#Chameleon
1 messages · Page 4 of 1
Is it a marsh map?
no lol
oh my bad
instead, a feature i added like a week ago randomly blew up for the first time on a map i've already tested before
that works
idk im kinda torn
the normal sky does fit the palette more but this looks more eerie to mee
it was immediately offputting but the more i play with it the more i kinda like it in a weird way
still, like i said, not enough to consider it a definitive improvement, or enable it by default
i prolly need to see it ingame tbh
but i will probably use it
in the end
ok i think i see what was wrong
and if im right
it seems like a miracle that nothing bad ever happened before
but w/e
now i can hopefully test the actual thing i just added
lol
It’s internal content tag is marsh
Wether it is fitting is to be debated
there is no such tag in vanilla
I am canon
tags are a product of LLL, which does (to a large degree) define a standard, but it is not official confirmation
that being said i basically have no opinion on this
Huh
Vanilla Tags and interior names are created by me
I did not know this, I thought tags where an internal thing in vanilla, my bad
for me it felt 10% more gloomy than experimentation
I take it as a compliment 😅
I saw the spreadsheet in this server and its usage of the phrase “vanilla tags” made me think it was vanilla
"vanilla" in this case just meaning what gets retroactively applied to the vanilla content where it does not already exist
for custom content, the moon author would be manually defining their own tags
but it is a sensible mistake to make
I also have seen theories speculating on Artifice’s purpose in-universe that use its military content tag as evidence, it seems I am not the only one bamboozled
yeah
Yeah LLL strives to treat vanilla content and modded content as equal, so to an extent I kind of have to take up the mantle of being the developer of the lethal company “mod”
god dammit
It all makes sense and is a good system, I just think you may have made bigger waves in the community than you thought
Glad to hear it 😅
yknow
i see a lot of modpacks use this mod that just disables this feature entirely
but has anyone considered just reducing the effect??
Is this the interior fog
I would love a mod that makes it less powerful
i have had a misc rebalance mod in private testing and development for forever and that's what i did to the indoor fog
I really do not like how it is most common during infestations. Moon is already crazy with the infestation and then this happens
i just never published it because it's never been in a state where i've considered it needing to be released
and there's some other stuff coming out that has made some of it kind of obsolete anyway
rebalanced moons and a lot of terra's catalog come to mind
I should take a look at rebalanced moons. I have done my own rebalancing for my personal modpack but seeing other’s take on it is cool
people's ideas of balance are different though
it's true
but like
my concept for dine was "make the fire exit require an extension ladder again, fix the terrible outdoor curve, and adjust scrap quality"
which can already be done with rebalanced moons and/or tonight we dine
or LLL config
yeah tonight we dine did pretty much do at least the fire exit thing
for titan i just increased the number of items and added gold bars to the pool (sounds familiar...)
you could probably make something more modular to be fair
i have zero interest in making any sort of config because i make my projects for myself and i dont want to spend more time adding stuff to disable shit i made lol
offense and assurance mostly swapped scrap weights, had coilheads reduced and masked increased
that was actually verbatim used in rebalanced moons, dopadream asked me if she could do that
and im not trying to complain about any of that, to be completely clear
Something I really wish was a thing was per-moon infestation and interior fog chances, afaik mods only change the global odds
there is bound to be tons of overlap, ideas are finite
and there are certain people that only come into my thread to complain about my choices/config
so
but also dopadream's mod is a lot more visionary and made a lot of interesting sweeping changes whereas i was basically just tweaking numbers
and if you're just going to be tweaking numbers, someone interested in rebalancing lethal company would probably rather just use LLL config to make something that's their own vision of balance
in general there's not a lot of motivation for me to work on or release it
and also a bunch of other stuff that's more unique that needs me to invest energy in working on it
like this giant chameleon update that has been delayed for weeks
Lol
consider: it'd take a really long time to swap the scraps of assurance and offense with lll probably
I mean idk if it would take that long, the scrap is kept as a string in LLL iirc.
Just copy and paste the strings
10 minutes?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
that's 4 seconds too many
You could do what I did and write a plugin that changes all the spawn settings 
yeah just make your own balance mod smh
Or wait until I drop this bad boy ||I'm not actually making this||
there is some stuff i could still do
i suppose
nobody's rebalanced the jetpack at all yet
i still need to rebalance/"fix"/??? the mapper tools
you should actually make this
I do think jetpack should atleast be reverted to v49 stats but without the bugs
well, i think it is ready
i always love feeling that pit in my stomach after saying that and putting it on thunderstore
because it seems like somehow there is always something terrible waiting around the corner like "completely softlocking the game on specific custom moons"
but i will be on standby, as usual, at least
The Jetpack is great as it is now though with the JetpackFixes mod
I wouldn't wanna go back to v49 cus I'm used to the current balancing
its boring
especially with how effortless controlling them has become in v50
its hold the button and go to location, like no skill is involved anymore
kinda sucks
but oh well
too late to go back now
v49 jetpacks were buggy pieces of shit but with JetpackFallFix and JetpackWarning they were fine
at this point, i discovered the jetpack "overheat" thing was a bug anyway and now you can use JetpackFixes to fix it instead of needing JetpackWarning
and zeekerss mostly fixed crash damage in v50 where JetpackFallFix is obsolete
still doesn't change the fact that they were made so easy in v50 for seemingly no reason
everyone wanted the jetpacks to be reverted after he nerfed them into the ground and his response was (bafflingly?) buffing them so they were even more gamebreaking than they used to be
but idk man
They're not that gamebreaking.
Especially if you're looking to clear out a high tier moon.
it obsoletes pretty much every outdoor enemy and every item that isn't a 2-hander
Yeah but you would still have to manage 2-handers is the thing
and even now, we have the cruiser to "solve" those too, just in a much more interesting and risky way
i love the jetpacks because i think they are fun and i dont really care that they break the game because of it
but they definitely have some genuine issues
the nicest thing about the v50 jetpack nerf was that he nerfed takeoff to hell
so you couldn't employ sudden evasive maneuvers like "jumping into the air as you activate the thruster to immediately go 50 feet in the sky where nothing can reach you"
you were stuck next to the ground for 2-3 seconds while the thruster "warmed up"
and that's a pretty big change that would have been welcome still
IMO
I think they're fine because they're held back by the fact you can only carry 1-handers with you, which means that for 2-handers you need to make sure you get them back ASAP before something nasty spawns.
Or before you don't have the time to do so.
but he also made general flight so slow where it wasn't fun or exciting anymore and that's what i think most of the jetpack nerf haters were upset about
I don't like the cruiser jump stuff for this reason.
idk
im getting off topic, sorry, i need to push this to thunderstore
i will be back
People will say the jetpack is too OP yet the cruiser jump tricks aren't because they require setting up, but like they're consistent if you learn them?
Maybe if Zeekerss actually makes Liquidation as the new more profitable and its not cruiser-friendly we could see a more dynamic meta
HQ people just wouldn't play it then if it wasn't.
i dont think cruiser jump tricks aren't OP
They are, they literally skip the entire exterior way more than jetpack does.
They 100% OP but they also are fun and push the boundaries of HQ
delivering an entire moon's worth of items in 10 seconds is absolutely OP
but it at least requires some degree of practice, knowing setups, and there's a much higher risk (if you explode the cruiser, recovering the items becomes a nightmare)
wait I'm sorry
We all know the clip of Bread cruiser jumping at 12am like it is nothing
I misread
i phrased it stupidly so you're fine
anyways my problem is that jetpacks require absolutely none of that effort
for similarly crazy results
They already only play v56 so nothing new there
it is mitigated (to a large degree) by the fact that jetpacks are so expensive
you pay $900 for a luxury item vs $185 for a cruiser that can get you the same value or more but with way more risk and skill requirement
and also mitigated by the fact that jetpacks are just fun
untethering yourself from gravity and traveling at absurd speeds is just fun and it always will be
probably overcompensating for everyone suddenly saying the jetpack is horrible
i just think he was a little bit reckless
add streamline jetpack option to terras rebalance @serene lark
he changed one of the most absurd and unique items in the game in a way that made it way less absurd and exciting
i kid
so naturally there was going to be tons of backlash
zeekcord was a hellscape when that patch dropped and a lot of it was just mean, cookie-cutter "feedback" that jetpacks suck now and he's killing the only good item in the game
and i understand, to some extent, just withdrawing from the issue entirely and reverting all the changes he wanted to make to avoid stirring the nest
I think the change was good overall, made the item less janky to casual players without tons of game knowledge. HQ is not everything
i just think it's strange that he would then, on top of that, buff them (they received a 10s battery nerf but who cares? they are 50x easier to steer now)
Streamline as in?
because now everyone has learned the new jetpack controls that are objectively less challenging and IMO way less interesting
he doesnt know chat
and if he ever reverts them back to v49 controls (that thing literally everybody was asking for in the first place) it will probably create just as much controversy as it did before
because at this point they've had time to forget that jetpacks used to work that way when they weren't complaining about it
I'm 
zeekerss added a "streamline jetpack" boolean to the jetpack when rebalancing it
turning it on does interesting things
The real issue is people having such a shitty reaction to a intentionally experimental change and causing him to be uninterested to commit to working on it more
almost feels like a jab at the community
oh wait are you talking about the awful jetpack in v50 beta 6
no
I doubt Zeekerss intended on the game being treated so seriously so
Based on what he’s posted the LC community that takes the game seriously really put him off working on it to an extent
if you turn it on, the jetpack teleports you between main and ship
and plays an applause sound
I have seen some funny stuff on Bread’s server, there definitely is some level of entitlement
Oh ZZZZZZ
I mean I won't lie, I kinda think Zeekerss's decisions are kinda petty
definitely feels petty
i dont know if i blame him because it would be difficult to be patient with such a large group of people acting so shitty
but it does feel pretty meanspirited to the group of people who was open to change but just wanted the change in a different direction
or wanted some compromise between ideals
There is some entitlement in the community so I won't even deny that, but Zeekerss definitely falls for the whole "dev vs player" mentality
nobody else has had the spotlight poured on them like it's been on him and his decisions
so who can say any of us would be any better
it just leaves a weird taste in my mouth, i guess, way after the fact
idk i just kinda feel bad for him
A lot of people want the game to be something it isn’t
but also i feel like he took it too much to heart
This didn’t happen
No
Yes
You are making a incorrect conclusion
He nerfed something in an attempt to make players play a larger variety of levels
I mean that's basically the same thing
This is so true, imo anyone who wants expanded combat elements have already misunderstood the game
Sorry, meow, but the Lethal Company Modding server doesn't support looking for groups anymore! Please use another Discord server such as the Unofficial Community to find games, thank mew!
Bro
thank mew
mewing
If you think this I think you have a very slanted viewing of the game
I know there are people who play for fun but nerfing things to make for more player variety is literally doing it because certain players got too good at it.
i kinda agree with batby i feel like him nerfing the jetpack was completely reasonable
No it’s because being too good at it meant only playing a particular map
anyways, sorry to interrupt, folks...
Chameleon v1.4.0
- 7 new config settings
FogQualityFogReprojectionFixTitanVolumeFixArtificeVolume- All of the above are courtesy of @flat geyser
FixDoorSoundsWindowVariantsWeatherAmbience
- Improvements to
DoorLightColors- New colors for Stormy, Flooded, and Foggy
- Light slowly darkens as the night progresses
- General improvements/fixes for custom content compatibility
Congrats
very sorry about how long it took to get this out of the door
but i think it all came together nicely in the past 2 or 3 days of progress
i hope it does not explode
please let me know of any issues you may encounter
If I find a single issue I will crucify you
i would sure hope not
(I am joking)
because then who would fix them
True
i guess i am derailing my own thread again
im not entirely sure what his intentions are with this
i think the artifice changes in v60 are a lot less bad than everyone thinks they are
I just do not like Art nerf on principle
artifice actually shrunk a bit which counteracts the loot count nerf
and artifice, in its previous state, completely obsoleted every single moon as the definitive best option if you wanted to go for high score
even now, it still is, so im not sure anything has really changed
That is why I do not like it, Artifice is still the best moon so HQ is just worse straight-up
i don't think there was anything wrong with letting it remain powerful, and instead, buffing other options to be more desirable (in general i feel like this makes games more cohesively fun)
the alternative of "nerfing what's good" instead risks making everything cohesive, but bad
i'd rather a couple of moons be fun and others bleh than everything be bleh
but obviously the best option would be if everything can be fun
that being said i don't think there is a particularly strong motive behind all of the changes he makes
a lot of them feel pretty much just random
rend had the earth leviathan randomly removed in v60 and who knows what's up with that
dine has gotten nerfed into the ground and he justified it himself by saying he thought dine was too safe
which is an interesting perspective, to me, because i've never seen anyone else with the same sentiment
I would like Titan being as good as Art, it would make a more dynamic meta and would give Dine more room to breathe (rn it is awkwardly scrunched between Rend and Titan)
almost everybody in the community that plays above the supercasual level knows that rend is far more lucrative and safe than dine ever was, and it's strange that he hasn't done anything to rend and has instead directed the nerf cannon at dine
i dont think he is making all of his decisions based on general community opinion, then
fog of what?
fog in general
ooh window variants? what do they look like
this screenshot was taken with reprojection which causes weirdness if you play with flashlights
but supposedly you can get a similar result if you turn your FogQuality up and leave reprojection off
without the flashlight ghosts
just be aware that FogQuality costs performance more than reprojection does
at least, in my experience
reprojection is a nice shortcut if you don't find yourself using light emitting items on a regular basis
there are screenshots on thunderstore
i almost forgot to include them
anyways i guess convo is basically dead so i'll close out rq
to some degree he has been changing things in response to what his community has done with them
I have more to say but am keeping quiet since it is your thread
kidnapper fox was removed because of backlash, jetpacks were reverted because of backlash, etc.
artifice was probably nerfed because he knew how dominant it was in the "competitive scene"
but i think, on the other hand, a lot of the changes he makes are probably based on just personal decisions and that's why they sometimes feel out of pocket (or even "out of touch")
no there aren't?
i checked the page
it might still be on v1.3.0
idk how long thunderstore takes to refresh the readme page
i guess i can just reupload them here, if it's being slow
"grassy" moons use the default appearance
including artifice
although this is compatible with artifice blizzard
and custom snow moons as well
in the future i will probably add a weight system like i did with the mineshaft caverns, but forgive me for the delay on that because it was officially "too much" to cram into v1.4
yeah details page on ts is still on 1.3.0
what are the original images?
now it s on 1.4.0
i dont have an in-game screenshot ready, but it's the same image as from the painting scrap
no i mean the images that you made into the window
also, btw, feel free to speak your mind, i dont really mind my threads being off topic... or we could move somewhere else
ah
they are just public domain paintings
like the original image
yeah but could you like post em
the snow one is "Winter im Wald" by Walter Moras
hi im dopadream hi
thank you buttery stanxake
cake
the watermark is actually visible in game in one of the corners of the painting
Lol
desert is "Grand Canyon of the Colorado River" by Thomas Moran
https://commons.wikimedia.org/wiki/File:Thomas_Moran,_American_(born_England)_-_Grand_Canyon_of_the_Colorado_River_-_Google_Art_Project.jpg
yeah
i am kind of surprised how well they fit in game too
only thing i was a bit on the fence about was spoiling what i assume is the intent of the window rooms in the first place
there is kind of a worldbuilding detail in that manors primarily generate on frozen wasteland moons that are completely uninhabitable
but the windows show fake, lively scenes "outside"
that is somewhat less apparent when i replace the image with this
but it's nice for visual variety
at least
yeah
once you make the windows like the mineshafts I'll probably make it so the snowy moons have the green one, the forest moons have the sand and the desert moons have the snow
just became aware of some bugs so i'll go ahead and post here
just to indicate that i am aware
PlanetPreview, FancyFoliage, and FancyShrouds will not be removed from the "Exterior" section like I intended them to be (the real settings were moved to "Rendering")
i goofed the migration code a bit
also, I forgot to account for PowerWindowsOff being disabled
so you need to have it enabled or WindowVariants will be skipped
i will fix both of these in v1.4.1 but will wait just a bit longer in case something else comes up
What was up with Dopadream's Dine?
?
So I'm guessing these should be set to false under exterior to prevent duplication?
it doesnt matter what you set them to
they will be ignored
although if you reboot your game with them set to false
it will set the real settings to false
so i would suggest leaving them on default
i can also just go ahead and push 1.4.1
since nobody's said anything
about other bugs
Yeah I never ran into any issues
they moved the main entrance somewhere else on dine
So it's just an incompat issue?
it's not expressly incompatible but she'd need to reposition the doors in their mod and i didnt want to dump that responsibility on her by surprise
Figured. I was just curious as to why
?
talking about rebalanced moons compatibility with fancyentrancedoors
i can just reuse the coordinates from the original maps
except on dine where you moved the main entranc
so you'd need to have a patch after mine runs
in rebalancedmoons
to find the door object chameleon creates and then reposition it
alrighty
otherwise the doors will just vanish and fancy doors will be in the wrong spot
Unrelated but I can't appreciate y'all enough for adding smoother fog
:3
dopadream basically did everything
This + LCUltrawide Community makes the game look so silky smooth, more like an actual cartoon
I love it
i would encourage checking out the fogreprojection setting
as I understand it, the background image behind the map location was fixed, but there was a picture with taps from Zeekers?
it kinda fucks up flashlights and is way too distracting
for me to use it
but it's a cool effect and worth seeing
at least
kinda fun
ugh that reminds me
i need to figure out what the incompat is with GI and BF
yes
Huh
i dont know why
?
Not for me
although the only reason i'd encourage using fogreprojection is if increasing your fogquality is too taxing on your performance
increasing fogquality doesnt have the fucky flashlight fx
I like the fog being silky smooth
But I still want some of Zeekerss' artstyle there
So I'm keepin' it off personally
and will make it look less noisy in a very similar way
I use that
Doesn't break it
At least
I don't think
If it does, then it can only be seen in spectate somehow
well for me when i try using it it disappears
all that butteryfixes does is take the ship icon (that's already there and rendering) and scoots it forward a bit because it's layered behind everything else where it doesn't draw
one second
unless something else is changing that specific object it shouldnt be incompatible with anything
maybe something about GI's better monitors makes it not render correctly
but idk
that is a completely blind guess
i dont use that
just to be clear
i just use the north rotated monitor
it only shows up when the compass is on screen
right
which means you need to spectate something far away from the ship and also outside
in singleplayer that would require a radar booster
let me try again
I might have gaslit myself
it is also working fine on my end
i strictly remember it not working though when i was playing at some point
apologies :P
maybe the former
WeatherAmbience- Makes heavy rain and blizzards faintly audible while inside of the building.
- Volume slider goes from 0 (0%) to 1 (100%).
Thank you so much
i kind of forgot to update the description
It's so immersive
hello shrimp
generic was showing me a lot of storehouse stuff in a voice call before the update dropped
it was really cool
he puts a lot of attention to detail lol
I will be extra observant when I roll a Storehouse on Bozoros then
I will say
Try loading storehouse on submerision, assuming he kept that feature in
or flooded moon
A cool addition to this mod would be a scan node for boulders/giant pumpkins (Since they are technically the exterior hazards)
or a custom bestiary for said giant pumpkins since there's already a scannable entity that aren't animals
Since this mod is about the smaller worldbuilding details of Lethal Company Ig
Please no. I don't think clutter that pretty much has 0 use needs scan nodes. It's what I dislike in Rosie's interiors too.
Everything in Chameleon is a config option so it'd be fine if some ppl don't like it
Maybe only just have them be pumpkins or something
Oh yeah
Offense doesn't have any ambience like how Assurance does
The little droning music
Maybe that'd also be a nice addition? Idk
Ooo yeah
Would you mind making this flip the vanilla sound files instead of the sound cue itself? 
just turn it off in the config
im pretty sure this would require re-packaging the vanilla sounds backwards
in a bundle
yes
it's a setting, if you are replacing the sounds, i'd recommend just turning it off
not worth the trouble or filesize IMO
what do they mean flip
yeahhh, but it's gonna be a bit annoying for people to do, especially on large modpacks with frequent changes
chameleon fixes the door sounds playing backwards
isn't there a way where u just set the pitch to negative
lethal resonance however uses the door open sounds for the close sounds to compensate for vanilla just having them backwards
wh
not in reverse
zeekerss assigned the open sounds to the closing animation
and vice versa
and vice versa
jinx
how do u fix that
anyways i agree that configuration can be inconvenient but it is a setting with a clear description and the alternative uses up a lot of additional file space
so it is a necessary evil, in my eyes
Wait, couldn't this have just been an enemy sound fixes update? lol
to be honest probably
just to make it even better
butteryfixes has the fix for the adamance/rend cabin doors using the wrong sounds
so now you need all 3 for the ultimate doors (doors) soundscape
DoorSoundFixes when
DOORS
And this - ladies and gentlemen - is how enshittification occurs non-maliciously
This would work too since I can check if specific mods are installed lol
Can include the Experimentation door thing too 💅
i have wanted to rename enemysoundfixes to miscsoundfixes for the longest time but this is an impossibility with thunderstore
but how do u fix this tho buttery
if anything i would kinda want to move the door sound fixes into that mod
so "sound fixes" can all be under one umbrella
Better now than never..............
but it wound up in chameleon because it also includes fixes for the door meshes
At this point just deprecate enemy sound fixes and combine into a new one
Better to rip the bandaid off now I'd say
wdym
then why arent you just checking for if chameleon is installed
like how are you fixing the door thing mentioned before
i just swap the references
animated object triggers have "bool true" and "bool false" audio arrays
Because the config might also be turned off, and I can't check for that 
zeekerss assigned many of the door sounds backwards
you can just swap the two arrays to fix it
and that's what i did
how is that fucking up mods tho
it's not
lethal resonance has backwards door sounds
but lethal resonance was designed with this bug in mind
to compensate for zeekerss making them backwards
so their close sounds sound like doors opening and vice versa
ahhh
the solution is to turn off the setting in chameleon, which yeah, it is inconvenient for a bunch of people to have to fix that, and i am sympathetic to that
I'm pretty certain most sound mods are already compensating for it by now, which is all the more reason zeek hasn't fixed it himself tbh
zeeekers doesn't know what mods do lmao
however... this is kind of a "pick your poison" situation where one evil is going to prevail
Oh he absolutely does
naur
chameleon fixes the bug by default but i added a setting to force disable it
Maybe not as intimately as us here, but he does keep track of the modding scene
what makes you think that
the alternatives would require increasing the filesize to swap the actual physical audio clips (which could also cause its own issues depending on order of operations)
im 99% sure he doesn't
or automatically detecting if one mod has the other installed, and doing auto-compatibility, but that removes control from the user which also feels kind of awkward
ive seen him look at clips on multiple occasions with mods and not know what its from
I am on team "Time to give in and make Misc.SoundFixes"
The belt bag specifically, he said in a patreon/discord post that it was part in due to reserved item slots
if this did not require deprecating enemysoundfixes, making everyone redownload the mod under a new title, and making every single "modpack" that references enemysoundfixes as a dependency change to reference the new mod
i would have probably done this a long time ago
Or just sound fixes 
but i think at this point the bandaid has festered too much to rip
reserved item slots are a very common suggestion that he gets and he mentioned one might be in order in a patreon post
before the belt bag was added
thats all i remember
he isn't up on the mod scene he's around people who are
Which by proxy means he loosely follows the modding scene lol
I don't think so but true
idk
I still think it'd be better long term though for any future of these "cases"
it's a "damned if you do, damned if you don't, damned if you think of doing, and retroactively damned from anyone ever doing anything" scenario
all of the options suck
but inaction at least feels like it's not actively contributing to a new problem
All options suck, but fixing it will be the best option in the long run imo
Alternatively, if all options suck it doesn't matter which you choose, so might as well choose to fix
i will think about it
if im going to make the change it will at least require me to consolidate everything into one spot
so i will need to migrate some stuff from butteryfixes and chameleon into it
and then update all 3 at once
i definitely dont have the energy for that right this minute
but you are probably right
(for peace of mind, anyway)
Yeah that sounds like for the best
Modpacks will be updated and abandoned ones will break eventually anyway
i suppose i can mitigate the transitional pains as well
by updating enemysoundfixes to hollow it out and add soundfixes as a dependency
That works too yeah
thanks thunderstore
which should hopefully migrate everyone over "mostly automatically" and then they would just have to uninstall the old one and move their configs
Admit it, is ArtificeBlizzard somehow connected with it?
The second player joined and could not load onto the moon Artifice
Possibly in the Mine dungeon
Is this mod unrelated?
Are the meteors audible from inside too? 
They were to me last they occurred. But I don't know if some mod made them or if it's vanilla.
They already are in vanilla
Didn't know
its really subtle, yeah
I was surprised too
Won't be subtle for long though
(please fix meteor sound stacking buttery)

Is it very dangerous?
probably not but it should not be happening
does this occur more than once?
i guess under certain circumstances it would be possible for it to occur for one frame, right as you open/join a lobby
it should be fairly harmless
i will ix it in the next release but it shouldnt be breaking anything
speaking of bugs
whenever i add Chameleon, the game seems to just not load at all.
Not sure if its a cross compat issue or Chameleon itsself
mentions something about Shadows
I can check if you need.
need to see the log
i think it is definitely not worth it to do this over something so minor
most people downloading the mod probably dont even care what it does, they just see "Fixes" and click install
And they wonder why their modpack is suddenly bricked...
idea, facility having flooded pits on flooded/ocean moons?
There actually was a mod kinda like that, where the facility slowly flooded during Flooded weather and you had to use an Oxygen Canister to keep exploring them. Unfortunately it does not work anymore
Dang
But I agree that water under parkour sections would look pretty cool visually, though it may turn out more complicated than we think
An updated interior flooding mod maybe the best way to do it. That or adding like, water drip particles around the dungeons, similar to what you'd see in mineshaft caves?
i mean water in stuff like jump pits or the factory room pits
chameleon is just a visual mod
The biggest problem is probably because a player that falls into these pits will die, the water makes the body floats. People that doesn't have the mod would probably see the body floating on air
Even if the water isn't real and it's purely client-side, it's kinda lame
Would be funny ngl
But it could work on main entrance in factory the water rising below, there's no way to get there so it would be "purely cosmetic"
i might be able to pull it off
seems like it would be pretty easy TBH
it goes up there with "factories having weather in the starting room"
maybe the water inside is really heavy and makes the body sink
for stuff i tentatively agree is interesting and worthwhile but no ETA
That happens on Gordion
the water on gordion is acid and instantly obliterates bodies
it's blueberry milkshake and really really tastay
Giant straw mod when
What if the ocean is a really really big slime
The actual company monster
water in pits on factory/mineshaft during flooded would be cool. Having some visual indicator of the weather outside in the entrance room on vanilla interiors would also be really awesome if that's possible.
Love this mod, hard to imagine not having it any more
True for most of Butter’s catalog tbh
Having some visual indicator of the weather outside in the entrance room on vanilla interiors would also be really awesome if that's possible.
as i said above this is planned! but no ETA
i think it'll be cool but im not sure how i want to implement it or how i want it to look yet
i think implementing flooded pits will be a bit more straightforward so those will probably come first
i feel so sigma
crazy how Chameleon went from "cool mod to have on your modpack" to "must have on your modpack"
Literally game changer
well
it has dramatically grown in scope from the initial implementation
crazy to think that it started as a single setting in butteryfixes
lol
doorlightcolors started as a butteryfixes setting too, i believe, but that never made it to any release version
i pulled it over to chameleon before releasing that patch
i think i am happy with the split and i am happy with what chameleon has grown into
although there is a lot of stuff that has been forgotten and left on the backburner in the time since
Is there a way you can make the fancy door meshes available for anyone to use for making their moon chameleon compatible?
best approach is probably to just let people register their own CosmeticLevelInfo
but it'd require them writing code on their side
Ok, i got a idea for Chameleon
But it probably won't be well received because there are other mods that do this
but i'll try to convice that it's a good idea
What if masked enemies had random vanilla suits
i know that there is Mirage and MaskedEnemyOverhaul
and GeneralImprovements
but it's different
they change Masked enemies in many ways, including taking the masks and some animations to blend in
technically they are required by everyone on the lobby
but Chameleon is fully client-side
and it's a different approach
those mods copy the players suits/cosmetics and put them into the masked enemies
but it would work different if it was like this, the masked enemy spawns and he has a random suit, that random suit can be the decoy suit, green suit, hazard suit, pajama suit, bee suit or bunny suit
not necessarily imitating the players
i'm just limiting to vanilla suits because i think extending it to every suit could have some unexpected incompatibility... the brown suit could be included i guess
This could be cool, basically just randomly chosen reskins
If not in Chameleon should be pretty easy as a standalone mod
I guess, I just thought it would suit Chameleon very well as it expands on vanilla elements
The game sometimes lack enemy variety
Tulip snakes are kinda special because they're the only enemy that has different skins
chameleon is mostly environment changes
colorfulenemyvariety:
I do personally think this is more of a request for ColorfulEnemyVariety, this mod has not dealt with enemies at all and this would fit in with that mod
colorfulenemyvariety can't affect masked, enemyskinregistry has no support for masked
I know that
SnowyGiants
true
idk it just feels redundant, but I can see the want to streamline things for yourself
I forgot SnowyGiants was in this mod because I ignored it since I have a skin mod already
It's not like I'm asking to create new skins from scratch and copy things that other mods do. It's just an idea that makes this mod expand the content in a creative way
The masked enemies are, in a way, a Chameleon if you think about it...
Something I have not seen in any mod is a completely random suit, most Masked mods have them copy a player's existing outfit
That could be the angle we do here
That's the idea
chameleon
the fixed Artifice fog looks dope when it's stormy
Odd question, but
How come the indoor blizzard ambiences aren't different from each other?
Rend has the strongest blizzard, Dine has a weaker blizzard, and Titan lacks a blizzard at all, but they all share the same blizzard volume levels indoors
blizzard applies to all snowy moons exactly the same
it was easiest to implement that way and also i just don't think there's a strong enough difference that it warrants overcomplication
I just realized that I difference over different
like
i guess i could make it variable strength depending on the moon, but it's all kind of a wash anyway with custom moons
and it's hard to calibrate the weather ambience volume in your config if it's not even consistent between moons
What do you mean by that?
well like
if you set the volume so that it's audible but subtle enough on dine
it'll be overblown on rend
or vice versa
if it sounds good on rend it wont be audible on dine
Oh, that kinda brings me to my idea
and at the end of the day anyway, it is making the assumption that all custom snowy moons have a blizzard
You know how weight systems are in configs, right? Instead of that, you set the name of the moon, and after the colon, 0-100 determines the volume of the ambience on said moon
What the fuck does this mean 😭
so they can benefit from that added effect even if it's not exactly attuned to the individual moons' blizzard intensity
i guess maybe, but i think this is still a layer of needless complexity, TBH
also there's other stuff that needs more configurability anyhow
It'd be nice for perfectionists like me (Probably only me tbh), but it's not necessary at all
if i'm retooling configs i'd rather invest that time, RN, in making window weights customizable
and i still eventually need to get to repainting interiors
not sure when the time will come for that
Repainting interiors?
been on the backburner since "actually just forever"
that and LLL tag integration
chameleon is starting to grow super unwieldy though
pretty much the entire mod is still just 2 classes
?
i think before the next major update im going to do a lot of retooling
i want to make my mineshaft weighted config system more generic so i can reuse it for the windows too
and eventually for the "paintjobs" or w/e
Generic in what way?
and i'd like to split some stuff up into different classes just for peace of mind and navigability
generic in a programming sense
i'm speaking purely technical here
nothing should change on the user's side, hopefully
until i add more features
anyways chameleon is on the backburner even still
because there's also an enemysoundfixes update i need to post "soon"
and then i need to release the v1.4.2 hotfix before i can actually spend time working in the weeds
speaking of weeds, yesfox also needs some fixing
so much needs to be done
Sigh
and then there's restoremapper and the mod to restore lasso
Make sure to take your time and whatnot, you're doing all this for free after all
I am excite for what you've got in the works, they sound all very interesting and swag and cool and yea
Lookin' forward to them
I have pushed v1.4.2
this removes FixDoorSounds which I have moved into EnemySoundFixes instead (but it works the same way in both places)
also i fixed a couple of bugs
anyways im not sure when i will get back to serious work on chameleon again
i have a lot of technical debt to look forward to
so i think the next update will be sort of small
but i think the two things im most interested in, right now, are flooded factory pits (cool) and weighted window variants
so those will probably be where i draw the line for v1.4.3 or v1.5.0
Mineshaft pits too
oh yeah true
Looking forward to it either way! Hope the internal work goes well.
maybe you could add a window variant for embrion?
it could be cool if it was something really different than the rest
maybe something like this?
My favorite view from the window in my manor... the post apocalyptic world
it really puts you in a good mood
can mansion even spawn on embrion?
yea
hm
he basically doubled the chance in v60
although he still added way more mineshaft chance
so it kind of went under the radar
Because there’s mansions for the super rich on planets right next to a star filled with toxic gasses and no biological life.
Elon went wild after he achieved immortality
why are the first 79,311 lines of your log transpiler dumps
there is entirely too much text here for me to investigate it thoroughly
and a cursory glance + search didn't return anything that concerns me
so im not sure what to do with this info
whenever a scene unloads i run some code to automatically disable the indoor weather ambiences
so it doesnt make sense to me what could be happening here
Wtf
I forgot I left them on, sorry
well i can just skip the lines so it's fine
but also there's still too much text after the fact
searching didn't return any exceptions
i dont have any logs from the weather audio stuff to look for so no luck there
so atp idk what to do to investigate this
I'll send (Hopefully) non-shit logs whenever I encounter this glitch again
Apologies
Suggestion: Make this poster legible
how does this man being legible help with cohension between the exterior and interior
this wasn't my original suggestion, i just posted to see what people would say
Suggestion: Make the roof at the "backrooms room" have some kind of lamp
the light just comes out of nowhere 😭
oh my god i never noticed this
to be fair though
no
the scope of chameleon has kind of expanded to just general graphics improvements
something like this
but i dont see how this is an improvement
also there's not really that much to go off in terms of making it more legible
but yea the ceiling here not being a white plane would be nice
Is that meant to be an elevator part that got left over? Odd
Its leftover from the games alpha
the interior used to be physically in the building and you'd take an elevator down
Idk why he never hollowed this building out
it is beyond me
It looks so lamp shaped that I couldn't be sure it was actually the elevator cable, neatto
i like how bad this room looks
but i will probably repaint it for some of the factory variants
This can be debated but I kinda want to keep the game’s janky charm to a small extent
Floating lights or the backroom’s mysterious lights are hardly noticeable in normal gameplay and are funny when you see them
Funny in that special LC way
Stuff like the exterior door being the factory one with mansions and windows being one-sided are a little immersion-breaking so I think those are fine changes
Also stuff like blizzard ambience being audible indoors enhances the game’s existing sound design so that is great too
Stuff like adjusting the lights in factory tiles feels like we are getting too nitpicky
the what
The backrooms rooms
just like the mineshaft variants
oh wait
I thought you were asking about "the factory variants"
there's literally a tile ceiling material already in the game. that room just doesn't use it for some reason
Classic Zeekerss moment
That’s funny, this mod could just activate it
there's also no texture on the roof lol
ooo peak
Experimentation sky doesn't get dark at night
wtf
thats like
actually kind of a vibe
makes no sense, but makes for a cool screenshot at least
anyways im honestly not sure whats going on here
wouldn't it be much cooler if the sun doesn't set on Experimentation and the sky kept bright lol
https://www.youtube.com/watch?v=Sl6DbRoX9X4
The summer sun never sets on Toolik Field Station in the Alaskan Arctic. This time-lapse was taken from 8:31 PM to 7:53 AM on June 15-16, 2019, facing south toward Toolik Lake.
David Walker
PolarTREC 2019
Carbon in the Arctic
These videos are part of PolarTREC program and any opinions, findings, and conclusions or recommendations expressed in...
anyways, it was just something i noticed
That's actually a thing on all moons
the skybox is the same regardless of time of day
i know that
i watched it get darker on almost every moon
but the experimentation skybox doesn't get darker
you're misunderstanding i think
the sky gets darker as the time progresses
IIRC it just changes the exposure
but it appears like its not working in their screenshot
i haven't ever noticed issues with the sky on experimentation
so im not sure what is happening here either
just for record, i took the screenshots on vanilla, not modded
OH wait I see, wtf
it appears it is because of the "Indoors" volume
using profile "IndoorIntro"
it has a clone of the sky in 1k
that is probably rendering over the global sky
Thank you Zeekerss
can i call dibs
?
oh
if you want
i was just gonna patch over the fog settings function
add a new case for experimentation (where titan/artifice is) and toggle off the sky override if the volume name is Indoors on Experimentation
i wanna double check that this is actually happening first
though
nothing i do replicates this for me
tried climbing the water tower (this activates a fog object across most of the map)
went to the fire exit
went in and outside of the building
oh i just figured you were tired of adding onto this lol
if you wanna do it go ahead
i'll investigate it then
the issue doesn't even replicate for me in the first place
Lol?
this is experimentation
can i have ur code
hopped on modded rn, i'll just stay on the ship to see if that happens again
i didnt test on vanilla tbf but i'd be somewhat surprised if anything i have touches this specific bug on experimentation
hey buttery
totally unrelated but how much do you know about transpilers
just curious
lol
i'll hop on vanilla again
it would be funny if Chameleon fixed it without knowing
Perhaps another mod already fixes it
i'm getting crazy
idk
like
what do you mean
idk what's going on
idk just are you physically able to wrap your head around them at all Lol they're so weird
i dont wanna flood this channel so im gonna dm u something
i've never done them the "proper" way with codematcher but i manage them okay
chameleon off
that's the ugliest screenshot i've took, but i figured it out
it wasn't Experimentation
It was the weather
i was only able to notice it because my hardware doesn't support fog
lol
foggy does indeed make the sky way brighter
but not to the degree it is in your screenshots, for me
first is foggy, second without
same spot
i also couldnt see this without jetpacking to the top of the building
huh
idk dawg...
from down low it looks fine
"fine"
this is right outside the ship
by golly i love foggy weather!
it is a Good feature
foggy weather is only the fog object
if anything is affecting the sky
it seems like it would be the "overcast" animation for the sun
which activates on not just foggy
but stormy and flooded as well
Flooded looks fine on March at least
i'm testing on other moons creating multiple save files to see how it works on other weathers
yes, experimentation's sky is totally over-exposed on flooded weather
same deal on stormy
it would be the same on foggy except i guess the hellfog hides it better
Assurance Clear vs Assurance Foggy
yeah, it will affect all moons
@flat geyser have you any idea what is going on here?
you have definitely looked more into volume stuff than i have
the error seems to be specifically with Sky and Fog Global Volume or Sky and Fog Global Volume (1) when the overcast bool is set on the sun animator
as much as ive looked into volumes i have no idea how the time of day stuff is handled
i couldnt figure that out
i wanted to
i know you mentioned exposure but i checked with unityexplorer and it doesnt seem like exposure is affected by either animation
like, it looks like the same exposure value is used by both animations, i mean
wdym
depending on what you need to know i could probably clarify
or how
every moon has a sun animator
SunAnimContainer or BlizzardSunAnimContainer
it plays an animation of the sun moving, lights changing, etc. and progress of that clip gets synced with the time of day
that same clip also affects values on the volumes i mentioned here
as for what values, i dont know, because it looks like the rip doesnt preserve them
wait r u serious
.
does this mean my moons probably have a broken daylight cycle
possible
idk
when the animation clips are recompiled into the game
i have yet to notice
it might fix the references that are broken
i dont know how this is all set up
but anyways im quite confident the error lies somewhere in here
there is some difference between the resting values of one (or both) of these volumes
that causes it to be way brighter during overcast weather (foggy, stormy, and flooded)
at the end of the night
sorry dumb question but would one of the yellow values here not be it?
well that's what im saying
one of the yellow values is probably what it is
but because of the rip
i can't see what they are
you just mentioned you were interested
and you've messed with the volumetrics more than i have
so i was wondering if you had any insight

