#Chameleon
1 messages · Page 2 of 1
taking breaks is important and your mods are some of my faves so the last thing I'd want is for you to work on shit without any motivation
shit like that do lead to burnouts
I do really think this mod is amazing
i dont think i will provide any custom support for modded interiors
there are too many of them and it opens the door to way more work that i'm not interested in pursuing myself
the next update to chameleon, whenever it may be, is planned to be "the custom moon configuration update"
so you can assign mineshaft variants to custom moons or change vanilla moon assignments
same, if there's any possibility i'd love to contribute to this mod someday 🙏
there are some wishlist features
i think it'd be cool to expose some sort of API so modders can define custom caverns
good examples being asteroid 14(?)
the beehive moon
or the cheese moon
this would also make a good wishlist feature
but implementationwise i think it will be kind of awkward
there is no clear-cut way to fetch exterior doors
i had to hardcode a hierarchy path for each vanilla moon to search
and then i also had to hardcode the position and rotation of the new door objects
automating that is next to impossible, so for custom moons to support that feature, they would have to provide that hardcoded data to chameleon
same would go for custom door types - they would need to provide their own position and rotation data
oh damn, it's that rough huh? 😭
I love the fact that it can be rainy on Gordion now, thank you
Could you fix hoarding bug's antennas being broken when they die sometimes?
huh
Is that just a me thing? Sometimes their antennas will be detached and floating somewhere next to the body. I thought that was a vanilla bug
oh
it is just weirdness with the model probably
not really something for chameleon to fix
@meager ivy Seems if you decide to turn off Rainy March it causes a soft lock to happen when going into Orbit with no error
Jacu discovered it
can you describe further
like
is this just turning off rainy march in the config before you launch the game?
or if you turn it off using i.e. lethalconfig mid-game?
I had it turned off in a pack update I did, Jacu was testing march and the game soft locked on orbit I told him to try reenabling it and he said the problem was fixed
I saw no errors in his log
if it caused a softlock i would at least expect it to throw an exception
Well CodeRebirth errored for him while he was solo
That might have set off a chain reaction
@acoustic bolt this issue does not reproduce for me with the provided steps
are you able to send the log
or are you aware of any additional info
Well apparently he was testing it with his group and not playing solo, so I would assume the person hosting the lobby got the error relating to the soft lock v.v
it is possible, yes
although the game returns to "orbit phase" only once all clients have finished unloading the scene
which calls some code
anyways, it is entirely possible for the game to "softlock" as long as one client is unable to call that code
which means the error could be in any player's log
or multiple
Yeah
if that is the case, then the game will continue once players disconnect
like, for example, if 3 players unload ok but 1 player gets an error, if any player (not just the one experiencing the error) disconnects, the game will proceed
it just counts how many players have unloaded the scene and subtracts from the expected number whenever a player DCs
Ik about this I'm just wondering which of their group errored out now
I think based on the info I got now one of their players just lagged out of the lobby cus March lagged really bad when they got Chizra
I let DemonMae know Chizra is still obliterating performance
anyways looking at my code i am relatively doubtful this error is caused by me
but as always, never say never
if you have more info i will take another look
let me know
Yeah I don't think so anymore either
I've had rainy March off in the config since Buttery made it a thing and have never soft locked, I don't use WeatherRegistry or CodeRebirth though
btw, it'd be nice to see some some screenshots added to the readme :P
they've been requested before
i never looked into how to actually embed them
but it is something i'd like to implement ye
most of my other mods don't need them, just a thumbnail (if a visual representation is even required)
but there's a lot of visual stuff in this one that would be nice to preview
Oh it’s really simple
One sec lemme grab it
For example

To embed
Although I don't think I'd reccomend using Discord as the image host, it doesn't always load properly if you do.
yeah imgur is best
I'm pretty sure you can have the images be included in the mod itself and use them in the readme through that if you don't wanna rely on external hosts
btw, if you were serious about this, i've begun drafting up a model for a theoretical mineshaft entrance door
i'm not entirely sure on the design yet, i suppose my main concern is how it'd look from inside... the light coming through might be a bit much w/ the transparent wiremesh
i'm still open to it 🙂
probably not much in the way of feedback i can offer... i am no artist so i rate visuals with "wow that's cool" or "meh"
there can be some creative interpretation of the outdoor light, but it would be nice to keep it, since chameleon has a setting to recolor it for the current moon+weather
if it looks awful, though, no harm cutting it to make it more cohesive
for a bit of context, the vanilla outdoor light color would look something like this
maybe it's not that bad in the end
it'd definitely look better in the context of the game, lemme try smth
also yea, i wouldn't consider changing this :P if anything i'd consider changing the design of the door itself
maybe replace this part with some kind of metal
i definitely considered this, it's not a bad suggestion
i think thicker mesh might be the answer tbh
OH WAIT LOL, just realized zeekers already made a thicker version of the wiremesh texture, i was wondering why it looked so thin lmao
yeah, this is a lot better i think
obviously, it'd look even better in-game :P
i'll continue working my way there
What's with the yellow?
Wait that's the outdoor light..
mmmm I don't know I kinda think that looks really odd
The factory doors can get away with it because it just has small windows but these are full gratings
yeah, kinda just ends up looking like the facility is floating in an orange void
i do agree tbh
it's just a shame because it'd look really nice from outside
don't worry, i have a backup concept as well
I don't know if mineshafts necessarily need a unique interior door
I think lore wise the factory interiors are largely mining related as well
They don’t, the vanilla one works perfectly fine in mineshafts.
But it does look really cool though so?
toast gets it xP
Why not just do a variant of the yellow doors?
The (inside) entrance doors of factory loosely resemble the ones inside the interior and same with mansion
this idea isn't too bad actually
Might look weird from outside
When the moons were inhabited (especially for the case of vow) they’d have a more secure door like the one on factory or the mineshaft concept you made to prevent the general public from getting inside. For their safety.
I mean to be honest, the mansion doors on the outside look kind of weird.
No offense to the mod but yeah.
Why do none of them have a lock on the door?
Like out of the millions of factories, mansions, and mineshafts every player has visited, none have had a locked door outside
Seems counter intuitive considering we’re talking about private property that should be locked like factories and housing
Well they’re all abandoned
if my factory was lined with turrets, landmines, and biological weapons of war i probably wouldn't worry about locking it up either
it's plenty safe LMAO
just uh.. not safe for anyone who enters ig
To be fair I think those turrets, landmines, and other weapons came post-war
Rest of the monsters a product of time and natural wildlife
anyway, i'm tired. i'll see if there's anything else i can do with this concept some other time
it appears i am in the minority here
but i actually like how this looks
🥲
I think this looks really nice!
it definitely looks all right, but I get the feeling the illusion will fall apart pretty quickly as you start to move around
I like it too yeah
I think if the model actually has some space behind the door to show there's stuff past it (since it's a fence door) it'll look better
like the experimentation main entrance but without that much space behind it
i also think it looks nice
I think it'll look bomb as FUCK w the game's filters applied
it's quite dangerous to put extra geometry outside the tile, but then again the mineshaft already does that with the entry tile so maybe it doesn't really matter
I'm not sure if Zeekers has fully prevented tiles from generating through the entrance doorway but one can hope so
there is still the occasional report of it in zeekcord
it's definitely less frequent than it used to be but it's not fixed
although, i will say, i'd personally like to set the limit that the new door should fit within the original tile
i don't want to modify the tile geometry, ideally i would just be disabling the door obj and replacing it with a new one
it might be possible to create the illusion of a tunnel behind the door using normal maps
possibly, yeah
the tunnel would be moreso a thing for the outside version of the door though, don't think we'd need a tunnel for the inside since it'd just be light shining thru into the interior (like the mockup here)
this looks just fine imo
sorry i was gonna post something but i got caught up
how dare you have a life! shakes fist angrily
in actuality it's just a flat texture with a super strong normal map
im not sure if it'll look wonky on a larger scale
but it's possible something similar could work
the normal maps on the company building walls are mesmerizing..
The thing is though is that it's just yellow, it doesn't really convey a look into the out doors depsite there being a clear view.
And like I said, factory doors can only get away with it because of the small windows.
agreed. the model itself is really good, though
It does, the door itself is well made.
well
I guess the closest thing you could do is apply a viewport texture on the "outdoor" part
probably getting too much into gameplay changing territory with something like that
it would probably look very cool, though
It would definitely affect gameplay but it's the only way I think you could make it look good imho.
i don't think it necessarily looks terrible but i agree otherwise, without changes to the model
I think it'll look just fine as is for the inside one
i think the reason i dont really mind
is im not looking at it like it's a viewport to the outside
it is kind of just an abstract "outside is brighter than inside, and there is light glowing in through this doorway"
i dont mind that the transition isn't seamless or 1:1 because there's already some creative interpretation happening anyway
how do the 4 march fire exits even work
in the context of the interior of the building
how does the manor's main room fit inside dine's main entrance
etc.
yeah exactly, you usually fill in the gaps w shit like this
i really like the mesh wire aesthetic and i think it's reasonable for it to just have black behind it
or light behind it, for the interior side
and i think it'd be a shame to limit the design of the doors to try and disguise how "the exterior" looks
just my take though
I 100% agree, yeah
also, just to get it out of the way...
yeah I think having just the light plane is fine
the mineshaft door is going to be a config setting separate from the manor doors
if anybody is concerned about them
the tunnel illussion on the outside side was just kind of a suggestion to wrap it all up in a neat little bow, but generally speaking it's fine as is teehee
probably enabled by default (why waste the effort, eh? it looks cool 🙂) but you can use the vanilla mineshaft doors if you prefer
if necessary i could probably add multiple styles of mineshaft doors, if people are willing to donate a couple separate styles...
I won't argue that Lethal's interiors don't make sense but I just don't think it looks good visually.
perhaps . . .
that would be cool
I do think there is somewhat of a (albeit forced) artistic choice in not giving a clear view into the outdoors from inside, hence why you don't see any windows.
that's true, but the entrance doors are a notable exception for both the factory and mineshaft
and the discussion is about mineshaft entrances anyway
so i still think it's ok
i was just thinking of that rn i'd fw it
pretty sure this is done using a displacement map, normals can only really go so far since all they can do is change the way light reflects off the material to trick the mind into seeing a bumpy surface. displacement maps are able to change the actual position of vertexes, creating actual faked perspective as seen here
the other most noteable displacement map use is that one concrete texture used for gordion and lots of the other maps
if you pay attention while walking up the concrete ramp to your ship on gordion, you can actually see the illusion breaking as the concrete warps as you move closer lmao
oh yeah, you're right
mbad
yeah that happens on all the concrete structures in the game
it's trippy as hell
nah nah ur all good, this is technical artist nerd stuff anyway xP lmao
if you get on top of concrete blocks with a jetpack/old bird boost you can see shit distorting to all hell
also happens when you go out of bounds and look at the ground from a certain angle... weird stuff
yeahh lmao.. most times displacement maps aren't given this much height to prevent things like this
guess zeekers just wanted it to look really jagged lmao
not really any better way to do that ig, besides making new geometry
which would be unreasonable considering the scale of the buildings
ANYWAY!! ah yes, the door
yeah it might look better with a faked tunnel effect using displacement maps
i'll have to see i guess
i can also see if i can manipulate the yellow door from the actual mineshaft into an alternate door
...might need someone to help me open up the game files tho 😓
i've decompiled the game before, but i haven't opened it in unity yet
Oh I think I know someone
@meager ivy do you know if this mod is inadvertantly trying to touch custom interiors in some ways sometimes? I disabled it today per @wintry nymph's suggestion and the issues and lag and stuff I was getting with Generic's Storehouse interior went away
i would have to double check to be 100% sure, but as far as i am aware, no... all the code runs after scene loading one time and then it is done
Okay yeah cus it's very interesting that disabling it solved a lot of lag issues and stuff I was getting
I had disabled it along with YesFox and it solved a number of my issues, I really hope the lag stuff with the fox can be somehow fixed 
@silent all thanks to the man, the myth, the legend @violet scarab
wait it didn't silent the message FUCK
It's most prob to be yesfox
Lol it's fine 🤣
Nah I had lag even without YesFox just not as bad
oh thanks!.. ngl i had these models already, the main thing i was needing was the actual unity instances, smth you can't get from just decompiling the assets due to the way things are encrypted :P
Oh I can do that to
But it would be a lot more files and everything would need to be in the right place with the right id so that wouldn't work very well
oh PFFT
my baaad
bothered my man's for nothing 😔
if you don't want the files in your project you can make a dummy prefab with a dummy model in it with the correct metadata. Adding this prefab as a reference in unity would work and then the correct model would load in the game
I have the metadata if you want to try this idea. I think It would work but haven't tested to see if it does
nevermind the IDs are all messed up when exporting
if you're looking at making an illusion, the floor at the company uses parallax
not sure if that effect falls apart with extreme bump depths though
normal maps could do it kinda a little but probably the main thing is to bake some sort of texture with some lighting and/or ambient occlusion in it
oh wait yeah this is the parallax bump map, but that (should be) different from a normal map
kinda incredible to me that the effect doesn't fall apart with such an extreme depth though, back when games used to use parallax bump maps it would have some pretty bad precision and lead to lots of banding
this has some of that but it's much less apparent
just to be clear for anyone interested, in order, this is 1. all maps, 2. normal map removed, 3. height map removed
the height map itself doesn't actually affect shading as far as I know, so some lighting would have to be baked for it to look good
it should be possible to use blender to create some geometry behind the door and then bake AO, normals and a bump map from that onto a quad
yeah, but then the question is: what should it look like
I'm thinking something that either fades to a dark color or a very blurred screenshot of the outside of some map (or multiple, selected based on the map type, be it grassy, sandy or snowy?)
certainly is very tricky business though I won't lie
So like shadows of bushes on forest maps
well
if it doesnt get removed
i was planning to make it happen during foggy and during eclipsed
although i will probably scale it back for eclipsed
make it less dense
altho im sort of expecting zeekerss will keep it and make it a rare event
as is usual with most of his seasonal additions
like the gift boxes
or, more recently, hoarding bug infestations
it would make sense to happen in foggy moons
scaling it back for both would probably be a good idea because god is it obtrusive
well
foggy is already miserable so it sets that precedent pretty well
the worst foggy multiplier is still worse than the interior fog
for eclipsed it'd be more about atmosphere though
the thing with foggy is it forces you to remember the layout of a moon between rounds
you can't really uh, memorize a randomly generated maze
and if brackens getting pissed off if you look at em long enough can still happen even with fog in the way then I'm afraid it might fuck people over on a whole different level lol
like it's not a game knowledge thing it's just playing with a blind fold on
for eclipsed it'd be cool though, yeah (esp since it'd be scaled back)
Fuck we where testing earlier (had to delay our proper session 'cause the update dropped while we where setting up and stuff broke) and thankfuly we didn't run into a Bracken, didn't even consider that.
Gunuinely don't know what Zeekerss was thining with this. The skins and sounds are really fun but the fog makes everything SO much more difficult, specially dealing with spike traps and turrets.
the birthdayversary lasted like
just short of 2 days
i think he is just making the events really intense and memorable since he knows they will last a short time in the public scope anyway
the fog is spooky and kind of a fun challenge for a day
the fog is basically just the steam valve gimmick from facility but map-wide and toned down a bit yea
and will probably be gone tomorrow
yah
I don't expect it to remain in the game for long, and if it is it'll be toned down like infestations I assume
it defo toes the line on "too intense" especially for every single game
i wouldnt have minded it being toned down a bit before the update released
but im also not too bothered to just live with it for a day
reminds me of when people did the weekly challenge moon thing for the first month it was there
i think it has potential to be cool as a permanent rare event though, so long as the density is reduced
I need to get my sweat pals and grind those out, but it's a bit demotivating seeing that people just cheat on those lmao
Would be interesting as a gimmick of some new moon
I remember me and some buds got into the top 50 on the first or second one that day it dropped and then I scrolled up and the top 10 were all 9999s
perhaps one with a space theme, with coil heads and such!
possibly with a number designation?
that's a sweet spot between the number 12 and 14, hmmyes what a brilliant idea my friend
Think it'd be really nice to have creature's detection ranges scale by fog/steam too.
That way the Bracken thing wouldn't be a problem
I remember someone suggesting that at some point in the past, esp for giants
would be so cool if giants had a harder time spotting you in fog
Yar. Think FairGiants actuallyimplements it too.
actually I think there's a stat called fog view in the game
there is actually
though idk what fog it relates to?
I think it's supposed to be the facility fog
like uuuh the steam leak
Mayyybe. Though I couldn't think of where it's utilised. Gosh I've been murdered by pissed brackens emerging from steam and also hidden turrets so many times.
thsi is a mechanic in vanilla
giants have 70 vision range normally and 30 in foggy weather
fairgiants just applies it to the snowy moons as well and lets you reduce the range even further (it defaults to ~23.33)
Ohh
I don't know if I'm even alright with entertaining the idea of bringing it back for foggy weather if it ends up getting removed. (which I doubt it will considering the trends)
I think if its possible to dial it back a little its fine
Well hopefully you make it off by default. >>
it doesnt really make sense imo
not that everything has to be 100% realistic, but fog doesn't exist indoors just because it's foggy outside
im craving the experimentation titan
ooo neato
honestly never notice it cuz they still feel like they can spot you from anywhere LOL
oooh that's cool
while I do think the current fog for the Halloween update is too thick I think more of a misty fog could work well for the interiors on foggy moons (probably at the very least being able to see farther than 1 room) also its nice to have that choice for foggy interiors even if its automatically disabled
Does Chameleon have mod developer extension support, or plan to? I've been wanting to create a Gorgonzola variant of the Mineshaft interior, but for filesize reasons I don't really want to package the entire interior again, and I'm unfortunately not a coder
it does not currently but in the long term it's something that i think i'd like to support
gorgonzola is actually one of the examples i keep citing for that
Woo 
It'd be awesome to have it and if you're ever interested I can provide textures and such for it
im just about to head to bed so dont expect to hear from me right away
but i figured i might as well post this, since it's already ready
if you want to give chameleon 1.2.0 a try, install the latest version from thunderstore, then move these 2 files to the mod's directory (replace when prompted)
this version supports customizing mineshaft variant weights
and should allow you to assign them to any modded moons of your choice
i did a little bit of testing and "it works" but i fully expect there to be some circumstances i haven't addressed
and i'd like to make the mod page look nicer (need to update the config section, and i want to add screenshots)
so i won't be posting this on thunderstore tonight
but i would appreciate any input people have
so i can be super duper sure it's stable and ready for full release
oh yeah and the gravel caves are still kinda ugly and subject to change, if you have anything you want to say about them
open to feedback on those. at the very least i think the water color looks bad, but gray caves are surprisingly drab in general
you'd think it'd be a more natural fit
does this support moon makers setting their moon's weights?
not at this point in time
but it is something i would like to handle
it will probably come around the same time i add support for custom caverns
for now everything is dependent on the user
out of curiosity would anybody like to weigh in on how they want this to be addressed?
i could pretty easily add an API to chameleon that would let you define explicit cavern types and weights
but that would require you to write custom code for your moon mod
the other option is tags, which i do plan to support already, but automated results are unlikely to be as robust as manually setting variant weights
at the time you do that it would be nice to have it so you can do the mansion doors thing as well
iirc batby was theorycrafting about adding some additional fields to LLL defs
that i could use for that purpose
im not sure if anything ever came of that, but if that is supported, probably would be the best way to go about supporting it on my end
i think the main thing i dont like about the gravel caves is the water color
any suggestions?
i think murky black water would be cool, but right now the water is the only source of color amidst all the gravel
except for the generator props
and obv the scrap
this is blue + purple
unfortunately this is kind of a huge hassle to iterate on because there's so much math involved with changing the color in unityexplorer
i think i like how this looks though
ooo
I do like that
water in LC's usually ourple and the iridescence makes it look like it's some cool special water or smth
oh, hello there
alright im gonna go with this for now
im not sure if anybody has had much time to try 1.2 yet
but i think im just gonna grab some screenshots and then release
and i will be on standby if anything is horribly broken
sorry for the delay in getting this latest update out - i was on hiatus from LC for a bit and even after my return it was a bit difficult working up the motivation to touch this again
i think it's just harder to energize myself for working on "creative" projects compared to bug fixes or mechanical patches
i didn't want to release the next version until i had forced myself to get custom moon config ready
which wound up only being like 2.5 hours of work, but it was 2.5 hours i didn't have the mindset to finish until yesterday night
I've used it and its quite nice
I haven't encountered any bugs yet
Oh that one looks great
Real
I had my Windows XP Emblem theme nearly finished since May, but I only posted it a couple weeks ago <.<
thats perfect
some sort of script you can add to your moon's scene that Chameleon will look for and use values from
i could work with that, but who is going to define that script?
would i just need to add a class in chameleon for moon authors to import into their scene
im not 100% sure how loading mods in unity editor works
JLL is a good example to look at
you just import it into unity and then you can add scripts from the mod to gameobjects
i can't really explain the technical side but i'm sure jacob would be willing to help
ahh dammit
i just got done taking all my screenshots before i realized it was default resolution
i was gonna take them at 970x580 since they were stills
🥲
as long as i dont fuck up the formatting too bad this will be going on thunderstore within the hour
alright, v1.2.0 is finally live. i am deeply grateful for your patience
hopefully it was worth the wait!
v1.2.0
- Added screenshots to Thunderstore page
- Now you can customize which moons have which types of caverns (includes modded levels)
- New "Gravel" cavern type
- Fixed helmet condensation not working on Gordion
- Fixed "EclipsesBlockMusic" setting being ignored
Random recommendation: Blizzard sfx (re?)added to Dine and Titan
I don't think they're present on them, or at least I haven't noticed
I know for sure they're not on Titan though
it appears that zeekerss intentionally made the blizzard extremely quiet on dine
the blizzard sfx still plays through another audio source, and the blizzard object copied from rend has a bunch of triggers tied to it to set its volume to 0
i feel like that kinda makes sense too because dine has way less intense weather
rend's snowstorm is so bad you can't see 10 feet in front of you but dine is pretty clear, all things considered
as for titan, titan is just outright missing the blizzard ambience object
but i think that's also probably intentional because titan's weather is extremely calm
i probably wont mess with titan but maybe dine could be more intense
it's hard to say for sure if it is an oversight or intentional design for either
@meager ivy Couldn't land on Triskelion, it threw this error
oh i see what's the proble
m
i originally had something to account for this but i think it got shuffled around when i was rewriting some stuff and lost in the sauce
i will put out a hotfix right quick
v1.2.1 resolves this issue
but im not sure that you aren't running into some other bug
because even when i replicated the issue, the ship still landed and let me play the game just fine
chameleon just complained
I'm excited for the possible non mineshaft interior variants
Idk why the breaker box is the only light that doesn't go off, but it should when the apparatus is pulled
what do you think
Has its own battery so the old inhabitance can find the breaker box if the lights go off
i could probably do something about this
the breaker box is useless once the apparatus is unplugged so i dont think anybody will miss the light
what if i cried
Sorry
would be logical if it would turn off ye, as without apparatus all power is gone
does the red light above fire exits turn off if you remove the apparatus ? i never really paid attention to this
btw i was wondering, @meager ivy
what do you think about adding an apparatus tile to the mineshaft and the manor ?
i think it would be a great addition
the power for the manor and mineshaft also need to come from somewhere, the apparatus seems to be quite important in the lore, and it would make it more present on late game moons
I think she wants Chameleon to stay client side. Adding a new tile would require everyone to install the mod.
ah ye thats right
make the mansion fake windows shut off with the breaker off?
oh that'd be cool
I wonder how that fake window image looks inverted
chameleon is clientside and will remain clientside
so i cant add new tiles or apparatus spawns
i think that's the sort of thing someone else could probably do better than me anyhow
i am interested in this suggestion
and this suggestion
the latter is going to be kind of hard
but i think it is achievable
It should be doable although I'd imagine it'd be hacky.
You would have to find all window room tiles and update them any time the power is switched on and off.
yeah
the thing that makes it more annoying is that the window material is a submaterial of the room's mesh
like 5th in the list
what does everyone think of the windows turning off
do you think it should just darken the screen so you need a flashlight to see it
or do you think it'd be better full black
i have mixed opinions on this
Flashlight to see it
I always thought of it as glass or wall paper in front of lights
Althrough is a bit weird
that's kinda how it feels to me too
i just wasn't sure if it gave off the right effect when it was turned off
or if making it full black for better contrast helped it deliver better
The stone wall at the back feels weird, but it's the right way in my opinion
Or is that clouds
I forgor
this but without the glow
I'd say fully black
at the very least i think it ought to be darker than this
but it is a promising result
at least
Do a poll
i think this sells the illusion pretty well
I'd say still have it partially visible with flashlight, its technically a stain glass so the color would still be there
what about a setting...i kinda like full black
i do like how it looks without full black
but for a couple of reasons i will probably wind up making it full black
we will see how easily i will be able to accomodate expanding on this feature
you could make it a config for full black or not
I do think it's more logical to have it be not full black because the glass of the window itself is probably stained glass
i think it's some sort of screen judging based on the scanlines
stained glass wouldnt be able to replicate that level of detail
yeah i think it's supposed to be a screen
yeahs...
something sort of neat
the "desert" caves were created by using the boulder tex from assurance/offense on the cave walls
i thought it'd look good because the vanilla caves use the exact same texture, just grayscaled + recolored to a sandier tan color
but anyways
i just now noticed the key art for v60 seems to take place in an earlier version of the caverns where they might've still been using the OG tex
you can see the streaks of gray in the orange
and the flashlight color doesnt seem to be altered
so it's not a filter over the image
lol
i just dont have that many ideas for the factory
in general
i want to do brick color variations
and for forest moons
it might be cool to have like
moss growing in the bricks
outside of that
¯_(ツ)_/¯
factory had the cool door lights
up until mineshaft got those too
im still open to it, yes
i haven't heard from the person that was designing it in some time now
they've been inactive for a bit
Snow falling from up there on snowy moons
accumulates down there
oh that would be cool yea
everyone is so much better about thinking of ideas than i am
Lol
i always forget that Experimentation has these orange bricks
yeah there are a couple different colors of bricks
even inside the factory some of the rooms have slightly different shades
now that i think about... we could have rain there too
the "pipe room" (?) has two different brick colors in the same room
adding rain would probably be pretty effortless
there's technically not any snow particles so i'd have to design something new that looks good in the style
but that shouldn't be too difficult
(in vanilla snow is just really thick fog)
the big room with a giant pipe in the middle?
i never noticed
i don't have a good GPU, so i was never able to see fog
I suggested that to be a variant a while ago
if you do changes to the brick colors it would be cool if the "office" room should be changed as well
i feel like just changing the materials of some tiles to other vanilla textures would be enough honestly
like every tile having a chance to spawn with some random variation of materials
i dont know how feasible that is though
I personally like it better with the interior types being per moon rather then entirely random
also I'm not sure how well it would mix with the tiles having different colors
because there wouldn't be any inbetween bits (or if there was that would probably be quite difficult)
this is a closed in room, this makes no sense!
also vanilla doesn't have a snow effect other than the blizzard
well it wouldnt really make sense for it to just be a giant industrial fan in a closed room
would be cool if this mod added a random snow effect on snowy moons
I never saw it as a closed room honestly, I always thought that it was the only room connected to the outside in some way because we're in a factory... If it didn't have a ventilation system probably it wouldn't even function because of the heat
well presumably it does connect to some sort of ventilation but it likely does not lead directly overhead, making it so it'd be very hard for snow to get in
I do see the point in being a closed room in some sense
honestly i'd really like a little mod that made the top texture in that room a grating, added a fake sky texture above, and replaced the light with skylight. it's a very neat idea
I think the snow could get there, even if it's some little particles
Outside is like a snowstorm going on, is kinda hard snow to not get in
But rain is a bit hard
That effect from the mineshaft of water driping could work
I'm just trowing some ideas because factory wasn't getting any attention 😭
I was never sure if this light was supposed to be sunlight, does it actually change colors based on the sun color on the surface?
iirc it has a slight effect on the visor
no?
what if during rain weather you could just have those randomly throughout the mansion/factory
leaks in the ceiling
Small things worth mentioning i guess? Most of the main entrances have this black square in the the gap of the door
Except the main entrance in Experimentation
also idk why the door was blue when i took the print XD
And inside will always have a color: blue, orange or green
It will keep that color even if it's past 22:00
which...
it could get darker as the day progress i guess?
I like that idea
i can maybe make the door color darken through the day
this is more or less intentional
experimentation is the only map with a fully modeled interior
everywhere else just has a giant concrete wall behind it
i could put a black wall on experimentation too, for consistency, but it's not a major issue i feel
holy shit i am so bad at typing today
this is absolutely way more trouble than it could ever possibly be worth.... buuuuut it'd be cool if parameters from the moon's sun were used to automatically and dynamically adjust the color of the little window
It's a shame that it isn't used, it would be cool if the main entrace was inside of the building
I can’t find it but there’s a mod in the works for that
lol i could actually do that pretty easily
at least for the vanilla moons
but the problem is modded moon compat
and also, light colors don't translate 1:1 to door colors
or they look kinda ugly
so i manually defined the door palettes
hmmm
i dont think modded moons will be a huge issue
for the most part their hierarchy, for lighting at least, should just be structured exactly like whatever moon they copied it from (most likely assurance)
WRONG…
indeed
I will say after lots of experiences with the Ice Caves I think the textures make the caves look too same-ey compared to the other variants, making it way easier to get lost
lol
imo the ice caves are the easiest variant because they are so bright that they are the easiest to explore with a dead flashlight
or underwater
all of the cavern variants are the same texture tiled indefinitely, so i haven't felt that effect much, personally
also i feel like weirdly enough i have the easiest time remembering the path back through the cavern shapes compared to manor or factory halls/rooms
although it can definitely be tricky when going in deep
I love the ice caves, in fact I kinda tend to see them more than the regular caves lol
So seeing a normal cave is kind of like a jumpscare to me
tbh i think gravel is the hardest with how many details get obscured by the dark texture
Oh I love them too, the problem just is that the caves always look the same so if you go deep enough in it's easier to get lost
Idk why
I mean you could try following your footprints if that’s feasible
^
Combine it with BetterSprayPaint and it’s actually mildly fun to use
Although whenever I purchase spray paint the ship gets a new paint job and the buildings lack graffiti so take that how you will.
!
Here's the thing
In this fashion
When you arrive on the planet, the first dungeon is generated and the door texture is selected for it
But since there are dynamic dungeons, he does not take into account that there may be something else and does not change the doors...
I don't know how to explain this...
Well, apparently DynamicInterier works like that...
@meager ivy Is it possible to make a texture check based on it - so that it accurately places doors with textures correctly - checking the door inside the dungeon complex?
Everything inside is correct, as it should be.
well
i check the dungeon type that gets generated by the dungeon generator object
as far as i can tell there's no reason it shouldn't be consistent
ok, I'll wait for the update for DynamicInterier :3
That is...
it somehow generates the generation id twice
and apparently at this moment something is happening
In short, it's hard for me to understand...
Weird, that hasn't happened to me
Do you have DynamicInterier?
And I'm using quite a lot of interiors
Ye 👍
Hm
Well apparently this happened to me...
Although I limited some of the interiors
For example, so that on vanilla moons there is only a vanilla interior
With DynamicInterier
Maybe it's related to custom moons, I'm only using the vanilla ones
Chameleon doesn't work on modded moons I believe
But I was on the vanilla moon...
yeah probably something going wrong
I've ported the sunshine effects from ButteryFixes to this mod and I made it a config setting
if you use celestial tint or anything similar, you will need to turn off PlanetPreview
it no longer automatically disables itself when detecting other mods
this update also includes snowy giant skins
i'm not 100% happy with the texture and will probably tweak it in the future, but I'm open to feedback on what you think
it probably won't cause disastrous issues with enemy skin kit and mods that use it, but if you use other giant skins you should probably turn off the setting to be safe
Did you also fix it breaking after being fired?
If you get fired the sun goes away lol
And it doesn't even throw an error
Compatible with EnemySkinRegistry?
that is intentional
it makes the firing scene look weird so i turned it off but it's supposed to come back on when you respawn
Yeah it doesn't, I think you have to land and go back in orbit to fix it
lol
well
i pretty much copy pasted the code from butteryfixes into chameleon
so that is probably still an issue
but i guess i will try to hotfix that
okay
i see what the problem is
i hotfixed this in 1.2.4
it's "compatible" if you turn off enemyskinregistry for the giants
and it's probably still loosely compatible even if you dont
depending on which executes first
i would not necessarily encourage using the giant setting at the same time as you use giant skins in the registry
but you are free to try it
Any images of the snowy giant?
weird, i only added two new settings
lol i should put a screenshot on the thunderstore page, i was just tired and lazy
it might change a bit anyway
I didn't have that problem
and you try to install LCVR and then delete it, if you had a 1.2.2 config and did not update, then you will immediately see the problems
oh ok
or this is an isolated case only with me...
I just sometimes copy configs from profile to profile, but even if there was a 1.2.2 config there. and when starting with a new version, he didn't want to create a new one, then I don't know...
Disable PlanetPreview in Chameleon.
Config even mentions that.
You should disable this if you encounter lighting issues on the ship.
already done, good people from the chat helped later, when the config was manually deleted and updated, with disabling this option

It updated for me just fine. 🤷
well, here I say that the problem was that the config was not updated, but the light function remained, so that's all it is, now everything is fine
Will it ever available for mobile?
Nope
😢
Np
Probably not, none other of Zeekerss games are and no mobile device could run the game smoothly in the modern age.
Not to mention Zeekerss is just one person making games because he wants to. Porting to other platforms is a lot of work.
Not to mention porting a game to apple’s App Store is an absolute pain, in fact porting anything to iOS or mac is a nightmare in general to both do and maintain. Android would be fine, but there is still the hardware issue.
It’s possible to be ported to console, but again it’d be a lot of work for one person.
Right now the only platforms LC is available on is Windows and Linux.
-# I was pretty sure it’s not officially supported for Linux but people play it on there anyway?
Alright
You are friend of buttery ?
No
But technically many dictators in history would be buttery’s enemy simply for being bad people.
And the enemy of my enemy is my friend. So-
🥵
Were you asking if Chameleon will come to mobile?
If that’s what you were asking then no, it won’t. That’s because it is a mod for Lethal Company and Lethal Company is not on mobile.
I mentioned the reasons why above ^
🤨
I already understood
After the chameleon update, I'm getting blinding brightness similar to a Buttery fixes bug from about a month ago
Check change log/configs.
For?
Mkay I'll take a look
This was a better explanation why the config should be turned off. I missed this #1280017266200674314 message
Well, I'm no Buttery. I just knew how to fix it.
I'm not saying you are 🙂 I wanted to understand if it was a workaround for the issue or if it was a required setting. Buttery had explained earlier so I was just reposting
What can I do to solve this problem?
Disable planet preview if you have CelestialTint
i see
does poweroffwindows use the full black or the mostly dark, from when that was being decided?
@bronze imp
Turn off planet preview in chameleon config if you’re using celestial tint
oh ok thank you 
Could it be possible for Chameleon and LLL to conflict and cause loading issues? I've been having an issue when LLL tries to generate a mineshaft dungeon lately. Since Chameleon has a configc for the mineshaft I'm curious if there's a conflict. I disabled chameleon for now but mineshaft hasn't come up in the randomizer pool to repro
Here are some logs where the issue happens
I think this isn't my fault based off that log but Buttery lmk if I've done something
and just want to say, I'm not accusing anyone being at "fault" just calling out issues and where I'm seeing patterns and overlaps 🙂
naur your chilling

So Something else I read in logs, which may nullify the idea that chameleon and LLL are overlapping - at launch I get a chunky error from HarmonyX
Starting with:
Line 315: [04:15:06.3019517] [Error : HarmonyX] Failed to patch bool DunGen.DungeonGenerator::ShouldSkipFrame(bool isRoomPlacement): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Which is the same error in the stack trace when mineshaft is executed
that's likely another mod doing that
whatever is throwing that error is probably what is responsible
i dont have any more information than that and can't look too deeply into the logs
right now
Right on! My guess is Loadstone but when you have a chance to look yourselves I'm more than happy to make changes. If I figure it out before either of you get a chance I'll let you know what the issue was ^w ^7
[07:14:04.0252853] [Error : HarmonyX] Failed to patch bool DunGen.DungeonGenerator::ShouldSkipFrame(bool isRoomPlacement): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <787acc3c9a4c471ba7d971300105af24>:IL_0009
at HarmonyLib.CodeMatcher.get_Operand () [0x0000c] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_000C
at HarmonyLib.CodeMatcher.SetOperandAndAdvance (System.Object operand) [0x00000] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000
at Loadstone.Patches.AsyncDungeonPatches.ShouldSkipFrameTranspiler (System.Collections.Generic.IEnumerable`1[T] instructions) [0x000ec] in <87a166fcee6c4f4d82f6dabd7a8c5df9>:IL_00EC
loadstone is in the call stack
so it is probably loadstnoe
that being said i use both loadstone and chameleon and don't have issues, so it might be something to do with
your config
or a mod might be interfering with loadstone
[07:14:04.0650555] [Fatal : Loadstone(Transpiler)] Loadstone failed to patch Loadstone.Patches.NavmeshPatches. The following exception was received:
HarmonyLib.HarmonyException: IL Compile Error (unknown location) ---> HarmonyLib.HarmonyException: IL Compile Error (unknown location) ---> System.InvalidProgramException: Invalid IL code in DMD<RoundManager::SpawnOutsideHazards>?-69208534:SpawnOutsideHazards (RoundManager): IL_062e: call 0x0a000043
[07:14:04.0685369] [Error : HarmonyX] Failed to patch void RoundManager::GenerateNewLevelClientRpc(int randomSeed, int levelID, int moldIterations, int moldStartPosition, int[] syncDestroyedMold): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <787acc3c9a4c471ba7d971300105af24>:IL_0009
at HarmonyLib.CodeMatcher.get_Opcode () [0x0000c] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_000C
at HarmonyLib.CodeMatcher.SetOpcodeAndAdvance (System.Reflection.Emit.OpCode opcode) [0x00000] in <474744d65d8e460fa08cd5fd82b5d65f>:IL_0000
at Loadstone.Patches.ScreenDarkenPatches.GenerateNewLevelPatch (System.Collections.Generic.IEnumerable`1[T] instructions) [0x00054] in <87a166fcee6c4f4d82f6dabd7a8c5df9>:IL_0054
etc.
I'll take a look at them, the only config settings of the three that's not set to their defaults are the PlanetViewer -> set to False and Moon Preview in Terminal to show all instead of just the weather

Oop! I think I may have fixed it. I managed to get the HarmonyX Failed to patch void RoundManager::GenerateNewLevelClientRp error from occurring as well as some other errors that were coming up. About to to run a test 🤞
Success!!
So I had to uninstall
- MeleeFixes
- LoadStoneNightly
- BepInEx Faster Load Asset Budel Patcher
After removing those three and checking that their config files were also removed, I was able to get into a moon with the mineshaft dungeon without any issues and the errors in my logs reduced
Thanks for taking the time to review the logs @meager ivy and @versed hull ! ^w ^ Sorry for interrupting your weekend 😅
These mods shouldn't cause issues
I use them in my pack
I suspect a conflict somewhere, or if you have the interior door lights on turn those off
I know I had those cause issues with Chameleon before
Whatever you have conflicting with those mods you really should pull though if it's a conflict, cus it's likely to break a ton of other things
The three I uninstalled were the mods that were causing breaks
Yeah except as I said I use those in my pack and know these mods are all fine
You have some mod in your pack breaking them
And whatever mod it is
is likely to break a ton of other things
Faster Load Asset Bundle Patcher should not break ever.
If that is breaking you know some mod in your pack is doing wrong
Maybe you could share your profile and let someone like @manic gale take a peek at it
Cus you'll want this mod traced down for sure
Well, I don't have anything crazy in the pack and everything here has been pretty up to date for the most part beside some of the christmas ones. The warnings I get on the christmas ones are mostly suits missing but I'm not worries about those, thats an easy fix.
The only other error I'm seeing right now is with old bird fix. I'll make a support ticket so this thread can stay focused on the chameleon mod 🙂

Thats what I did
well that will fix your problem then
@lethal ibex I recommend to not modify plugin id, even if it's nightly
because if user would download 2 loadstones plugins, then one of them would break
(plus would add compatibility with other plugins that checks by plugin id)
just to yes and this as a new user, not knowing better I'm just rolling with it thinking the mod needed it and there were differenced between LS and LS Nightly. Helps us all out :3
@manic gale, was Asset bundle patcher also breaking because of the doubled LS?
Alrighty, thanks!
I suppose that's fair
I'll revert it back to being the same, and add a function that just returns true for nightly
I check them separately and handle them separately
woah
@meager ivy what do you think about modifying the foliage in the game to use translucent materials? it would require creating a translucent material in the editor and then correcting a float parameter to reference the correct diffusion profile, but it's not so messy actually
I'm trying it out in Black Mesa for next update, and it's working in my test build
as opposed to what
like
is the existing foliage cutout?
translucent is different from transparent, you can have it be opaque translucent
what it means is that light transmission is simulated for the material
lemme get a couple screenshots quick
ahh
if it's not a huge performance hit and looks nice, then i'm open to the possibility, sure
before/after:
note that the tree trunks are also affected by this change, but it doesn't look so unnatural actually, since it kinda looks like bounce lighting imo
not sure about the performance impact yet, since the only thing I've used translucent materials on in Black Mesa thus far are a potted plant and a VFX particle system
as long as it stays opaque alpha clipped, it should help reduce overdraw I think, so at least it won't double/triple/whatever up on the cost 🤞
does look nice
forgot to link, but here's the commit where I added the fixup of the diffusion profiles in our leaves material:
https://github.com/PlasteredCrab/BlackMesa/commit/e0f2b27f5783016ebecce4df26057c382e3614ae
DiffusionProfileMappings is the meat of it, but it does use internal HDRP classes to access the existing profiles to assign the vanilla foliage one
(obviously if you only need to do this to one material, you could just load that material and fix the reference instead of making a whole system for it)
oh this is pretty as hell
i concur buttery
and if you do please do this in a way thats friendly with custom scenes Lol
making it work with custom moons would be a whole lot trickier
but custom moons certainly can do it for themselves like I'm doing with Black Mesa
can you show me everything you did?
i might wanna integrate this into rebalancedmoons
as it does aesthetic changes
I can try to summarize at least, but the main thing is the commit I linked above
okay
- find the material you want to copy
- clone it
- set the material type to translucent
- leave diffusion profile null (probably, I haven't tested not storing the vanilla diffusion profile in the asset bundle yet)
- toss the material into your asset bundle
- use some code similar to this to assign the diffusion profile you desire to it (for foliage you should use
Foliage Diffusion Profileas the name you search for, but there is also aSkin Diffusion Profile): https://github.com/PlasteredCrab/BlackMesa/commit/e0f2b27f5783016ebecce4df26057c382e3614ae
the diffusion profiles are built into HDRP, so they should be present from the game start, it worked for me to search for them in plugin awake
I should note, if you want to give it a new diffusion profile rather than the HDRP presets, then you will have to make a (probably global) volume within the scene that contains a DiffusionProfileList with just the new one, and that will be appended onto the default list while the volume is present (if it is within the default layer which the main camera uses for its volume mask)
i appreciate this, thanks
i'll take a look at implementing this "soon"
chameleon has been on the backburner for a short bit cuz i've been busy
hey may i ask
why do you do this in post with code?
why not just package the materials in the scene with the diffusion property
is it just to save on filesize or
HDRP has a limited number of these diffusion profiles that it can upload to a global buffer for the shaders you use them on
it places them into an array with 16 elements, the first two are by default occupied by the foliage and skin ones. however, if you bundle one in your asset bundle and add it to a diffusion list override volume, then you ara adding to this limited list, which if enough mods start using these, will cause some of them to be dropped, and then the transmission color becomes magenta
for that reason, I would recommend using the existing foliage one, not bundling one in a global volume
i see
you can duplicate the foliage profile in your own mod and put it in a volume, but then you risk yours or someone else's being dropped if you hit the limit
at this point nobody is using it afaik, but if people start, then it may quickly become problematic if everyone is adding their own lists
but yeah, it also saves on file size
btw have you noticed vain shrouds also look great with this
like
the difference is kinda huge
oh I haven't seen a vain shroud in a while
but yeah it helps a lot with that type of geometry, it helps immensely in blending the shading so it's not so harsh where two quads meet
do you know the diff between the subsurface scattering and translucent type?
they both look visually identical to me
for the longest time I thought that transmission was used in vanilla, I only just went to look and I realized it wasn't there
uhh
no
lol
oh well lol
I would imagine maybe SSS would be doing more calculations where translucent would just be assuming a much simpler transmission type, but idk really
I think Unity docs should explain that decently
actually
hm
@meager ivy do you think it'd be a bad idea on round start to iterate through all materials in a scene and just check for "ForestTexture" for example and then replace it with the new one (or just change the material type to translucent)
my steel door fix already kinda does this on post dungeon generation
ForestTexture is a shared material, so if you wanted to make it apply to everything, you could potentially do it to the one (vanilla) instance at startup, but you would have to assign the shader and then copy all the relevant properties over to the vanilla material
I believe you would have to assign the shader and set the keywords, then copy over the shader properties that change in the .mat file in your editor
assign the shader because as I understand it, the shader would not actually be just HDRP/Lit, but the variant of HDRP/Lit that has the specific surface type and other stuff baked into it
unsure though, I have never tried to do anything like that
I think maybe the main thing is the same property I'm setting already, and then you would have to enable the MATERIAL_FEATURE_TRANSMISSION keyword
am i misunderstanding
yes
guh
HDRP/Lit the name of the shader in the editor, but when you search for it at runtime, you get the default variant (whatever is defined in the .shader file)
we need the translucent variant
but there is no way to get that at runtime except having it already serialized
hence why you need to have the material in an asset bundle
yeah
i remember running into that issue before
i wasnt like
i was fixing the steel door materials for chameleon and i wasnt able to change the doublesided property in runtime
it just wasnt doing anything
i had to package a new material and replace it
if you assign the vanilla material to use the shader from your asset bundle's material, then it should use the variant that uses transmission
oh I didn't know double sided was a shader variant, but sure
its a surface option
you can probably replace it in place by modifying the existing material, but that is only in theory
well it doesn't matter so much if it's a surface option, it just matters how the shader uses the property
when it adds a keyword, it requires a rebuild of the shader
so I guess you're right
assuming doublesided_on isnt referring to doublesidedGI
im not sure what that is but its unrelated
its the top one im referring to
ok i think what im gonna do is check if the "Trees" group exists in the scene on load and then just iterate through and replace the material for every foliage object
and test how that works
top one is the one in that screenshot yea
you can do that yeah
I just tested swapping out the shader, and it works if I:
- Save the ForestTexture material's renderQueue
- Assign the shader from a translucent material to ForestTexture
- Reassign the original ForestTexture renderQueue, as it has been reset by assigning the shader
- Assign the shaderKeywords from a translucent material
- Find the foliage diffusion profile hash and assign it to the ForestTexture material
also I'm not entirely sure what would be best with regard to double sided
this is what i did
I think that vanilla tree leaves have cloned and mirrored geometry, but these little guys don't
this is not compatible with modded interiors atm
i think they name their prefabs differently or something
i dont know
you can find the vanilla material by getting the first material with the name you are looking for in Resources.FindObjectsOfTypeAll<Material>()
it's a little ugly but if you're scanning it for all materials you want to change, it's not that inefficient
especially when you get more than a few materials you want to change
they look magenta to me, you still need to fix your diffusion profile
ah ok good
im just testing replacing the material
but like
its not replacing the plants on the ground, idk why
are they even under Trees?
yeah
oh huh
oh you're only iterating its immediate children
OH
you can get all the children renderers
but honestly if you want to do the work up front I would tend to say the steps I laid out above are better
unless you expect to want to change other material parameters
oh i didnt fully catch this
this looks straightforward enough
by the way, if the HDRP assembly is not publicized, as far as I know getting the vanilla diffusion profile list will require it to be
hopefully buttery has that set up
the publicizer tool that is
Publicize="true" on the HDRP assembly, or the Lethal Company Steam NuGet, will allow you to access the default profile
nah dw
i already publicized it
i always reference lethalfixes because 1a3 publicizes some vanilla packages for it
perfect
in case you might miss it, this material could use a translucent too
oh ok noted
in case you're scanning for material names in resources
idk what all of these are, the one above is exp
just wanna post this screenshot here before I close my game, the shadows showing through the leaves is so pretty
and as a quick test I swapped the shader back and forth and it appears performance is negligibly different afaict
think im totally off the mark here sdfljsdf i tried doing this and its just pink and throws a null reference error (to be more specific the error is being thrown from updating the diffusion profiles at the bottom)
plants are changing now though
so thats nice
i actually dont know why im filtering for snowy tbh i dont think changing the shader changes the texture
yeah it shouldn't
where does your diffusionProfileList come from? that's probably where the issue lies
also what's the null deref?
oh mb i didnt include it in the screenshot
at the very top is uhh
var diffusionProfileList = HDRenderPipelineGlobalSettings.instance.GetOrCreateDiffusionProfileList();
looks like it implemented fine
so, i added a log print in and what it does is this which is funny
oh yea that would make sense lol
the array size is fixed, I'm not actually sure why I didn't encounter that myself
Cool stuff going on here
you need a null check on each profile
ah
on the settings that is
although I would've expected it to find the target before it hits a null 
that's probably why I had no issues is because it found it
fix this 😛
right
The difference is probably negligible but you might get better/more filtered results by instead running getcomponentsinchildren on all the scene root objects
since then you skip anything prefab pilled or samplescenerelay
(unless you do want those ofc but im assuming this is in the context of running per moon load)
right but the purpose of using Resources to get Materials is so that it can run in menu just once
right but your not getting anything that exclusively exists in a scene if that scene isn't loaded
huh I guess maybe ?? I thought that it would find it if it's loaded regardless but maybe I'm wrong?
Nope
it appears to work regardless
dunno why the tree material would be in a prefab but it works
In this case it might be that because the randomly spawning trees use the same material/prefab as the ones manually placed in the scene Unity has moved it to the earliest resource pack that has the prefab
that's why for example we don't have access to the item dropship prefab since because Unity noticed every instance of it purely exists in scenes and not referenced by code as an asset anywhere it doesn't need to package the prefab itself
It's also why for the longest time March was the fucking worst because it's DungeonFlow exclusively existed in it's own scene


