather some mansion-like interior like scarlet devil mansion, sniper's cabin or raven mansion
it's ok but there are lots of moons that the mansion suits
yea
very few that the temple does though so I put it on Gloom since most exits are in the cave walls
also on Baykal
I think it fits that too pretty well
zeekers put mansion on rend where it doesn't fit lol
so let's screw the logic as well a little bit
on baykal is pretty iirc
yeah, in the foggy swamp
have you seen the exterior building on them
yes
I realize how exterior building looks like
Exterior building is just a block of concrete on most planets
so I barely even bother with it anymore
for real
I think only experimentation's and artifice's exterior building looks kinda good
rest of them like rend, vow, embrion are just a block of concrete
Embrion is okay, if you're using the Grand Armory
The land scape of amethyst is good tho
Also factory on embrion ๐
I was wondering how long it'd take before someone found that
I always thought it was a secrest room I needed extension ladders for but as I was testing things in Imp I saw it. Secretsssssss
We died on a run got bored saw that area flew over thought it would have some extra rooms
eewwww 
I saw this person was doing unreal enemies
I mean not the mod overall but the creature looks horrifying
Turtle tested it before, it told us that it was good
The older Unreal enemy
hell yea
๐
Just experienced Raven Manor for the first time, it was lovely!
Might be recency bias but I think I wildly prefer it over the base mansion.
Haven't experienced Sub Systems and Studio yet, but I am eager to.
studio is great too
sub system ive had it installed for weeks now but have not seen it once
maybe i just have too many interiors in general 
Do what I do and ensure that it appears on a single moon almost guaranteed
Looking forward to both! I think the reason they may not have appeared is that I haven't yet gone on moons on which I set them to appear.
I recall putting Sub Systems on Trite but I have yet to go back there.
i dont realy have a moon that fits a sub system theme very well tbh
i did that with luigis mansion and raven manor tho
Pick a moon that it fits, lower all the other interior chances, and put Sub Systems at 9999 for that one moon
fits very well xd
I would suggest Generic's Submersion moon
For Trite I put it at a tie between Gray Apartments and Sub Systems.
Raven Manor on its end is in an arms race between Cabin, Gothic Monastery and Mausoleum, depending on the moon.
i kinda have a dislike for moon bundles ngl, every single bundle has moons in them that i dont like and i hate having them in the terminal then
I decided to stop using Gothic Monastery due to its simplicity, but I started using Mausoleum and I'd like to use Raven Manor soon.
This is why I try pressuring the mod maker into releasing standalones

i actualy love some of the generic moons but i also dislike a few others from there aswell wich kinda makes me not wanna install them
Mausoleum is fun but I'd say it is the weakest of the three, though that mainly comes from me not liking the textures as much and being an unrepenting loot goblin who can't help but take everything he sees, no matter how much it's worth.
I know how you feel but with my rising collection of interiors, I had to find a few moons to dump them on
I had an absolutely hilarious time with Mausoleum, once. Was on Nyx with a buddy, nearly the only items that spawned (but not all of them, it wasn't one of those days) were bottles.
We raided alchoholic people.
If my name wasn't an indicator, I am definitely here for the apparatus I find inside.
Does mausoleum even have an apparatus?
Nah, I just think it's better-themed than Gothic Monastery. As much as I like the texture of Gothic Monastery, the layout isn't really that incredible.
just played on the studio for the first time
found the bracken
just wanted to say you're evil
this genuinely scared me
: )
imagine having an interior with doors that have the Bracken png on the back side of the texture and can close
you just hear the door closing behind you, turn around and there's a real-size picture of the Bracken

I think Wesley's Toystore or something has the sound of a Coilhead stopping as an ambient one...
it gives me a heart attack sometimes
Yes that should be a thing
It's also on Asteroid-13!
Which is devilish, to say the least xD
I'm pretty sure the coilhead stepping sounds are also ambient there
sometimes I hear it very loudly without any of them being nearby
I love Asteroid's design but I hate being there
Yeah, pretty common on that moon.
Freaked the hell out of my buddy.
it's pitch dark outside and inside, Coilheads already give me a heart attack, and even the lights can suddenly turn off, giving me another hear attack
it's so tense
more than Cosmocos
Buddy thinks the exact same, and so do I I'd say. Design-wise and concept-wise I adore it, it's very memorable, but also such an unnerving moon.
Reminds me of Submerged Castle from Pikmin 2, in the sense that I love it but also it unnerves me to no end.
Coilheads are probably the most unnerving enemy in the game
Brackens are chill
the faster something is the worse
Cosmocos has a certain beauty to it, a whimsical atmosphere. Asteroid-13 meanwhile is a lot colder and darker.
True...
I'm still wondering how are Thumpers power level 3 if Coilheads are only one
I made them both power level 2 in my modpack
The fact the lights go out on their own even when you put them on, at some point, is quite scary.
And lore-wise what the mod tells of the coilheads (and especially the Asteroid-13 ones) is horrifying.
It's a forsaken place better left to its own ruins, lore-wise.
That's pretty disproportionate, yeah.
In that second picture the fire exit was right behind us. There were also two more coilheads to the left, watched by my buddy.
The fact coilheads don't technically instakill is the only reason I got out.
in my modpack they do
Oh damn
oh right the facility
I love how they just decide that the stairs are a no-stop zone there
so I made Asteroid 100% Skaarj Outpost
One time I got the freakin' Rubber Rooms there. As if the moon isn't nightmare-inducing enough.
ugh
my only issue with the Rubber Rooms is that you need to take spray paint
otherwise you'll 100% get lost
First time I got the door-kill too. Screamed like a little girl.
same as the Gray/Red Apartments
I still haven't ever seen that
I thankfully never got lost in either, but in solo I pay extra attention to my surroundings, so I rarely get lost.
In multiplayer it happens a lot more often.
In multiplayer I just pick a direction and run around till I A: Find loot, or B: Die horribly.
nice
you need to be a bit less careful in multiplayer indeed
I'm usually the coordinator in the team though and pretty much the only one who can drive the Cruiser so I still try paying attention and not dying 
Oh nice!
but when we have an easy to navigate one and can't use the cruiser it's nice to be silly
Driving the cruiser is a skill I'll never have, I think.
I will end up committing vehicular manslaughter if I'm behind the wheel.
That or flung myself in a pit. Or both, in that order.
yes you need to be tapping buttons carefully and not hold them
Automods can be finicky, yeah.
if you run over something large or a butler it'll still send you flying though
apparently outside Coilheads love to send the car flying as well
although they seem to not chase you when you sit in them
but if they crash into it when chasing someone behind it they'll just knock it over?
Good to know!
Damn they're strong.
yeah
the funniest thing I've ever done with it was probably locking a slime in the back of the truck
you can also lock yippies and hawk tuahs in the cruiser
i am going insane
since it considers the back an actual place or something
I'd love trying to lock a dog in too

my favorite thing to use the cruiser for is manipulating old bird's 6th sense of if a player is nearby
Hell yeah.
Also, question, just to be sure:
I assume the answer is yes, but can Red Apartments and Gray Apartments be used in the same profile/modpack?
I've never been in the Red Apartments and would like to try it out along with some other moons and interiors, now that I finished WM's story.
you can but not really a point in doing so
Red apartments better for Refuge, Gray Apartments better for general usage
Good to know, thanks!
And yeah, I'd mostly use Red for a few otherwordly moons and that's it. Gray is a mainstay though, I love this one.
@upbeat horizon ngl this made me think of a silly suggestion
you probably wouldnt do it but imagine a rare variant of the gray apartments that matches the og colors the red apartments had
6th sense?
old birds will know if youre nearby them or not
if youre standing in front of them while their light is off, they immediately turn it on
the cruisers back prevents this because standing there is not being on the same area the old bird is
can also be used to make them fly away from you
cool idea, maybe like a large interior with large windows where old birds will periodically look thru and try and grab you if you are seen
Just asking, but since updating Dungeons Ultimately Lacking Liveliness to 2.0.0 and beyond, there's an error in the console when launching the game.
I'm guessing its caused by a conflict between D.U.L.L and Wesley's interiors.
I can disable either Wesley's or DULL and the error vanishes while leaving all other interiors on. Even if I flip off everything except for Wesley's & Dull, the error shows. Unsure on how much this error actually matters, but it only pops up if both Wesley's Interiors & DULL are on together. This issue does not happen if I roll DULL back to 1.1.1, but it exists on 1.2.0, 1.2.1, and 1.2.2.
weird, I'll look into this, might explain why the floor has desyncs
please lemme know if you find the reason, cuz i have the same thing on sector beta with one of the props and haven't found the reason why this happens (i tried resetting the network object component to no avail)
Sector Beta and wesleys interiors?
hmm, wdym by wesley's? does it happen with something from there too?
Cloak said there's a problem caused by Raven manor and wesleys interiors both being active at the same time, someone else has noted the same thing. Some kind of conflict affecting the Break away floor
I added a network component to the breakaway floor and the error disappeared
ah no in my case it happens even with nothing else besides sector beta, but the error is exactly the same
I have these settings ticked on the network component
oh lol, that's a nice fix. now what if i already have it T_T
guess it's something else
do you have a prop that's network synced and not being spawned in through sync spawn
1.0.3 Raven Manor
- Fixed a potential source of Interior desyncs.
Good news for you, there is a mod that adds the Water Wraith into the game!
Whenever I played with the Grey Apartments and the CIDOM Metro, I realized that the layout was surprisingly linear
I worry for the person who manages to get lost in CIDOM Metro
It really is just as easy as following the train tracks
It makes me kinda wish there was an interior specifically-geared for the Cruiser somehow. Big wide corridors to fit a whole truck inside.
But that probably won't be possible, and if it was, I can imagine all the complaints about Cruiser getting stuck or errors causing a fatal crash upon loading a moon's interior
how'd you even get the cruiser inside
Stuff it in the mateโs belt bag. Simple as.
is your name Formaggio
It isnt ||
||
Can confirm that the update you just pushed resolved the error message on my end ๐
Indeed! It looks cool, though I have yet to include it ^^
I've seen this happen more than a few times now on this interior ):
aside from this issue though, the interior is fantastic
anybody knows how are some entities like the ghost dog, ghost hoarding bug and ghost bracken called in CentralConfig?
also what even is the "multibarber"?
nvm I found it
I have SCP interior flashbacks now 
oh yea i have had this happen too but not too often actualy
i had 1 turret wich spawned like inside the wall and could also shoot into both rooms then lol
but if they can shoot through walls in generel then that kinda explains alot
Multibarber is an edit of the barber I made that bypasses their spawn limits
Spawns dominantly on a particular moon
oh...
I already unlocked their spawn limit with barberfixes and LQ so ig that's why I haven't noticed anything special then
on that moon
also, is the ghostbug working properly?
I browsed the LQ json and it refers to them as GhostBug, which should work for spawning them I think
but I still only see normal(-looking) hoarding bugs around
if you use mods that change monster skins they won't work
1.0.4 Raven Manor
- Potential fix for wall turrets.
- Added off mesh links for the beds.
I'm not aware of having any mods that change monster skins (as a primary function at least) but I'm not completely sure then

that's cute lol
First time experiencing the Sub Systems, I adore them!
Bit empty, but it was on Assurance, so there weren't big loot to be expected anyway.
The interior is really big but it has a lot that helps with avoiding enemies for the day
From what I have seen the wide rooms and corridors help a lot against getting snuck up on, for a start!
True also there is the elevator
I can't overstate how much I love the skylight room, greenery overtaking industrial landscapes has always been pretty to me.
There's an elevator ๐ ?!
Come to think of it, I did see one or two ladders leading into a flooded basement.
Can't wait to see more of this interior, genuinely.
Also helps that it welcomed me right after I downloaded Map Improvements, the vanilla moons usually bore me, but with this + Sub Systems Assurance felt like a whole new adventure.
those are just for bypassing the closed gate
if you happen to be on the side without the lever
Oooh!
Indeed, I did see a gate I couldn't bypass in front of, close to the ladder. Didn't put two and two together, but it makes sense.
yeah even if you open it with the lever it will close after a while
if you don't have a 2 handed item just use the ladders to go past it
if you do then drop it at the gate, do the same but pull the lever on the other side and get it by opening the gate
Good idea! Thanks for the tip.
You can also use the gate to avoid enemies as well
Hey all, I love these moons, probably my favorite moons that are not expressly vanilla-style. I wish that were all though.
I am trying set custom spawns for Espira using CC, but nothing at all is spawning, not by walking around or with Imperium spawn monitoring. I have checked my settings with friends and nothing seems obviously wrong.
I am trying to use the special ghost monsters that come with Espira instead of the normal ones (Hoarding Spirit, Phantom Bracken, GhostDog, and Triplet). Are these monsters or Espira itself not conducive to being used in custom spawns?
I've never used CC, so I'm not entirely sure about how it works, but if you're modifying spawns, you might also want to see if you can modify spawn curves and power limits, because they are set up a little strange to accomodate the custom enemies
oof
yeah I had issues with Espira too
I just can't seem to be able to get the ghost bug to spawn there
whether I use LQ or CC
LQ can spawn them on Alcatras
so that's not the problem
I can make LQ spawn most enemies there but I know that some of the enemies I've set there just never really spawn
the ghost dogs work for me
maybe you should show your config
I don't think nothing spawning would be Espira's fault since it works for me on the newest version
Everything besides the enemy spawns fine, and CC's time settings have been left disabled
the interior enemy power is 0
that's why nothing can spawn
can we have the ghost thumper as a spawnable enemy? 
it would be so awesome to put it on the Nightmare Moons, Espira and a few other eerie ones like Gloom or Volition
I know it's a Chizra Temple enemy but honestly it's a pretty cool concept and would've went well with the ghost dog and ghost bug
I want them to spawn outside
The enemies are all in the nighttime spawn pool as a result
try giving at least 1 power to the interior
and check if it works like that
everything else seems fine
and just give the interior some power level 1 enemy like a hoarding bug
I copy-pasted the enemy pool into Embrion to see if it worked an it did, so this seems to be an Espira thing (the skin is due to ExtraEnemyVariety)
Will try this now
Alright so it works now, I gave Espira 1 indoor power while keeping indoor spawn list empty, and now everything spawns just fine
Thanks for the help all
What are the level tags for ||pandoramus and kaleidos?|| I love the context-dependent interior changes, and I was just deciding which interiors to set for them. Also if anyone has any recommendations I would love some.
I'll have to look, but I recall Pandoramus having the Rocky and Cosmic tags
New moon?
I am assembling a new moon pack. There will be a progression system, kind of
Demonmae: Expeditions
Mystical Expeditions of Ostentatious Wonder
cooking
This is going be a crazy cook off
Oh hi Collateral 
Cooking
moons journeys update
Wesley x Demonmae collab when 
found a whole squad dead in here
this interior is sick
found the Necronomicon
thats awesome
Bro what happened here
Looks like you went through the slaughter house with your team
Itโs a mod called โremnantsโ
Adds dead bodies with tools on them around the facility
same LOL
I have an idea for a future update
A 33% chance for the ballroom in raven manor ||spawning a group of dancing ghosts when the necronomicon is taken||

i have raven manor set to only spawn on atlas abyss 100% of the time
and all of them are ghost girls that actually just spawn in and haunt you after the animation finishes


thats would be such a wesley move
Nobodies made an interior that's just a bank with a big vault at the end have they
infinite gold bars
but imagine if the interior was tall
and opening the vault would activate inside old birds
grand armory but with a vault and bank design
If I end up working on that idea I'm going to make the vault door require 6 keys or be broken open if hit with a shovel 100 times
Me grinding a 100 shovel hits on a bank vault door just to be met with firepower that hits like a tank shell on the other side of the door resulting in me flying off like Neil Armstrong
wesley made a special dungeon key scrap in his aquatic interior wich worked as a key for the apparatus
maybe could make something similar
Keycards?
Round, golden keys
||Also if this is interior that being made I am throwing it on trite||
Robbing a city sounds fun
make the lock brocken so you have to find 3 pieces + a special key for it to open the vault

No stop making my bank robbery just like Payday's drill mechanic ๐ฆ
The drill always breaking
payday interior
Being met by this guy in lethal I don't know about that
I don't think five shovel hits is gonna do it ๐
nutslayer reskin for brutal company
@upbeat horizon some of your moons seem to be incompatible with BrutalCompanyMinusExtraReborn. Specifically, enemies like lootbugs and thumpers tend to stutter a lot and ignore the player while pathing to some strange corner of the facility. Brackens and coilheads often get stuck running in place right outside the vent where they spawned. This happens a lot on calypso, and I think ultimatum, but not on espira. From my (limited) testing, it doesn't seem to happen on other modded moons (e.g. generic moons).
That would be cool
Unrelated question: would you consider making a standalone mod of the ghost skins from Espira? I really like them and would love if they could show up on other moons too. Would be neat to set them as a random chance skin replacement.
if you install other skin mods they kinda break and spawn random on other moons already lol
Already tried, the enemy skin mod didn't work when I tried using it, and from what I've read I'd have to reimport the whole project and install the mod in a round about way just to get it working, which is a huge ask.
unfortunate :(
If someone else with a working setup has the means I'll just give them the textures
atp how about you have to get 1-3 apparatuses from the bank to power the vault door with and open it
if/when I get LC modding experience, I'd be willing to give it a go. anyone who steps up before then would certainly be more suited for the task
is this for making a standalone like frog was asking or just implementing them as skins and ESR/ESK as a dependency of espira?
cause those are two different things
Making them separate skins woth preset weights for espira
OH i see
oh right
So that you could use them elsewhere as well and not have them overwritten
is it possible to make the ghost thumper from Chizra as something that can spawn on a moon, so maybe it can be spawned using LQ?
someone already tried this and it doesnt work apparently
or just adding it to Espira as well
unless im misremembering
When I imported the skin making mod in unity all the options had "GUI NOT IMPLEMENTED" or something to that effect, so I couldn't use it at all
a good alternative imo is using extraenemyvariety's aqua marine and lemon tiger skins
they can look like ghosts in the right setting
I wouldn't know why that would be tbh, don't know what that mod does
selects a handful out of like 100 random events to occur each day. It has to touch a few enemies because some events change enemy behavior (like replacing coilheads with anticoilheads, or causing hoardingbugs to explode when near players). This issue definitely happens without any of the events that change enemy behavior though, so idk why.
In fairness, forcing enemies to spawn indoors/outdoors on moons when they normally wouldn't appear could lead to enemies doing that
The bug seems to mess with almost every enemy, like even centipedes, which don't seem to have any special behaviors from events
Particularly snare fleas since they will just continuously try to look for a ceiling to cling to, unsuccessfully.
starlanceraifix should deal with this afaik
I dunno, 9 times out of 10, snare fleas really don't like being outdoors and just try to find a spot to climb to in my experience.
this bug was definitely happening with enemies in their regular spawn locations
honestly, the few inside enemies that I saw spawn outside seemed to work normally, but I didn't really test that.
if it's not worth tracking down the bug, might just be worth putting as an incompatibility on thunderstore
do the brutalcompany events fuck with power levels
this is actually a question ive wanted to know the answer to for a while
cause in general brutalcompany does something to monster spawning but idk if it touches power
NoirMouse might be onto something though. I would guess that for some reason inside enemies are trying to path to the outside, which totally messes up their AI. Calypso and Ultimatum spawn some inside enemies outside right?
its not necessarily a problem inside are going outside
except snare flea
everything else "works"
but theres going to be obvious hiccups with a few
but none break anything besides snare fleas
outside on the inside is actually more buggy and jarring
yes. it has a metric called difficulty, which scales off of a number of different factors like days passed. Difficulty affects the following two power parameters
Additional Inside Max Enemy Power: A scale that adds to the inside max enemy power count.
Additional Outside Max Enemy Power: A scale that adds to the outside max enemy power count.
actually
the issue youre describing sounds like no starlanceraifix
which
you should have if youre playing on modded moons
probably
I know it's installed bc demonmae's moons have it as a dependency (plus I can see it in the modpack I used to test)
but brutal company doesn't seem to require it so maybe that's an issue
i remember brutalcompany had an issue like this
i only saw it for nutcrackers
but enabling starlanceraifix fixed it
but BCM might be opposite some how
Because of the way Ultimatum just is, I can imagine why that one would get a little screwy
The weird thing is that the bug doesn't seem to happen on other modded moons. Like even on collateral (generic moons), which spawns lootbugs outside, the enemies on the inside (even inside lootbugs) seem to work just fine
Calypso has Spore Lizards outside, idk what Ultimatum has normally but I added every single inside enemy to the outside spawn list and it works fine for me so I'm pretty sure your mod breaks something
Well yeah, itโs a conflict that doesnโt exist with only one of the two mods installed. Iโm just throwing out ideas for what exactly is getting broken
Not sure if it's been brought up, but Dreary Pipeworks gets spicy if it's on Infernis or Lecaro.
It's actually very cool. Please never "fix" this lol.
Happy Asset Noises
does that work on Praetor too?
that'd be pretty cool
Like Grand Armory, and I convinced Reale Studios to add the fun tag to his moons so we can see the Deadly Ball Pitโข๏ธ on Grand Armory.
(Apparently) there's an issue /w adult maneaters in the Gray Apartments where they can't stalk you correctly, and instead just pathfind all willy nilly without reason nor goal
this isnt really descriptive enough
to be more specific, the adult in the hallways of the apartments doesnt properly attempt to hide itself from the player
I only caught a glimpse of it, and you weren't willing to initially report it either, so not really my fault
its considering something around the hallways as a valid hiding area
and just not properly going into other rooms
because i dont know if they can fix it
the navmesh isnt broken
its just the maneater specifically thats weird
Better than nothing
Maneater seeks out cave nodes to make a nest point. If there are none, it either picks a random normal interior node, or doesn't make a nest point at all. (I can't remember which is the case off the top of my head) Grapps has no cave nodes so it may get a little quirky
Does this phenomenon manifest in the Factory and Manor as well?
the thing is
in that case, the maneater doesnt stutter its movements and try to stay at somewhere thats "out of sight" that it obviously isnt
there has been numerous times ive had a maneater take like 14 seconds to move from a hallway when im looking directly at it
Question mark
because theres something its considering as a valid wall to be behind out in the open
no it does not
Maneater just quirky in Gray apartments then I guess
he acts like me at 3am looking for string cheese
just to be clear
i dont actually have a major issue with this
when you know about it, you can adjust your movements
but it is noticable
shotgun solves the issue for me
That maneater thing reminds me when I got back to the ship at like 10PM (with the day being twice as long as usual, mind you) after getting lost for ages in the liminal pools while trying to bring back the apparatus. I encountered a maneater but it... Didn't do anything. Didn't lunge at me, just looked at me while fake-crying/growling. Didn't stick around to know if it was stuck, bugged, or just quirkily waiting there.
5 shots thats crazy
maneater damage patch carries hard for gray apartments maneater
ngl almost forgot that functionality wasnt basegame
???
Gray apartments makes maneater 1 shot
no theyre confused
theres a mod that makes the maneater not have the "one damage per hit" rule
gray apartments does not do this
Yeah
Maneater damage patch does it
So that once the Maneater becomes an adult it takes damage like normal
Oh gotcha
Also there was supposed to be a question mark
First time seeing the Studio!
Was on Assurance.
It is pretty good
Subsystem is cooler tho
In personal opinion
No hate on studio
It is, yeah!
And same, I do slightly prefer Sub Systems.
curious-
does raven manor have a stinger or no?
They do not, I thought custom interior stingrs were broken so I stopped adding them at some point
I bet it would be helpful for the Super Mario 64 interiors. It'd be neat to hear those iconic themes of Peach's Castle and Big Boo's Haunt upon busting the door open.
If only we can figure out how to get them working
wesley did it kind of funky with his own stingers recently
they only play if its the first game of a loaded save file (meaning you can savescum and hear them again)
and only if you enter from main entrance
you can do them in a weird manual way
Uncertain weather conditions made me discover what Lament is like during stormy weather. Absolute cinema. โ ๐ค
how do i unlock the hidden moon ||kaleidos||?
||After 10 minutes have elapsed, its unlock method appears. This is the case for every moon in the pack||
Hey bud why donโt you set down on my couch warmers
worlds deadliest whoopie cushions
The people in the grey apartments were not happy about us using the couches
The player character is confirmed to be one of the people who can't sit on a sofa, from that one meme image.
Is there an interior that changes its water/lava to oil on oldred? If not I'd like to request that on dreary pipeworks (subsystems might be cool too)
I absolutely love the tag-specific interior changes btw
only issue is my frens getting sick of rrajigar mines and gothic monastery lol
I could probably do that for Dreary Pipeworks
Dreary Oilworks
Me and my pal like to do tryhard runs of Lethal Company on Ultimatum, and there's been a lot of instances where we're flying to Commodore / from ship and our jetpack would randomly explode, killing us-- we think it might be invisible collision? not 100% on that, but it's worth mentioning
I've heard of the same thing happening on Espira, turned out to be something Player related I think. Next time I'm working on stuff I'll double check there isn't an errant collider I've misplaced, like the one that deadstopped Cruisers for a while
ok, thank you so much!! ultimatum has been our favorite moon, full stop
I would double check how fast you are flying sometimes when going too fast can kill you or maybe it due to over heating. Similar thing happened to me on cosmocos I even though I was not going that fast went a little slower and it got a bit better
The thing is that the issue has only been occurring on ultimatum
We play other moons all the time and we donโt have the issue anywhere else
That aforementioned pal here, wanted to give some additional context and things weโve experienced in hopes of helping the advancements of these mods, because I am a massive fan of the demonmae moons
We are two separate players to jetpack very differently, and for the longest time it was just orchid getting hit by these to the point where I thought it could have been that they were flying too low and that the tree hitboxes could have just extended slightly higher than they looked, too high and hit a surprisingly low skybox, or that an old bird just caught her while it was landing out of the sky, but eventually the issue after not having occurred to me once on many days of playing happened to me several days consecutively. This inconsistency leads me to believe it is not a static box somewhere in the sky.
Due to the fact that this seems to happen frequently when we appear to be directly above a tree my running theory is that a needle-thin hitbox extends above the trees due to some error and is sometimes clipped by a flying player, or that it is otherwise linked to the tree generation since they are do change their general location each day. Iโve only ever seen this on ultimatum, and while I havenโt played much Espira, the fact that my flight path on Espira goes over no trees and I havenโt seen the bug there would support this theory.
Next, Iโd like to go over halation, a wonderful moon that I love to death, but have seen a few issues with in my time playing which I will list in order of my perceived most to least severity.
** ** - lootbugs can nest directly in front of the facility exits, meaning you can leave main and suddenly be jumped by a gaggle of hoarding bugs that are directly on top of you and essentially instantly die with little to no counterplay.
** ** - taking tools to this moon, and scrap back from this moon is a different experience, in a way that disturbs the gameplay. most moons have a place where you can safely drop your scrap and tools which allows you to set scrap down for later transfer, or tools for later use, either because the areas respective item-snatching creature spawns infrequently or not at all on the given moon (rend, dine, and titans outdoors), or there is a place that the item snatching monster canโt get to (just outside of main entrance or fire exit on assurance), but this moon lacks either of those, making the ability to access a shovel or even be able to have scrap to take to ship without having to make the trek all the way back to ship every time you find four scrap nigh impossible. A simple ladder to main instead of stairs should theoretically fix both issues like it does with baboon hawks on assurance, as if they canโt use the ladder theres a small area they canโt access, allowing you to at least have something. Bottom line is, having nowhere to put your items that is safe from lootbugs removes a great degree of players viable choices in a way that is unnecessarily punishing, especially on an early game moon.
** ** - lootbugs can steal items from your ship, making it possible to lose money by going to this moon. Restarting seems to respawn all stolen items in the ship, but this is unintuitive, and also doesnโt work if you aggro the lootbug which causes them to drop the item, and may possibly only work on items they are currently carrying that were stolen from your ship, as Iโve always been leaving the moon while the lootbugs still had the items in hand.
** ** - lootbugs can nest in your ship, which is normally very fun having to fight your way back inside, but when paired with the rare dog spawn will almost certainly prevent you from bringing any scrap inside your ship without dying as the shovel hit sound will aggro the dog and kill you, but bringing it in without fighting will result in a hoard of bugs adding your corpse to their hoard while you walk past them just trying to access your ship, because their nest is on top of the door in. You can set all the loot near the outside of your ship, and either try to bring as much as you can inside during takeoff (very difficult and also unnecessarily limits how much loot you can get on an already earlygame payout level moon), or set it near the entrance and hope the lootbugs bring it inside for you (inconsistent), but this is still weirdly limiting for a moon that is very obviously earlygame due to its 30 credit price tag.
The moon is great quality, but these issues make it so you can only go to halation if you donโt care about the credits youโll lose by not going somewhere else, or its the only thing that isnโt weathered to hell and back. Just some small tweaks would probably make it at least a great choice when assurance is eclipsed or something. I still have a lot of fun with it going there on a fresh save just to fuck around and find out though.
Seriously tho, Iโve played both of these moons extensively, and Iโve played a tad bit of Espira, and I love your moons. Iโm looking forward to exploring the ones I havenโt picked up yet!
Thanks for all your hard work
@sage hollow @cunning hill do both of you have jetpackfixes in your mod pack
No
I think the fact that we play other vanilla and modded moons as well, and it only happens on ultimatum would make the issue still relevant though
the jetpack has an issue in vanilla where you can go so fast with it you explode due to colliding with your own player hitbox
this was actually fixed by zeekerss before v50s full release to live version, but he reverted those changes + a nerf it got to physics to (likely) intentionally keep the bug in the game
tldr: the heat meter is a myth and youre exploding mid air due to a bug
theres also an additional bug where the belt bag will make you explode mid air if you have one on your waist
jetpackfixes fixes both of these
So otherwise you'd have to carefully tap the throttle?
no
you can hold the use button to go decently fast
but in vanilla you have to release for like 1 second after a bit
then just continuously hold, release, hold, release
its not actually that much faster to use a fixed jetpack
but it is irritating when you do explode by accident in vanilla
there are settings in the mods config to make it more akin to vanilla and add the "heat meter" as a thing
which just indiciates how close you are to exploding due to your players hitbox lol
Wonder how that manages to detect it
its just a bar that checks how fast your velocity is and it will turn red and beep when youre approaching the threshold
(btw this "heat meter" is a separate mod actually maybe i dont remember)
is there a config option to turn off the second fire exit in halation
no
Ok but why would this only happen to us when we play on ultimatum? It seems kind of absurd to see it again and again as a persistent issue from two separate players on exclusively this moon, but not at all on any others
hold on a moment
Weโve never encountered the bug without mods in either of our many hours on the game, using jet frequently on many of the unmodded games moons
I donโt know about orchid but I know I regularly let go of the jet button because of how I was taught to use the jet, and I believe orchid learned from the same person as I did
I just donโt think this solves the issue
heres a video of me flying on lithium with no other mods besides imperium, jetpackfixes, treyshealthtext, and lethalsponge
god mode was off as i showed at the start plus the fact i took collision damage at the end
i genuinely do not know what to tell you
if it still persists after installing jetpackfixes, then you have another mod in your mod pack causing these issues
its not lithium
wasn't he talking about Ultimatum
Not only was I talking about ultimatum, I am also talking about the fact that it happens sometimes but not always with seemingly little rhyme or reason
Which is why Iโm saying I think its linked to the random map generation, since doing the same thing over and over again has yielded very different results
well when the video is done compressing youll see what happened to me
Like- trees and shit
i dont really know what to say
my advise is to fly higher in the air
and again if you dont have it, install jetpackfixes
@upbeat horizon Sorry for the ping but what tags are applicable for these settings with the gray apartments interior? There's nothing on this in the readme, and many moons use different tags.
(Like I said before I love the per-moon differences so I'm curious which moons would be best for greatest variety in colors
)
If I recall correctly, Valley, Canyon, Wasteland, Tundra, Ocean, Argon, Haunted, Company, and Military are all supported tags.
Marsh too, just remembered
The Military and company tags share the same coloration
@untold gyro
soon
ah i see you decided to make asteroid-13 two
It's a hive alright. Not for Bees though.
asteroid-14 is the bee one
Oh boy wesley's overseer cameo
analog horror vibe 
excited to see whatโs hiding in this update
Are the patch notes a secret or is there just nothing of note?
Praying that flicker doesn't have Titan levels of traps anymore
me and my group adore that silly little moon for the shenanigans and memes you can do with the projector, but the semi-frequent infestation of 30+ turrets is very irritating
The video linked is relevant, I heavily sense.
Not sure what version you played on last, but The Turret count on Flicker was toned down in V1.0.3, back in november of last year
Take a peek at the mod icon after watching the video.
I think it can still spawn a nutty amount of turrets on a rare roll though
||will the secret moon become standalone in the future?||
||sure||
||not that I really care but just asking
||
Looking at the actual trap spawning numbers, it's not too bad. Max turrets is 15 on a ~36% chance, still a bit much for it being the more common roll but I think the bigger issue is actually on our end. The interiors we put on Flicker tend to generate small, so the hazards end up being more densely packed than necessary
Dang, if only lethal quantities wasn't broken in our modpack
I never understood those curve thingies
have you changed the interior size but not the spawn curves? ๐ค
actually yeah
interior size might have influence as flicker's interior size is ||1.875||
Some interiors are affected more or less heavily by the size multiplier, the interiors we added to that moon happen to be affected less by it and therefore tend to generate smaller than average. I would adjust the spawn curves to account for this if there wasn't a bug in our pack preventing me from being able to
it's no biggie ยฏ_(ใ)_/ยฏ
Speaking of turrets, I've seen many more instances of them casually targeting and shooting players through walls in Raven Manor interior... Seems like It only happens when they spawn right beside a wall
Amazing Moon.
btw, the ||"pillars"|| doesn't have any collision, is that intended?
Collision wonky, needs fixing in a patch soon
Also, can those ||"masked"|| open doors?
Cuz when I tested it on a random interior, they couldn't
They can, I just tested for it and watched one open a door, what interior was it?
Storage Complex by beanie
may be a storage complex quirk, They are identical to regular masked
"Identical"
only difference is their power level and max count values
Well...
Those masked mimic cosmetics if Mirage is installed
so if they have something different, I didn't see those
They use the same prefab and scripts, just a different scriptable object
Same reason why the other entity variants on my other moons are affected by skin mods
to go with Dull interiors we need some moons of them, how about "Moons of Mundane Normalcy"
lol
Made an oopsie with some tags and layering in a bunch of places, working on a fix now
Gray Apartments also getting a small update, a config option to turn the lights a stark white
๐ฎ
Feels colder this way! Is nice.
2.1.1 Nightmare moons (More or less just the Iris)
- The Iris has a config to make it slightly less gross.
- Increased the Interior size of the Iris. (1.35 => 1.4)
- Flattened the spawn curve on the first 10% of the day, Majorly reducing spawn rates on the Iris for balancing.
- Increased the scrap count to be more rewarding for how hectic the Iris can be. (21-28 => 25-29)
- Fixed something potentially causing error logs on the Iris maybe.
1.2.5 Vanilla Ice cream Interiors
Raven Manor v1.0.5
- Further fixes for wall turrets.
Gray Apartments v1.3.3
- Added a Colorless light mode as a config option that turns the color of the interior lights to a plain white. This option is disabled by default.
- Added information about the config options to the Readme.
since the Iris was a short lived secret
my take on the icon
I wanted to avoid telling any spoilers
but there's a certain interior that works perfectly with this mod :]
i wonder which one it is!

Colorless light mode would go hard for Sub Systems too, Rebalanced Moons' Titan changing the lighting for that Interior to a colder white is such a vibe lol
Ultrabright Pipeworks.
erm so this just happened
trolled
Drop Freddy : [G]
blind as hell
That's a big thumper!
random enemies size just a peak mod
nah, you're still guaranteed the ||atomic bomb||
probably some sort of JLL script that always guarantees a single one of those to spawn
Oh that's great to hear! Thanks for telling me.
I got an all golden skull day on my 2nd day there hahah
Yeah thank god there's a failsafe
i laugh out loud when i found it
thats some Postal 2 shit
I'll have this fixed next update
awesome
cute sharky
I dont want to know what that is
oh yeah it uses world space mapping so moving stuff will have this effect... i remember there were problems with object space coordinates, due to inconsistent sizes (so snow looks different for each object), but i can look into this later
I just think it looks cool
shifting tendons
#1253705079605956640 message
Pareidolia moon
1.2.6 DULL Interiors
Gray Apartments v1.3.4
- Shrunk the colliders on Toilets to prevent players getting stuck in the bathroom stalls.
- Broke the lights in the last update, whoopsie. It's fixed now.
2.1.2 Nightmare Moons
- The Iris Masked Variants can spawn on Pareidolia extremely rarely.
- Fixed the Colliders on The shifting Tendons on The Iris.
Pareidolia V1.0.3
- Fixed a Audio preset with a null value, thanks Diffoz.
There's a masked variant ๐ ?
That sounds awesome.
Only two I knew so far were Nathan and the Oni.
There's also Maggie
Don't know this one! What's it like?
There seems to be an issue with Lithium where when you are left to ship (near magnet) the game just starts to lag a lot
It is really weird because that is the only moon where i have encountered these weird lag spikes
And how exactly do you unlock the hidden moon ||pandoramus||?
i just noticed today im getting navmesh errors on pareidolia
but iam maximum confused on why
... is pareidolia broken? i was thinking the wider/2story ship mods were messing the navmesh up again but even without them the lost enemy fix kinda just kills off everything
ok the navmesh broke with version 1.0.2 of pareidolia
and you have a oopsie in the changelog
im pretty sure 1.0.3 is supposed to say 1.0.2 xd
i just downgraded to 1.0.1 to double check and that version works perfectly fine
also the roofs of pareidolia have a bunch of like gaps or places i can look through from up top, i dont think in normal gameplay anyone would fly on top of the buildings anyways but ive seen it now and i cannot unsee it anymore
Just checked out Nightmare Moons, very cool set of moons that might add to my Modpack since I am craving some vanilla-ish horror mods!
This is gonna sound lame but I was using Imperium to quickly check out the moons, so it immediately gave away The Iris to me. What is the intended way to find that โmoonโ, if there is one (I did not have enough time to look on my own)? Also are there any statistical differences between the IrisMaskedVariant and the vanilla Masked, and what are they?
wonder how that happened
Look inside the cargo crates on Lithium
I put a relevent video in here a little while ago, otherwise the only way to find it is unintentionally or through the changelogs. The Iris Masked Variant is identical to the regular mask in function, but has a lower power level and higher max count.
i found a weird sphere and a monitor thing but it only unlocked the other hidden moon
and i dont think the monitor did anything
2.1.3 Nightmare Moons
Pareidolia V1.0.4
- Fixed the missing Navmesh whoopsie
Monitor should have unlocked Pandoramus, also I'll look into the lag
or did it
I see, thanks. Vanilla Masked have 1 power though, so are these 0.5 or even 0 then? Can you recall the max count of IrisVariant, otherwise I can find it out with testing
As for The Iris I did see the Gemini video, I was just curious on if there was an in-game way to find it. If I add it to my modpack I would want to add my own way if there was none already
Lmaoooo idk why I just imagined @proper agate Going "You didn't need that riiiight?" 
You didn't need that riiiight?
Haha
I interacted with this monitor thing, but the moon is still locked
๐ค
Also what is the interior spawn curve for lithium? I only really see enemies after like 5pm
Fairly light, if you've stuck around that long you probably have bigger problems outside by then
the other hidden moon unlocked fine
if you have cruiser lithium is probably the best moon in this modpack imo
way less dangerous than ultimatum while still having a lot of loot
I probably said it before, but Lithium's skybox is one of my favourites from any modded moon, period.
The tall bulbs in the distance look great.
Could there be an option for red/pink lights for the Gray Apartments, like the Red Apartments?
I fuck /w the Red Apartment's coloration so much, but it's unfortunately not in the artstyle of Lethal Company, so having it be optionally here as well would be cool
I second this, I think it would be great to be able to configurate the looks of the lights per moon as well. Having white lights in some and yellow ones in others, along with other colours.
No idea how tricky it would be to code though.
I wonder if this is the inspiration for ||the Iris|| then is "Existence no longer exists" the inspiration for ||Pandoramus||
Pareidolia's outdoor navmeshes didn't work and nothing would spawn. This is or first time playing since the update. I'll dig into the logs in a bit to see, but we should be on 2.1.3 Nightmare Moons which should be the navmesh fix update?
2.1.4 Nightmare Moons
Pareidolia V1.0.5
- Fixed the missing Navmesh for real this time.
make a joke moon called Brokennav
and its like super evil and scary
and kills you
That's not far off from an actual joke moon I wanted to make ngl
a moon that only spawns thumper variants that are just navmesh nodes
A moon that's just a long hallway to and from the main entrance and a jester spawns when you land.
@upbeat horizon Would u be interested in this
Make a moon that has a interior size multiplier of 1 with h 10 fire exits that connect to more fire exits
I could
Not exactly lights but if u turn on the jll tags for GA then the windows turn purple on moons tagged as argon (like halation)
is this legal?
wesley styled trap placement
calculated lol
Raven Manor
oh the one with the evil book
raven manor, the one from this thread :3
for some reason when i played with that the fog was thick as hell
scoopy has some bugs but it is still functional to some degree
i also use it sometimes
yea afaik the only broken parts are that config doesnt work
maybe you had the 2% interior fog
and some pathfinding issues and tiles missings from what ive heard
Masked can't path out of either interior, and the Sewer's water doesn't seamlessly connect
Those are the only other two big issues iIrc
makes sense
Will ||The Iris|| ever become standalone
yes
Yipee!
If you do make it standalone, I think it would be cool if it remained unlisted within the Nightmare Moons pack itself
The faded Pepsiman icon in the thumbnail is kinda perfect I think
@upbeat horizon i thought this was just a one off thing that happened to me
but turrets can shoot you through the metal walls in the water room of the gray apartments
I'm removing the White Light config option and replacing it with a 'Light Options' config option, it's string based and will have 4 options, Default, White, Refuge, and Tagged.
Tagged colorations with use one of 4 light types for the following tags,
Wasteland uses an orangey sodium lamp color,
Valley, Tundra, and Ocean use the white Light,
Canyon, Marsh and Haunted use the default coloration
Argon, Military and Company use the Magenta coloration like what you see in Red Apartments.
For comparison in the basic hallway
Sounds neat!



