#Moons of Otherworldly Oddity and other Miscellaneous mods
7883 messages · Page 8 of 8 (latest)
okay found the thing and got a clip
Yea
1.7.2 all work and no play makes jack a D.U.L.L. boy
Spelunkers Caverns v1.1.0
- Fixed a whole lot of Tile bounds, fixing clipping issues.
- Changed the Internal names of the Dungeon Flows. You may need to reassign your weights.
Teaser
tysm mae!!!
no problemo
The moon Eggman got stuck in at the end of the Sonic 2 movie
i hope the road leads to dementia
I think it's already been proven
evil
That looks really ominous, and I love it
Abaddon plus Blizzard Weather fits so fucking well
ooooh
pretty
so if we are at abaddon, I meant to do a screenshot of the ||moon eye thing||, and the lightning couldn't struck more perfect
it is with us now
laughing at us
behold.
the spooky
gonna leave that hole there and put an eyeball behind it
also minor spelling mistake spotted
whoopsies
upadated lmao
Moonpack Drop
4 Moons, All with strong Cruiser centric design, A Dark Forest, A Mushroom world, A coastal Island, and a wartorn wasteland, Ranging from C to S++ difficulty
I've been dying to see that mushroom one ever since you dropped the teaser, love the visuals on that one
-# They've also got a little secret if you like to explore
hope you like it, it's probably my favorite of the 4
All 4 moons have also had their individual releases uploaded alongside the main bundle, If moon file sizes are of concern, the whole pack is a tad bit over 30MB
I just do the space saving tips Xu and S1ckboy listed 
ugh its probably the static flags thing
I don't really understand what they do but paco told me to uncheck them on stuff like foliage and that dropped down one of my moons filesize from over 30 to 19MBs
-# to be fair that moon was Kanie and it has a ton of foliage compared to any of my other moons
but considering you've never used the static flags that means you can probably get the filesize EVEN lower
are these supposed to have the same moon number?
yes
acidir
Goetia is so fuckin PEACEFUL
a new shroom moon enters the fray, but it's name is Amantia, not Fray
Riptide. cant go too wrong with an oceanic moon
sniff
is something burning? (Esoterica)

1.7.3 Vanilla Beanie Interiors
Gray Apartments v1.5.6
- Fixed an issue where teleporting in the interior would cause the player to fall through the floor in specific circumstances.
Spelunkers Caverns v1.1.1.
- Fixed a hole in one of the crystal cavern tiles.
yes
So the grey rooms with white door at the end thingy is a bug or a feature?
Feature
GASTER
devious feature
confirmed it works 👍
got sent to hell again and when i got out it didnt fall through the floor
whuh?
i sensed my name
take a bath
i got this got this Mech #1 could not get a landing position! as log spam on esoterica
also made my really choppy to play (fps drops every 2 seconds) which only started to happen after this started getting appearing in the logs (it was good again after starting the ship)
is there like an out of place ai node as i have never seen this happen before?
I'll take a look around the moon if I covered one up by accident
how'd you get lihgtning to be that way?
Perfect luck
1.0.1 Cruisin Moons
Goetia V1.1.0
- New Icon by BBAPepsiman
- Nighttime and outside entities spawn a little sooner.
- Changed the Lamps along the road.
- A cabin in the woods as a waymarker.
- Eye Spy with my little eye.
- Cairns in the woods as a waymarker.
Amantia V1.0.1
- New Icon by BBAPepsiman
Riptide V1.0.1
- New Icon by BBAPepsiman
- Added rocks near the ship you can jump to the ship from.
Esoterica V1.0.1
- New Icon by BBAPepsiman
- Fixed a whole bunch of AI nodes in out of bounds areas.
Hi adjective
Man, I gotta say that DemonMae’s moon/interior output is genuinely impressive at this point. Constantly pumping out new moons/interiors while still giving attention to existing ones, I cannot think of another mod-maker that does it quite like this guy
Hello
these look very good :3
i think i am going to have fun using my truck on these
DemonMae creates like a master and produces like a machine.
Good way of putting it
Easily one of the top modders here.
I honestly have a hard time picking favorites because there are so many choices and they are all at least decent
I could never pick a favorite but their ability and skill is almost inspiring. I'm shocked they haven't gotten tired yet.
The three types of Lethal Company mod-maker:
- Has ups and downs in their activity but is generally consistent with their output/updates
- Explodes onto the scene with a ton of mods and updates, then vanishes without a trace
- DemonMae
If they have fatigue they either don't show it or manage it well. Many people would've gone on a long break by now with that level of production.
We live in fear of a world without 5 new DemonMae mods a month
Truly a tragic day it would be.
1.0.2 Cruiserin moons
Esoterica updated to V1.0.2
- Banished the Grapes.
are foggy and flooded weathers compatible with any of those cruiser moons? 
Sort of and No. Esoterica may be compatible with flooding but the others definitely aren't
A bunch of them have foggy as a weather but they aren't resized to fit the whole map
Ye that’s the problem with foggy and flooded
Cruiser moons are often so big the foggy/flooded asset literally doesn’t fit on the whole map
You can rescale the foggy volume through LLL, and more recent LLL also lets you provide your own prefab for flooded so you could just make the vanilla one but scaled up
I don’t remember if DawnLib lets you do that stuff yet
Gotcha
For users like me it mainly an issue for WeatherInjector, where we can register weathers on any moon
Flooded/Foggy technically works but the moon is too big so it just looks scuffed
Ah yeah. That’s true
I keep meaning to do this with my moons that are big in scale but it's forever a 'soon' thing. I'll get to it eventually though I swear
my delicis grapl
ok
1.0.3 Cruiser Moons
Goetia V1.1.1
- Foggy Weather size Override.
Amantia V1.0.2
- Foggy Weather size Override.
Riptide V1.0.2
- Foggy Weather size Override.
Esoterica V1.0.3
- Grapes are back by sort of popular demand.
- Foggy Weather size Override.
1.1.2 Hometown
- Foggy Weather size Override.
2.6.2 MOONs
Rockwell V2.5.2
- Foggy Weather size Override.
- Something else but I forgot, may have been something to do with the foliage.
2.5.4 Nightmare Moons
Cabal V1.0.2
- Foggy Weather size Override.
I do have a legit question for you, how to you have the motivation and drive to work on so many new projects, get them out and continuously update all of them
ive never seen one modder go this hard XD
its very impressive if I had this many things to keep in order I think id blow my head off lol
I avoid burnout by working on moons when bored of working on interiors and vice versa. Making moons and interiors is also just a fun thing to.
also seems (I mean this in a good way) you tend to keep a measured scale for all the projects, like I love super innovative interiors like playzone but its also nice to have a creator who dials it back a bit
a lot of bigger projects can dip into feature creep
500 MORE VARIANTS TO DEEPCORE!
thats not feeeeeeeeeeeature creep, thats varientslop 
thats one feature, to be feature creep we need 20+ new mechanics that WILL redefine Lethal company but NEVER release
When is hangar dropping...
Was gonna say CR but it has been released so...
Sancty fastest forgotten beanie moon
Even complex is less forgotten
I still need xu to fix a few things lol
too much dawnlib grind atm
moon...
I was watching a random angry birds tier list as bg noise and the dude just went onto be sponsored by a bodypillow company
and they dont even play anymore lol
I mean i would CRY in my knees for it
But if you feel is not worth it
Go for it
Shot it dead
but... it makes the interior too easyyy
and less scaryyy
Most people dont even think the game is scary 😭
and it doesnt even sync to actual moons...
Gotta kill those people
well think about it...
the atmosphere is gone
forest in the day is just
beh
forest at night tho...
oogly boogly
Havent even tried it yet because of the amount of bugs that were said
what the fuck
thats so pretty
and that bridge
or whatever
is awesome
man i wish i could go urb-exing
or just
having anything interesting around
by me its just boulders with no elevation
in spain the mountains were really cool
it was like spruce trees, but alot of the color washed out
no grass either
nor leaves
warm and cozy fir forest
Bro you literally went to spain
No idea what you yapping
what kind of forest is this
its slightly different to the spanits
but i really like it
idk what i like more
deep mountain spruce forests
like the wet kind
or this kind
I have weter from yesterday gimme a sec
well
wharttrt
would love to make a little treehouse here and live in it
the moss is so cozynits
Btw that thing at the end is a... snowdrift? Thats what translator said
Big block of ice
that doesnt look like a huge elevation difference, dunno why it would be so much colder
Really wish discord qouldnt guck the quality up so goddamm badly
Like impossible to zoom 😭
This is another one :3
I am FILLING up mae thread im so sorry!!!
the east is
It has some peak ive seen
But yeah south lf my country is a diffetent world
like we have this shit but its quite literally ALL THE WAY ACROSS THE CONTINENT
bro just flexing atp
Broooo
Lies
Im just so happy and sharing with people because you guys are so cool
I am messing with mae thread tho so
No more!!!
Sorry mae! Keep cooking your splendid food :3
idk where you are but I feel like the east has nice places too. I guess I'm fairly south east, but there's nice areas around here.
south east gets warm
im freeblezing
So many landscapes I never ever visit in my life or two
Greatly appreciate your work 
Now I can torture my victims fellas into driving radioactive nuclear cruiser made 100% out of uranium through dense fog to the facility back and forth
Sorry hr here, I think what they meant was "motivate". I can assure you we don't torture our v- uh fellow employees.
@upbeat horizon question
Shutter is supposed to work with TVLoader yes? I can't manage to make it work, like the audio works but the video is just the vanilla cat video
It works for some people but not others, I have yet to figure out if it's a moon issue, or a modpack issue.
Do you have a TV already at the ship?
TVLoader ain't set up to play videos for more than one TV 
Is that the reason why 
Am I mistaken or was Kaleidos removed from this modpack? I'm trying to compile each individual moon mod so I can disable the moons individually if I need but I noticed Kaleidos wasn't in the Otherworldy Oddity list, even though Kaleidos' individual page says it's part of it. Just wondering in case you removed it for bug fix reasons or something
It's in there, just not listed.
pseudo secret moon thats not really a secret at this point
If you're looking for its Lethal Bundle, It's called prismmoon I think
thank you mae!
p.s. i love the idea of the cruiser oriented moons, these are gonna have to be downloaded immediately i fear
😳 WHAT
yeah thats the reason
what the hell
TV in PlayZone is disabled and shows "No signal..." when there's a TV in the ship 
I Probably should update the readmes for those two moons with a fat warning in bold text then
To be fair, this is a really niche issue all things considered
damn
maybe there could be a mod for niche tweaks...
Watch Pandoramus OnlyLegs™ by endorian and millions of other Lethal Company videos on Medal. #lethalcompany
uuuuh
is pandoramus supposed to do this
keeps spawning the same mob for the whole day LMAO
also on the same spawning zone just to the right of the ship
https://medal.tv/games/lethal-company/clips/mgaad6ZPmPYkNpKvv
https://medal.tv/games/lethal-company/clips/mgaIDGw3IshFr-FeQ
Watch Pandoramus OnlyDogs™ by endorian and millions of other Lethal Company videos on Medal. #lethalcompany
Watch Pandoramus OnlyButs™ by endorian and millions of other Lethal Company videos on Medal. #lethalcompany
Looks like they’re always spawning at the same spot
Entity Comfort Zone
It's not supposed to do that, Gonna look when I have a chance
Here's the Thunderstore profile I was using to test this out if that helps
019ccbcb-0c38-5d8b-75b4-71b838bc4657
Love your work!
2.6.3 MooNs
Pandoramus V1.2.0
- Fixed an issue that would cause the Summoning pillars to repeatedly spawn the second monster in the sequence of 6. This resulted in the moon being nightmarishly more difficult (or easier) than intended.
- Now compatible with Abandoned Foundry, Spelunkers cavern, ACF Site, Site 112, Vault 11, Morvdonalds, and the Crimson Keep.

For me thallasic is completely spelled wrong… the real word is spelled thalassic
i kept it anyways

I think in both these situations its fine
Ye it doesn't really matter in the grand scheme of things but it was a big oopsie when I noticed it
there are misspellings speckled everywhere in the grand total of these moons
"Tranquillity" for example
i feel it keeps things just that much more unique
It's amantia now
Deal with it
1.1.0 Cruisin for a Bruisin Moons
- A realm purged from reality.
- Barber Fixes added to the Dependencies.
i just want to thank the mod dev for adding a sell moon (shutter) in which my silly teammates can't accidentally/intentionally kill themselves 🙏
so many credits lost because they think its funny to jump off the railing on gordion 😭

Hidden but not locked moon
i'm on a bit of a break from icon'ing while im grinding another game. i'll take a look at some point tho; that's certain
Hopefully they don’t learn that they can still feed themselves to Jeb
😀
💀
i use the sell scrap mod so i sell all we need immediately
i think they forgot about selling at the counter i hope they dont remember
hmm... in the past 10 minutes i had two counts of intentional friendly kills, one with the wesley mortar hammer, and another with the ladder... i think my crew may be stupid
Demonmae, ||the hidden moon from the recent update, is it meant to be that bright on none weather? Or should it be on eclipsed or smth lol||
True Lethal Company shenanigans
I think your crew may be… lethal
||Discord Light mode brightness intended||
a very lethal company
on that note i do think the big screen on shutter is great for keeping them occupied. when they're busy gawking at the various shitposts displaying on the movie screen they're not gonna be trying to feed themselves to the company monster. another W for shutter!
although it can sometimes be quite hard to get them to stop watching the screen... we've also had incidents where someone was left behind because of that

||Truly layer 9 ultrakill pre-released as a lethal company moon
||
||It's very funny you say that but not for the reason you think||
||wh- what do you mean
||
||Look around the moon more||
||oki||
||Sample Text||
||Bottom Text||
||Gullible||
||Top text||
||Middle text||
||Bottom text||
curved text
Demonmae did it
But you both repeated it, so I lined that up
Large Text
Medium Text
🟦🟦🟦⬛🟦🟦🟦🟦🟦⬛🟦🟦🟦⬛⬛⬛🟦⬛🟦⬛🟦🟦🟦⬛🟦🟦🟦⬛🟦⬛🟦⬛🟦🟦🟦⬛
🟦⬛⬛⬛🟦⬛🟦⬛🟦⬛🟦⬛🟦⬛⬛⬛🟦⬛🟦⬛⬛🟦⬛⬛🟦⬛⬛⬛🟦⬛🟦⬛⬛🟦⬛⬛
🟦🟦🟦⬛🟦⬛🟦⬛🟦⬛🟦⬛🟦⬛⬛⬛🟦⬛🟦⬛⬛🟦⬛⬛🟦🟦🟦⬛⬛🟦⬛⬛⬛🟦⬛⬛
🟦⬛⬛⬛🟦⬛🟦⬛🟦⬛🟦⬛🟦⬛🟦⬛🟦⬛🟦⬛⬛🟦⬛⬛🟦⬛⬛⬛🟦⬛🟦⬛⬛🟦⬛⬛
🟦🟦🟦⬛🟦⬛🟦⬛🟦⬛🟦🟦🟦⬛🟦🟦🟦⬛🟦⬛⬛🟦⬛⬛🟦🟦🟦⬛🟦⬛🟦⬛⬛🟦⬛⬛
?
O
Even if I flip my phone horizontally, it's still a mess lmao
Yeah mobile can’t register it
Yeah I thought DemonMae pulled out an entire new type of spoiler, when looking at this on mobile
Thank you Paco for clarifying
Mae talking in minesweeper
||💣||||1️⃣||||⬜||||⬜||||⬜||
||1️⃣||||1️⃣||||⬜||||1️⃣||||1️⃣||
||⬜||||⬜||||1️⃣||||2️⃣||||💣||
||1️⃣||||1️⃣||||2️⃣||||💣||||2️⃣||
||1️⃣||||💣||||2️⃣||||1️⃣||||1️⃣||
Ez
NOOOOOOOOOOOOOOO
LMAO
I did the same 😔
Cruiser Moon update probably today, I forgor that Rendering Layer 2 needs to be enabled on Terrain Meshes or quicksand will be invisible, Given how they are all cruiser focused with a lot of space and solid roads to walk on, it probably didn't come up as an issue
1.1.1 Cruiser Moons
1.1.2 Goetia
- Fixed Quicksand being invisible.
1.0.3 Amantia
- Fixed Quicksand being invisible.
1.0.3 Riptide
- Fixed Quicksand being invisible.
- Tweaks to the LOD distance on trees.
- Tweaks to fog density and sea spray speed.
1.0.4 Esoterica
- Fixed Quicksand being invisible, even though it isn't a possible weather.
#off-topic-memes message
I think you'll get kick out of this.
trees on Riptide are tagged incorrectly, resulting in snowmen breaking effects
unsure about other moons, just messing around right now
@upbeat horizon this feels evil on mobile
haii! uh, they still have trouble exiting, idk why. also hometown is way too dark at night
nothing changes about it when its eclipsed either
I forgor to say something yesterday but TV worlds videogame scenes should definitely be traversable now, I forgot to make the Offlink work both ways
forever Groovy, and not once Glooby
thank you! (i have been using lethalmin to find these kinds of issues due to how... well... they kinda just work for it?
also. uh... forget what to call the first chapters dark world. but in it. theres a chance for gates to just lead to utter dead ends
happens in vanilla interiors too, sometimes doors will be locked just for a deadend hallway with nothing it it
cyber world navmesh issue... again
npcs cannot traverse from the server room to the green area
you mean like the fake starting room?
yeah
procedural generation is meant to be like this
you dont know how a map is going to generate and there should be things to throw you off
also this game specifically is programmed to always spawn a key for each locked door
ah okay
just
I once saw a spiner spawn in one of these locked dead ends
so i kept throwing pikmin at it til it died a pitiful death
Buttery and Xu informed me recently that this is not true, the game uses a falloff that makes keys increasingly unlikely to spawn after the first few
So oftentimes there are more locked doors than there are keys
1.1.2 Cruiser Moons
- Fixes to the Hidden Moon.
- Adjustments to the Hidden Moons spawn curves.
- Hint alluding to the secret moons name placed on all 4 other Moons.
Goetia V1.2.0
- Minor lighting adjustment.
- Something spooky in the woods.
- A couple more forest decorations.
Amantia V1.1.0
- Minor lighting adjustment.
- The white Mushrooms decorating the landscape have a dim glow visible at night.
Riptide V1.1.0
- Minor lighting adjustment.
- Fixed the Water. You may now drown properly.
Esoterica V1.1.0
- Lessened the intensity of the Map Fog.
- Minor lighting adjustment.
There's a secret easter egg on Goetia just for U @spring shard : )
-# For any fans of a particular fast paced shooter really


hi i just found the hometown and darkworld moons theyre literally the coolest thing ive seen in a while, i just wanted to ask are the battles supposed to have music? it goes oddly quiet when they start
nvm found the fix in config ^_^
🇮
1
I'm working on porting things to V80 now that JLL is updated, it's taking a while because there's a lot to fix this time around
First priorities are the Oneshot Moons and Interiors so look forward to that soonish
oki!
Thx!
1.2.0 Cruiser Moons
Goetia V1.3.0
- V80 Update.
- Feiopars stalk the woods.
- Nerfed the spawn weights for all other exterior entities.
- Fixed the exterior Occlusion Bounds.
- Added exterior Wind Ambience.
- Texture Changes to the Grass.
Amantia V1.2.0
- V80 Update.
- Added Cadaver Blooms with a very high weight.
- The goopy Goblin is there too I guess.
- Fixed the Occlusion Boundries.
Riptide V1.2.0
- V80 Update.
- Added the Gunkfish to the interior weights.
- Decreased Nutcracker, Snare Flea, and Lootbug weights a bit.
- Nerfed Radmech weights a little.
- Added Forest Giants, with a rare weight.
Esoterica V1.2.0
- V80 Update.
- Cadaver blooms and Gunkfish added as rare spawns.
goetia is more goeted now? 
sure


Awesome work!
now that StarLancerAIFix is updated... im not saying the Gunkfish should be on Lithium's exterior... but it would be funny

It's definitely goin on Makron for sure, Exterior Lithium could be funny
Once I'm finished updating the UT99 interiors, otherworldly moons are probably next
Ive been reworking the entrances for every Unreal and UT99 interior to have animated entry doors, the vanilla interiors will probably be easier to do since they mostly share entry prefabs
all we need now is for the enemy variety mod to update with a black/yellow or phantamanta gunkfish :D
It will be a little longer before I can update anything, I borked my project files and had to repatch a few days ago, meaning all the V80 changes I've made I'll have to redo
The first Patched project kept having issues so hopewfully things will be smoother this time
In the meantime, I shall reveal a secret I put too much effort into to let go unfound, All of my cruiser moons have a special little secret on the map to go find. happy hunting
Sometimes the Eyeless dog ghost on Espira can just spawn behind this fence and is stuck there forever, given there are like 2 nodes out of a hundred this can occur on I'm surprised I happened to catch it
He's just enjoying the beautiful view!
you should make evil gray apartments a config setting
Is this bug in dreary waterworks cause of Chamelon or something else?
019d9201-5d19-792b-498a-cc76bb494275
Those water trickles weren't prefabbed so their material got lost, it'll be fixed in time
I made an in-editor calculator to give me the Minimum, Average, and Maximum theoretical expected profit from my moons with the Vanilla ones in there for reference, this doesn't take into account custom scrap, and the way things are calculated may not be accurate, but data is interesting to look at.
As far as progress reports are going I'm working through all my moons in alphabetical order and reached Mazon.
New picture organized by Average value rather than minimum
Oh for Rrajigar Mine Interior interior-
the hand icon is the scrap icon
is this some sort of a tool or just a visualiser that you need to type data in? in any case, this does look interesting
The tool is a script, I just put the data together in google sheets
that's really cool
^^ That is pretty neat!
I have completed the S Moons, only have 7 more moons to update
All moon updates have been finished, gonna start prepping uploads
DemonBased
oops




It would appear I also forgot to fix the Iris Masked, very spooky jumpscare getting grabbed by an invisible enemy. Gives me a fun Idea for the future though.
is zeranos interior broken or it just doesnt work with other moons ?
🥀
Zeranos as a whole is broken
the sky on the lean
aight
The gray apartment seems to work.
But the gray apartment doesn't.
😭 wdym
1.2.1 CRUISER MYOONS
- All moon Updates Redone
- Roads have been edited a bit to be smoother to drive on.
- Fixed Some secret stuff.
- The Hidden moons brightness has been Toned down.
1.2.1 Riptide
- Moved the big crates around.
1.2.1 Esoterica
- Changed the way the Moons fog looks, with the canyon being filled with it.
2.6.0 Nightmare 🌕s
- V80 Update for all Moons.
1.3.0 Flicker
- Cycled out the default Videos that play on the projector.
- Warning placed in the Readme to not have the TV ship item active, or the Projector will fail to correctly function.
1.2.0 Abaddon
- Cadaver blooms rarely spawn inside.
1.1.0 Cabal
- Cadaver blooms can spawn inside.
1.2.0 Vigilance
- Feiopars can spawn outside with the Brackens.
1.1.0 Shutter
- The text on the selling price indicator didn't import properly so it's going to look bad, please do not inform me about it I already know.
- Cycled the default TV videos.
- Warning placed in the Readme to not have the TV ship item active, or the Projector will fail to correctly function.
1.2.0 Lament
- Feiopars are rare outside spawn.
- Texture Change to the grass.
1.1.0 The Iris
- Couldn't recreate the ambience so it's a bit different now.
- Cadaver Blooms are very common.
- The Main Entrance and Fire Exit are made of Flesh now.
1.2.0 Facing Worlds
- V80 Update
- New skybox and lighting.
- Gunkfish can spawn inside.
1.1.0 Morpheus
- V80 Update.
1.1.0 Condemned
- V80 Update.
- Gunkfish replace Spore Lizards with a higher weight.
- Butlers are even rarer.
- Minor Texture changes.
1.1.0 Frahg
- V80 Update.
- Removed the erroneously placed Contour map.
- Decreased Foggy Weather Density.
- Quicksand is no longer Invisible.
1.1.0 Scald
- V80 Update.
- Gunkfish can spawn inside.
1.1.0 Silence
- v80 Update.
1.0.0 Syndication
- V80 Update.
- Gunkfish and Cadaver Blooms added to the interior weights.
- Made the doorway to Main slightly Ramped.
0.2.0 Trepidation
- V80 Update
- Interior Ambience.
- Gunkfish can spawn inside and outside.
- Removed the Bracken from the nighttime entity spawns.
- Exterior max Power level increased. (4 => 5)
1.0.0 Consternation
- V80 Update
- Max interior enemy diversity is set to 4.
1.2.0 Hometown
- V80 Update.
- New Entities added to the interior.
2.7.0 Moons Of Otherworldly Odditity
- All Moons Updated to V80.
2.6.0 Halation
- Feiopars have been added outside with very rare weights.
- Limited the amount of Exterior enemy types.
- Max Nighttime power reduced. (8 => 7).
- Added a few more trees in places.
- Fixed some meshs having weird extra geometry.
- Added a small tunnel between the Main Entrance parking lot and the side dock.
- Gunkfish spawn inside.
1.2.0 Kaleidos
- Removed the Extra Barber enemy type, Barber Fixes allows for more Barbers than the Vanilla max so creating a new enemy became redundant.
1.3.0 Pandoramus
- Gunkfish and Cadaver Blooms added to the interior spawns.
- Removed Foggy Weather.
- Delayed the Intro landing animation due to Interior generation changes.
2.3.0 Ultimatum
- Cadaver Blooms added.
2.5.0 Baykal
- Feiopars can spawn Outside.
- Cadaver Blooms can spawn Inside.
- Changed the navmesh a bit.
- Added the new Swamp trees.
- Torches glow brighter, and have an increased radius.
- Swamp ambience can be heard while indoors.
- Mansion Interior has a much higher weight.
2.5.0 Lithium
- Gunkfish can spawn outside.
- Max Daytime entity limit increased. (8 => 10)
2.3.0 Makron
- Gunkfish is a commonly spawning entity.
- Increased max indoor power count. (8 => 9)
2.4.0 Calypso
- Foggy weather density decreased.
2.3.0 Praetor
- Gunkfish can spawn outside, don't slip.
- Hoarding bugs during the Day spawn a little less often.
- Slightly reduced the Old Bird and Babboon hawk weights.
2.5.0 Mazon
- Changed the Grass Texture.
- A smidge more Foilage.
2.6.0 Espira
- Cadaver Blooms are a rare interior spawn.
- Removed the Map Dot from the specter Bracken.
- Increased the minimum foggy weather density. (4 => 7 Meters)
- Subtle Change to the Triplet to make them a bit creepier.
- Removed the Light from Ravencoil Eyes.
- Polter bugs glow a bit.
Walls and Walls of patch notes, Every Moon I've made has been updated and the updates on moons I lost have been reupdated, Fingers crossed I didn't miss anything major in the second and third Passes in testing
Thank you, gonna be adding most of these to the pack next time my friends play 🙏 
SO HAPPY TO SEE THESE MOONS BACK!!! super excitied to play them again. truly incredible work here
demonmae is on streak! 🔥 🔥
Can someone recommend any interesting moons ? (like bozoros, not just vanilla+)
No it's not fine, it means kaleidos is missing something and won't load, I'll have it fixed later.
it loads fine
I'm not sure then 🤔
Oh
It's because the custom barber was deleted but not removed from the extendedmod
So it's trying to register a null object, probably safe to ignore?
i think it is harmless
at least i saw no other errors after the one during loading
is there supposed to be the hand icon there?
the dropship also has a white square
No that isn't supposed to be there. It's supposed to display as a normal scrap icon. That's the halogen light on Halation, correct?
yes
Yeah that is a bug. It's supposed to display the default white gear scrap icon. (Not sure what is causing this. Demonmae should know. Just wanted to inform you that this does not seem intentional while you wait for a proper answer.)
The smallest of mistakes and it's gonna be the most time consuming to fix
The drop ship is a prefab used on all my moons and it's missing the icon, so I'm gonna have to update everything at once again 🙃
uff i think you and wesley have the most moons
i dont even want to know how long it takes to update every single manifest and readme etc
and building the assets can also take forever
I did this with the Oneshot Moons too apparently
All of my Moons
- Fixed the Dropship Interaction Icon.
2.6.1 Espira
- Fixed the custom item icons and sounds.
2.6.1 Halation
- Fixed the Custom Item Icon.
- Removed the Tree tag from out of bounds trees.
1.2.1 Kaleidos
- Removed a null value from the ExtendedMod.
1.2.1 Lament
- Removed the Tree Tag from out of bounds trees.
2.3.1 Praetor
- Fixed the Custom Item Icon.
2.6.1 Rockwell
- Fixed Various Interaction Icons.
Is the entrance closest to the ship on Cabal supposed to be a trap? Me and my group played on that map, and the game started lagging quite a bit due to the 30+ masked swarming the entrance. Or is it a bug? We couldn't tell if it was intentional or not since there were so many.
Masks congregate around the entrance, it being inside anenclosed gas station makes entering and exiting tricky
I think tricky might be an understatement...
there were not that many last time i went there
Glen moon not loading after last/pre-last patch (other ones from oneshot moons are ok)
Moon: Glen
[22:16:19.9471360] [Debug :More Ship Upgrades] Adding speed in FinishGeneratingLevel callback
[22:16:19.9471360] [Error : Unity Log] This client could not find dungeon generator! scene count: 2```
1.2.3 Esoterica
- Fixed the missing icons on the Main Entrance.
2.2.3 Oneshot Moons
- Glen Can Be Landed On Again.
1.1.0 Twisted Metal 2 Scrap
- V80 update.
- Adding "TW2Scrap" to a moons tags makes the cars spawn there with a weight of 3 instead of 1.
- Sweet Tooth plays his Special Attack Audio when used.
Look forward to the next Gray Apartments update
1.6.0 Gray Apartments
- V80 Update.
- Added a new Lighting setting.
I was playing with the updated gray apartments and noticed a couple issues with dressers. The first one is that the drawers don't actually open
thats what it looks like
And there were also a couple tiles where the dresser was just invisible but still had a hitbox and stuff
yea drawers dont open
oh ok ive never used this interior so i wasnt sure
ooh, open-able drawers? I hope raven manor gets the same treatment eventually
I feel like it should be the norm for interiors to include multiple interactable elements like this that contain scrap items. I appreciate that Gray Appartments has a ton of these elements.
I wish Zeekerss added more interactable containers to the Facility interior. The fact there is only that one medium tile that (sometimes) contains the openable lockers is extremely inconsistent and bizarre.
well if we're complaining about interiors without interactables, the mineshaft just doesn't have any afaia
That's okay.
Either don't have any or contain quite a few.
I don't think it's necesarry for an interior to have this element. I think it should either choose not to, or lean on having these elements appear often like in Manor or Gray Appartments for example.
It provides a nice consistency to the gameplay loop of scrap collecting.
It's such a small detail I'm sure I'm the only one who finds this weird. But I guess in my head it seems like a gameplay element that could be potentially refined.
It'd be nice, but I don't think it necessarily needs to be a rule
Hmmm. Yeah, maybe you're right. I might be looking too deep into it LOL
like, I don't think the factory would be more or less fun if the loot just spawned in the corners instead of the cabinets
it was also the only one of its kinda back when it came out, im glad manor expanded on the idea
Me too. That's why I wanted to see this element more fleshed out. It felt like Zeekerss was trying something cool with the lockers on Facility, but then didn't really expand upon it and only has them localized to a single tile.
Then he added that stuff to Manor, and I really like looting Manor now because of it. It's fun opening the cabinets and drawers and stuff
It's like a neuron activation when you pull open a drawer and see a piece of scrap sitting in there
Some interiors shouldn't have it (Mineshaft, Greenhouse). Some should have it a lot (Manor, Gray Apartments). Others should have it, but be unique - like how Art Gallery has the breakable glass, or Atlantean Citadel has the openable chests. I like this <3
1.6.1 Gray Apartments
- Fixed missing meshes, Sounds, and animations on Cabinets and Drawers.
1.3.0 Raven Manor
- V80 Update.
- Raven Manor now uses the Manor Stinger for first time entries.
- Fire Exits are way less likely to only generate in the Cellar.
Ooohhh it's soo good <3
1.1.0 Abandoned Foundry
- V80 Update.
1.6.0 Studio floor
- V80 Update.
@upbeat horizon
I've noticed that none of your moons have support for LCVR may you take an look at an documentation that can fix this issue?
https://github.com/DaXcess/LCVR/blob/main/Docs/COMPATIBILITY.md
Probably because I removed all the VR stuff from my project because it kept causing NGTools to fail
If it's just a matter of reimporting the openxr package then okie dokie
Can i know what NGTools are?. as i'm not a modder myself. though i might take an interest in making moons someday
It's a missing script recovery tool, when I import my mods to a newly patched project, it becomes filled with missing references, NGTools scans and repairs them
Kind of essential if you have a lot of moons and interiors to fix
peak-
But lack of moving doors -
it disturbs me
Doors not moving where? 🤔
oh the entrances for vanilla foundry don't have moving doors when exiting them
I assume they be added later
o I forgor
1.6.0 Subsystems
- V80 Update.
1.6.2 Gray Apartments
- Entry Door Animations.
1.1.1 Abandoned Foundry
- Entry Door Animations.
1.6.1 Studio Floor
- Entry Door Animations.
Is there a moon that resembles Calypso? It's my favorite moon.
you mean like other moons like it?
Yes, Calypso is my favorite.
It should be. as far as i've been told its the matter of importing & building i believe. I dont really know since i'm not a expert in this field hah
1.2.0 ACF
- V80 Update.
- Removed a lot of unneccesary Mesh Colliders.

No openxr support?
It'll happen when it happens
🥀
1.8.0 DULL Interiors
- Gray Apartments updated to v1.6.2
- Raven Manor updated to v1.3.0
- Abandoned Foundry updated to v1.1.1
- Studio Floor updated to v1.6.1
- Subsystems updated to v1.6.0
- ACF Site updated to v1.2.0
- Spelunkers Caverns updated to v1.2.0
Spelunkers caverns was a pain in the ass to fix but with it I have updated the full pack
LETS GOOO
So for the Spelunker interior. Im getting a "Entrance is blocked" pop up
god damnit

Closer inspection would reveal I forgot that Cave Vent Entrances were the norm for Spelunkers caverns and they were all missing prefabs in their respective tiles
This issue has been resolved
That's one
@upbeat horizon Misalignment of stuff connecting?
Just thought I'd bring it to your attention


having it on video with the minimap helps immensely
I have trouble getting the right tone across text as well 
the table came that way in the box 
also is raven manor supposed to be compatible with the mimic fire exits?
There is no explicit compatibility, do they spawn there?
not at all thats why i was curious
i tried adding raven manor just to test if they work but instead of being broken they refused to spawn in generell
whack
wgen i try to load ch1/ch2 interiors the game is perma stuck on seed. the ch3 work without any problem i'm version 81
Deltarune interiors aren't updated yet
ah ok tnx so muc
thanks Dungen real helpful Dungen if you could tell me what specific tile is causing this it'd be a real help dungen
Moving the entry socket way outside the bounds of the entry tile as an experiment was the only way to get the dungeon to generate, what a pain
Ok the thing is just lying to me I guess, the bounds of the tile weren't adhering to the settings I put the override on
@upbeat horizon can we get an option in config to remove custom paintings
in the interiors
no sorry
1.8.2 DULL Interiors
Spelunkers Caverns v1.2.2
- Fixed an incorrect doorway socket.
ACF Site v1.2.1
- Fixed a room with a missing Material.
hope u will update the chapter 2 ^^
I have to get this off my chest, I love the moons but, this entrance is ugly as hell
imo I should be redone
(same for the interior part of the old bird on Ultimatum )
they feel jaringly less good compared to the rest of the moons and pack
I don't like the entry buildings either tbh
I thought about remaking a large amount of Calypso once but I wasn't sure if it would be well recieved, I could just redo the buildings tho
I do think Calypso as a whole could use a redo lol
the cruisers in halation are missing their wheels btw
actually its missing quite a lot of assets in them
I think most of it is fine
but yeah its not really up to the standard of the rest
so a full remake would be welcome
I'll fix them next patch, but I'll probably keep the one crashed into the street lamp how it is
Hello DemonMae,
I encountered a Freeze during playing LCVR on one of your interiors.
After I died during the ||Jevil Battle|| on Darkworld Ch1 and the ship flies off, I should teleport back to the ship.
Instead my screen freezes and flickers.
VR related problems and errors are outside my knowledge how to diagnose or fix, sorry : (
gonna take a look if it happens in vanilla just in case it's unrelated to VR
Calypso is fiiiiine. at most, the entrance could use a rework.
Cyberworld_Interior isn't for v80?
It comes next
Any way to edit the lacking liveliness interiors' weights for each moon?
Use lunar config to set interior spawns for all interiors
Where exactly 😭 BepInEx/config/LunarConfig/LunarConfigDungeons.cfg right? Then what
No
/moons
Its per moon
Not per interior
Ah goodie
I assume the name is Grayapartmentsflow when setting up the value nvm it says so
All the proper names to use are listed in the dungeons section you were in earlier
Under aliases
Just gotta check what they are for each
Also per moon, just remember to check content configuration
Its at the top
Just makes changes actually be turned on
Either smt here is wrong, or I'm simply being incredibly unlucky by not getting it after 3 runs
Did you not check content configuration
For the moon
1.8.3 DULL
Subsystems v1.6.1
- Fixed a lot of missing textures on water drips.
That was quick lmao
Are these supposed to be on after the apparatus is taken?
Yeah, Lights in Gray Apartments dim significantly when the apparatus is pulled.
same with Red Apartments
The Iris variant mimics dont make any sounds
1.1.2 The Iris (And also Nightmare Moons)
- Fixed Iris Mask variants missing a bunch of sounds.
I disagreed with him at first, but yeah, there should be a setting for this thing
There is nothing in it, it is common, you can’t predict it, it is long, it doesn’t fit thematically, and is overall just a time waster
At the very least, there should be an indicator when a room has a greyscale warp point
I’m not sure what the purpose of the tile is atm besides being cool, and it is, don’t get me wrong, but it kinda detracts from gameplay
It was a reference to something but I forgot what
oh
It was a reference to a Voices of the Void event I think
The empty base event?
That’s all I can think of
I didn’t get any other sort of greyscale event outside of dreams
That's the one
So I'm not entirely sure if this is the right place to put this but I was just in the Spelunkers Caverns and I think I found some incorrect generation? It was difficult to see but I was hoping y'all could make a bit more sense of it than me.
so silent... so peaceful...
I'll take a look and fix it soon
Thank you! Otherwise it was probably the coolest interior I've seen thus far!
Genuinely incredibly well done

Big shoutout to Dawnlib and it's editor plugins for making doorways visible in editor again btw
1.8.4 Vanilla Interiors
Spelunkers Caverns v1.2.3
- Fixed more incorrect doorway sockets.
I had this update ready I just forgor to upload
Thank you very much!!!
working on something new
mischevious
DoorMae
Wesley-ahh 🥀
Soon
Welcome to The Baroness, We hope you Enjoy your stay here
https://thunderstore.io/c/lethal-company/p/DemonMae/The_Baroness/
You may find The Baroness Hotel at the following locations with the default matching settings
THIS LOOKS DOPE
holy shit new demonmae interior?
I hope this one is vr compatible 👀
Then yea. it'll work 🙂
300 on deadlock 😭
The joke writes itself sometimes
Close enough
Welcome, SDM
OH FFS
Uh?
I feel like even ur vanilla interiors don't feel very much vanilla, I feel like some of the stuff is too boxy and too big sometimes
ok
I didn't intend to be rude or something, I mean if you arent trying to be vanilla then sorry
it is in one of ur interiors pack?
It standalone, The Baroness is a fictional hotel from the game Deadlock, doesn't really fit any packs. not vanilla either so it can't go in DULL.
thamk 
Ok now when Maxwell industries factories

Also I haven't checked the new interior but it's look cool.
tnx ^^
I dont get the big argument hehe but bloxy is not that crazy actually
Tho less than boxy, maybe its like the textures not being textured enough lel hehhe
Still some of my fav interiors :3
I really like abandoned foundry, its the peakest of the interiors, but even there the boxiness appears cause I definitly don't remember lethal company being this boxy, even when it was the detail was compensated by textures, but here you can feel it, and also somethings up with the scaling with the door frames being way bigger than empoyees, also bugs me out, I'm not trying to say it's a bad thing I mean it fits the whole modded vibe, i just can't really feel its on par with vanilla like Beanie's interiors are
Havent tried foundry hehe but i do kinda see your point
Acf interior tho that one is peak
acf wouldve been peak if the coloring was better, feels a little cartoony
tho i really like the layout
Really??
I dont see it like that
I really love it for being an original take on scp
I dislike the coloring on some of the main parts while on the deeper parts where its more metallic i feel like there it really shines
but an original take on scp is very creative
really liked scp so i really liked this interior aswel
also elevators turn me on so ofcourse i liked this interior
What
Ignore that part
🤔
1.1.0 The Baroness
- Added information to the Readme that this interior is based off the location from the game Deadlock, because it is and probably should have mentioned it.
- Improved the Hotel Room tile and integrated the Bathroom tile into it.
- Removed the Bathroom Tile.
- 1 new Tile, The Dining Hall.
- The Baroness is reknown to be haunted, added a few things to accentuate this.
- Improved the Look of the Ventilation room to make it look less hastily put together.
- Breaker boxes can now generate in the interior, they serve no purpose, but exist for the functionality of other mods.
- Replaced a few Vanilla assets with custom ones.
- Towels.
Find him
1.8.5 DULL
Gray Apartments v1.6.3
- Add a config option to disable the Empty Hallway Event.
1.1.1 The Baroness
- Fixed some props positions.
- The hidden Plush Talks now.
Will the Baroness be added to DULL or is it a bit too deviated from the aesthetic standard you have in mind for that pack (because it's inspired by Deadlock)? I personally think it would still fit well, because it can be understood first and foremost as a hotel, which is a generally suitable interior for a wide range of moons
It won't be added to DULL, being based on another property kinda disqualifies it from being in there, even if it does look fairly vanilla
I shant spoil specifics but when you experience the interiors biggest gimmick it'll be especially apparent
okay fair, I'm just trying it out rn :p
very cool interior though, so far
does it have an apparatus room? Couldn't seem to find one on my first encounter with it but maybe it was just bad navigation on my part
No appy in this one
I experienced the gimmick today, I have to say this is probably one of my favorite interiors now lol but now I get why it has to be standalone
Update soon
1.2.0 The Baroness
- The apparent time of day within the interior is random. this has no bearing on the moons actual time.
- Set Dressing for the Dining Room Tables and other rooms.
- 1 New tile, the Gaming Parlour.
- The Haunted hallway is more likely to generate.
Should prob add some spawn blockers lol
that trap seems perfectly fine
erm... that's Cabin
Sniper made CabIn not me 
still, that trap placement is no different from vanilla 😭
oh mb
hey is there's a way to fix necronomicon being despawned after rejoin?
this was a whoopsie on my part
1.8.6 DULLL
Raven Manor v1.3.1
- The Necronomicon no longer despawns on lobby reloads.
just letting you know that some (for example does not happen on ultimatum, but happens on lithium) of your fire exits rotate the player by 90° when exiting (it is an easy fix just rotate the fire exits telepoint)
not something you really have to update every moon for though obv
Speaking of Lithium, it's still one of my favourite moons skybox-wise. It's so imposing and pretty imo
I wasn't there when it happened but the group I played with flew around it a bit after death and someone took a stunning screenshot of the skybox.

did you change the fog density on ultimatum?
this was on a clear day and it felt like foggy (left picture)
(the right picture is how the moon used to look like)
There are a few places where things get stuck under the map (or in boxes) on Lament, but the Feiopar is the noisiest one so we notice it the most often.
I think Discord didn't like the video...
There, that seemed to work.
I don't know what changed but it shouldn't be that dense, I'll have it fixed soonish
2.6.3 Nightmare Moons
Flicker V1.3.2
- Loot Rebalance.
- Route Price Decreased. (600 => 500)
Lament V1.2.2
- Placed navmesh blockers in certain regions of the map to hopefully prevent out of bounds enemies.
- Fixed the flashlight mesh on the chair overlooking the cliff.
- Improved the Loot Pool Value.
- Increased Loot count. (20-26 => 21-28)
- Reduced Moon Route Price. (600 => 550)
Cabal V1.1.2
- Loot Rebalance.
- Minimum scrap count increased. (26-32 => 28-32)
Pareidolia V1.2.2
- Loot Rebalance.
- Route price decreased. (900 => 800)
Abaddon V1.2.2
- Loot Rebalance.
- Scrap count increased. (21-28 => 24-30)
- Dungeon Size Multiplier increased. (1.6 => 1.65)
2.7.2 M.O.O.N.S.
Ultimatum V2.4.2
- Fixed the missing 3D Texture on the moons fog, unintentionally reducing its visibility.
When I used my scrap value calculator is revealed a lot of moons had poor value for route pricing and difficulty compared to Vanilla moons, so I rebalanced quite a few Nightmare moons to be on average, more rewarding, or at least cheaper to fly to.
Just wanted to say that Pareidolia has been one of my favorite horror moons! Thank you so much for this amazing mod ❤️

Our group adores them. My only problem is our favorite one, which is Pareidolia as well, crashes the host when it's eclipsed specifically because of the SmartEnemyPathing config "Global roaming" not having a blacklist, and the number of enemies trying to find the nearest exit gets ridiculous.
I'm curious if one of the new patches to PathfindingLagFix helps. I don't want to choose between smarter mimics and Pareidolia right now. ^^;;
That's strange, I have 5 different weathers on that moon and it runs fine

Are you using SmartEnemyPathfinding with the "Global roaming" setting which defaults to off set to on? Because it's the high spawn rate of Eclipse and that mod making pathfinding grow exponentially with number of fire escapes that does it.
I have the strongest CPU in my crew, so I host now so we can play there.
On Halation the two Feiopars got spawned and stuck running in place, while spamming:
[Info : Unity Log] Tree state: StartingClimb; False [Info : Unity Log] Set GetTargetTree: Got target tree?: False [Info : Unity Log] No target tree found!
Feiopars are the new Snare Fleas I'm guessing. When they can't climb, they throw errors around
On Baykal the Feiopar in 3/4 occurences spawns on isolated swamp trees and cannot climb down
scrap value calculator?
Sometimes I feel like they just do this, at least in my testing. If you walk around near the area can they get down then?
Yea, I walked under them, they even drew path line to me (visible through Imperium), but still did not bother to climb down even when I looked away.
I'm putting together moons that compatible with Feiopars. So far I found out that Kanie, Harmony, Goetia, Vigilance, Thrive, Sorrow, Veld worked perfectly the first time I tried. Baykal is inconsistent.
Yeah, they’re funky creatures. I had what you were experiencing on Phuket. Not exactly sure what causes it. Maybe it’s lack of navmesh or nearby AI nodes. Idk
Oh no lol, that mod doesn't relate to my pack. Do you have custom elevators in your modpack, like from other moons?
Yes. But the feature I'm talking about applies to any moon with a fire exit. It's neat.
I dunno. Works fine to me 😛
With the mod with the setting on?
Because yes, Pareidolia works great, that's not relevant to the conversation.
Well, I downloaded it last night to test it out and it worked fine for me as well
I was testing a few mods actually lol
If I sit in the ship somewhere safe and wait from landing to midnight when it's eclipsed, my CPU usage goes up from 25% to 50% (with 128 virtual cores on my computer). If my friend does it with his 16 cores, he has 2 fps by 5 PM.
I don't know how you're getting away with it.
Exchange codes? 019e4bbf-0844-a602-46c6-d6ae9004527f (Don't upgrade WAR, MARC has a race condition in the latest version)
hopefully soon I'll have that fixed. I think I do have the lever locking now, but it's not synced so host can't land until they're done, but they can land once they are even if another player is still loading (but that client is locked). Working on syncing that up which feels like it shouldn't be hard, but I just haven't done it before
I might be free this weekend if you need help, although I haven't looked as much into that code. I mostly suggest not upgrading because nothing in the pack needs it, as far as I can tell, other than the ones WAR already covered before.
If Zaggy's not around, I might take a look at making a patch mod to add a configurable moon blacklist. I have to check how the setting is done.
shutter crashes my game now since the latest LLL update
you may want to let Pacoito know
Without a log I'm not sure why it would crash
sadly dont have the log anymore and i just tried landing on shutter with the same modpack and now it is fine (?)
i will let you know when it happens again
The masks that spawn in the ACF interior don't seem to be affected by scrap value multipliers (Such as WeatherRegistry weather multipliers, or LunarConfig's moon scrap value multipliers)
Meaning they can be much lower value than everything else, if you balance it where harder moons/weathers have a boost
Not a huge issue but it would be nice if they did scale
i imagine the same is true for the Golden skull in Chizra etc.
happened again
@upbeat horizon Not sure if anyone else is having this problem as well but on two moons Lament and Pareidolia I'm having these errors when trying to load them. I tried loading 2 differents modded interiors and 1 vanilla interior.
I see you and Paco talking about it in the LLL thread, I'm awaiting his verdict on that in case Shutter is missing something important I overlooked when doing the big update to V80
i dont think it is on your end because it did not happen before the recent LLL updates
not sure what the error means (the game also full on crashes for the host), but paco might know
I see Dawn in there, Maybe @forest trench could shed light on that, if it's specifically those moons or interiors I may have goofed something there perhaps. Is it preventing them from loading?
Outta all of these of yours. those are the only two I having issues. (big fan btw
)
these are the Interiors I have assigned to those two but I could'nt get them to load on those moons but they work fine on other.
Do you not have an environment root?
Here's the Scene Hiearchy
Looking through my moon scenes it looks like pareidolia and Lament's Environment Folders lack the 'OutsideLevelNavMesh' tag, I assume that's why?
Yes
How does your navmesh even work without that tag lol
Mystery solved then, I guess it was using the one I pregenerated? I know it gets regenerated in runtime but mayhaps it just used the old one?
Maybe
I've noticed a few more moons lack the tag, time to do an update sweep soon
Got an issue
Pareidolia and the most recent DawnLib update broke the compatibility together
How fix? 
UNLESS I FAILED TO SCROLL UP AND THIS WAS TALKED ABOUT IM SORRY
I scrolled up, thanks for working it out guys 
It would appear I am attempting to restore the RuntimeDungeon script for its LevelGeneration/DungeonGenerator 
It fails for a different reason that I was not aware of (that is now fixed), but I thought I was accounting for Company moons 
Lol
2.6.4 Nightmare Moons
- Fixed a Navmesh issue on Flicker, Shutter, Pareidolia and Lament.
1.2.4 Cruisin Moons
- Fixed a navmesh issue on Expurgation.
1.2.1 The Baroness
- An Extra surprise.
YAYYYYYY
I can’t wait to see if it works when I’m home!!!
Pareidolia is one of my favorite moons. I’ve given my friends PTSD because we have blood moons on it constantly and outside entities that are usually inside roaming
The ambience between the moon and the weather is just perfect
Shutter often has weathers on it, combined with modded weather makes it pretty intensive if not run ending.
Tornadoes spawns right on top of the selling counter.
you can blacklist weathers from appearing on a moon with the registry fwiw, but yea maybe a little odd that that's not automatically the case right out of the gate
how do I do that ?
In your Weather registery config, it'll look like this
thanks, I'll see if I did it correctly
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScrapCalculator : MonoBehaviour
{
public SelectableLevel MoonSelection;
public float totalWeight;
public float MinTotal;
public float AverageValue;
public float MaxTotal;
void Start()
{
Calculate();
}
void Calculate()
{
totalWeight = 0;
MinTotal = 0;
AverageValue = 0;
MaxTotal = 0;
for(int pointer = 0; pointer < MoonSelection.spawnableScrap.Count; pointer++)
{
totalWeight += (float)MoonSelection.spawnableScrap[pointer].rarity;
MinTotal += (float)((MoonSelection.spawnableScrap[pointer].spawnableItem.minValue * 0.4) * MoonSelection.spawnableScrap[pointer].rarity);
MaxTotal += (float)((MoonSelection.spawnableScrap[pointer].spawnableItem.maxValue * 0.4) * MoonSelection.spawnableScrap[pointer].rarity);
//Debug.Log("Item Added : "+MoonSelection.spawnableScrap[pointer].spawnableItem.itemName);
}
MinTotal = (MinTotal / totalWeight);
MaxTotal = (MaxTotal / totalWeight);
AverageValue = ((MinTotal + MaxTotal) / 2);
MinTotal *= (float)MoonSelection.minScrap;
MaxTotal *= (float)MoonSelection.maxScrap;
AverageValue *= (((float)MoonSelection.minScrap + (float)MoonSelection.maxScrap) / 2);
Debug.Log("Minimum Value : " + MinTotal + " | Average Value : " + AverageValue + " | Maximum Value : " + MaxTotal);
}
}
Create a new script named ScrapCalculator, Copy/Paste this code, Place it on an empty gameobject in an empty scene, put a selectable level in it and press play, it'll print the levels Theoretical minimum, Maximum, and average value. It could probably be improved and made more user friendly but I think it's fairly accurate. (It doesn't account for custom items and SIDs)
THANK YOU
you're welcome 
2.7.3 M.O.O.N.S.
Halation V2.6.2
- Fixed the missing assets on all but 1 cruiser.
- Hopefully fixed instances of Feiopars running in place.
Baykal V2.5.2
- Baykal has terrible loot for its hazard level, It is more profitable now.
- scrap count increased. (10-18 => 11-19)
- Hopefully reduced the instances of Feiopars climbing up trees and refusing to come down.
- Changes to the Navmesh.
Ty for making the baroness. As an avid Doorman spammer, it brings me great joy




