#Chameleon
1 messages · Page 5 of 1
super specialized stuff like the mineshaft caverns make sense to split
but like
idk
anyways
i still dont understand what the point of unloading is tbh
its like
it takes up double space or something if u dont
right
im not entirely sure of the mechanics
the reason ive been doing it that way is just because i learned back in the granny days
you can't load the same asset bundle twice
real
well thats what the null check is for i was more so talking about the unload(false) thiung
and there's no way to fetch loaded asset bundles unless you save your own reference
so i found that, the best way to manage that, was to load the bundle, load what you wanted, and then unload the bundle
so later if you need the bundle again (like if you restart the game and the scene refreshes) you can just reload it without trouble
if you're reusing it frequently enough you can probably just cache a static reference to it
but this was the reason i was concerned about doing that
i stopped unloading my bundles tbh because i had an issue in clay surgeon overhaul where when i ujnloaded my terminal video for the bestiary entry it would break
if it stays loaded in memory, and it can be unloaded from memory separate from the assets you load out of the bundle
then it must have some sort of additional memory cost
i just dont know how expensive that extra cost is or if it's even worth worrying about in the first place
i guess
it probably varies
anyways sky thing did you want me to check that out or
if not im gonna go back to my dungen dungeon
is it just me or is the rainy march option not really work sometimes, juussst sometimes
thats intentional
idk why tbh
but yeah
it only rains 60%? of the time iirc
..yeah

i like rain....
buttery and I actually wanted to make a "light rain" effect for march so you can discern it better from actual rainy weather
maybe if i get to that i could also look into adding an actual "constant" rain option
true
because yeah its kinda weird to me too that its a chance thing
that would be really weird
"the dropplets are too small to see sorry"
i mean it is a grizzle
sooo
i meaann maybe
i could probably pull a light rain effect off somehow!
yeas
it would be cute and atmospheric
i couldn't see it being hard but im no dev so yea

@meager ivy I've been encountering a compatibility issue. Simply put, the Poltergeist mod doesn't work properly if you have the Chameleon mod enabled and are on a moon that's been affected by the RebalancedMoonsBeta mod. It prevents Poltergeist's "ghost light" from illuminating the interior.
need a log to be able to tell what is going on there
also im not familiar with poltergeist
and this specifically only happens on rebalanced moons while also using chameleon?
Apparently.
Lemme enable the logs for each mods' dependencies and see if that's what's conflicting.
it would help if you can confirm that it doesn't happen with just one or the other
as well
im pretty sure the poltergeist light just doesn't work right on custom moons
@limpid flower
but it should still always work in the interior?
So, the "ghost light" issue isn't consistent with custom moons, as I went to Attenuation (a custom moon) and the ghost light worked fine. Rebalanced Adamance had this issue, though.
Oh really
hm

This is with Chameleon disabled. I changed no configs; I created a new profile and downloaded all the mods I wanted to troubleshoot
01942572-300c-4982-6392-7fe5d6b443be
With Chameleon enabled.
With RebalancedMoonsBeta disabled (Chameleon enabled)
I had no issues pairing the 2 together today
With poltergeist?
I did some more testing, and with only RebalancedMoonsBeta & Poltergeist installed, I had no issues. So, it seems that something is happening between RebalancedMoonsBeta & Chameleon.
I use all of these mods
No issues
Send me your modcode. I'd like to play a quick game with you.
I'm running some tests rn regarding the Memory leak issue with MoreCompany
So uhhh not atm
Memory Leak? Does it have to do with the cosmetics?
Nope I think it's not deleting player objects on lobby reloads and it stacks up, after the 10th or 11th lobby load up you get really bad lag
I can test it with Poltergeist so gonna do that
Well thought I could but I am seeing nothing
I am wondering what it is now
Might be something with cosmetics though, or something with the main menu stuff
Cus using NoMoreCompanyLogo reduces it, but it doesn't completely go away
and 10th or 11th load lags either way
just as bad
nevermind I realized my mistake
Question
I forgot to ask this days ago, but
among these fixes, will you be restoring the kidnapper fox's ship behavior?
Huh?
They seem to be unable to get in the ship at all
and they don't camp in there like they used to
this is not intended behavior iirc
their v55 behavior is completely non-functional and not worth restoring
and they can still enter the ship as of v56 as dopadream says
Oh
I liked it when they camped the ship a bit, but I didn't know that it was unintended
Rip
i mean im pretty sure it was a bug because the fox would just sit in the ship and not leave
yes
Oh
the fox was completely broken in v55
it would usually just get stuck in place in a random spot
sometimes inside the ship
sometimes it would freeze up after that and stop doing anything
like i said, completley non-functional
camping ship is masked's signature strategy
It'd still be pretty sweet though if there was a feature that replicated it, without y'know, the fox getting softlocked in the ship
so it would be weird if the fox could do it too anyways
They do it lore-wise according to the bestiary
So that's why I assumed it wasn't a bug at first
doesnt really make sense to me
its modus operandi is kidnapping more than camping
it will absolutely steal someone out of the ship but it hides in the weeds, not in enemy territory
Yeah, this was the part
It felt pretty unique since taking advantage of your ship, but ofc shouldn't actually go in it if there's already somebody in there
its not unique though theres already an enemy in the game that does this
Masked are the only other entities that do it, and I feel like it could be utilizied more in a different way
I can imagine the ship thing was intentional
Yeah, but the softlock part of course not
More like ambushing than camping, akin to what the Masked try to do
and I can imagine it was removed because it was buggy and also not added back because of community feedback and something like not wanting to do it
Not sure how our boat is a large spacecraft anyhow, I imagine it's that they have a habit of living in ventilation systems or something, or just sneak in and get lost
Considering how adaptive animals are in the Thistle Nebula, I wouldn't be surprised if it's knowledge passed down among most kidnapper fox generations
Yesfox fix would go insanely hard
I had to remove it from my pack bc it just kept spawning inside rocks and couldn't do anything
last time I used yesfox (granted this was months ago) like 18 foxes spawned in and almost crashed my game lol
it was march ...
Another issue I've observed using imperium, not sure if it's a yesfox quirk or what, but I've had literally 700+ vein shroud objects just accumulating
Actually no this was after removing yesfox
Yeah I would try teleporting to them and they were all underground/on the dungeon roof, eating away frames. At least I assume that's whats been causing lag and stutters
That's not a YesFox thing
Those are lights above doors
Mold spores?
That's just Zeek pulling a dumbass and somehow tying the codenames of vain shrouds to lights inside the factory and on the moon
Yes
Vain shrouds aren't networked anymore, so they don't show up like that in vanilla Imperium
That explains how lights in tiles work ig 💀
Maybe my dungeons are way too big then
Should prob check on that
No it isn't
Lights don't spawn like vain shrouds
- there are more of them than you think, which doesn't accurately prove the int size of a moon
Moldspore also accounts for lights on the exterior (If I recall correctly)
It's unfortunate, really
I'm sure the game isn't built that poorly, I don't expect perfection out of anyone or even to be impressed
That is kinda silly though
It isn't built that poorly, but it sure could use a lot of rewrites
Yeah, probably
You don’t need to shade here to convey that explaination
Unnecessary bad vibes
I'm pretty sure that layer is actually being used for something now since the cruiser also has some things on it
not sure what for though
the layer isn't used
it was exclusively used for weeds before zeekerss removed the weed functionality
im pretty sure the cruiser colliders being tagged with moldspore was a mistake to begin with
the reason it's assigned to the lamps is probably because they were at some point on a special layer
that zeekerss decided he didnt need
and then he later reused the layer for mold spores
alternatively if they are a reused model from, say, dead seater, he might have cloned their gameobject from that project and accidentally brought over their layer value from that other game
anyways the only functionality tied to the moldspore layer is weed killer
but weed killer checks for tag and layer now
so you wouldnt be able to like
shrink lamps or anything
huh, I guess it could make sense if the cruiser is some leftover asset, I had assumed it was new enough to have things intentionally on that layer
I think one of the mansion interior variants should look more dilapidated
torn wall paper and maybe that water stain thing from the factory
maybe the cabin doors are used?
Just checking in: have you guys made any progress on the poltergeist issue?
i haven't touched chameleon at all since the previous update
been taking a break and working on other stuff
T̶͛̚H̶̿̅E̸̐̂ ̴̇́V̷̕͝O̶͆͑Ȉ̵D
wetf
issue with shipwindows + celestial tint
any config fixes or easy ways to disable the extra lighting?
it messes with everything in the ship and i only have this issue when playing the most recent version of this mod. i've kept it on v1.2.2 for a long time to avoid it but i really want to test out the new things that have been added bc i love this mod
you are not the first to ask this question, and i think it became harder to find in v1.4 when i reformatted the readme, but this warning is in the description to help with this issue
maybe i need to put in a "compatibility" section at the top to make these warnings more clear
i would've found it if discord made it so we could search individual threads
not really your fault
but thank you, thats all i needed to know
why exactly does this happen? what changes about the exterior of the ship to where its not compatible with celestial tint? just a large lighting object?
in vanilla there is a giant sunlight object
it got disabled in v40 (i am not sure why, just sure that it happened)
and celestialtint was developed after that change was made so it doesn't have any sort of special handling for *it being re-enabled
im not exactly sure what is going on that causes the lighting to look super over-exposed
but it's possible celestialtint changes some settings with the shadows, or lighting layermasks, or something, that is affecting the original light source too
its just that its peering in through the window
in any case, you dont need planetpreview if you use celestialtint, because it adds its own "planet preview" of sorts
see the screenshot that i posted
in a different style
but yeah i fixed it, the cfg worked
fine with me. Just ping me once you've taken care of the issue.
Interesting question for you all, do you think Vein Shrouds should be colored white on snowy moons? I was going to suggest it for this mod since we already have snowy giants and snowy rocks, but then I thought about how them spontaneously appearing every day means they may not have time to get snowy before players arrive. Them looking out of place also matches their description of being invasive and possibly the result of a laced dropship (according to Sigurd). What do you all think?
personally i do not like recolored vain shrouds
but dopadream uploaded a mod for this if you want it
i knoww :P
perhaps i should add config and make a variant that is more
red but with snow speckles
i had a thing close to this at one point
Personally, vain shrouds shouldn’t appear on snowy moons.
How is Yesfox broken? It seems fine to me
Vains are rng so they are kinda inconsistent
meh. on rend and dine its really a non issue
on titan is where it really gets problematic
because theres no space for it to generate in a reasonable area
so it just generates either next to ship or on the stairs
Not sure if it's because of how I was spawning it in LQ, but I have outside enemies configuration turned on for every moon. I included the fox in this list for some moons, but I was getting this repeat issue where it would get stuck inside terrain on assurance. Maybe it's just that moon though... if it's working fine for everyone else I can try again
you're not supposed to spawn the fox this way lol
its supposed to spawn naturally based on vain shrouds
Bro is tryna send the kidnapper fox homeless 😭
No I get that, the vain shrouds were spawning, but because of how LQ works if I didn't have the fox included in the list it shouldn't be able to spawn
I may be wrong
But that was my thought process
dont include the fox in the spawn list
it will spawn on its own if you have it configured correctly in yesfox
I see, I will try this
you can try cranking everything to 100% to test
but you have to land on a planet twice
Why's this?
I've always noticed that vain shrouds manifest one day, and are in another location the next
if you make a new save file and load a moon the vain shrouds wont instantly spawn
u have to take off and land again iirc
That's strange
to be more clear
set minimum weeds to 0 or 1 (if you only want it to spawn after the weeds appear)
set weed chance to 100% for the current moon (and 100% to other moons if you want)
and set spawn chance to 100%
with that setup, after landing on a planet, landing on it again (or landing on any moon if you 100%ed "other moons") should always spawn the fox immediately
and if that works you can tweak the numbers to be whatever you want
thank you
Suggestion: Fancy kidnapper foxes?
So they don't stick out as much amongst vain shrouds? No other entity seems to have this issue
this is not an easy fix
it's because the kidnapper fox uses a unique shader
for its floofy fur
Figured
nobody has the source (presumably a shadergraph) for the kidnapper fox's fur and shader decompilation isn't all that at this point in time
even for yesfox, 1a3 couldn't include the original kidnapper fox materials
he shipped it without materials and they get pulled from the vanilla prefab at runtime
Why, Zeekerss? 💔
same thing happens with hoarding bugs, doesn't it?
They're canonically translucent per the bestiary, reflected in their model, so that's a different case
You can see their stomach model from within with the right lighting
yeah, and it's because translucency is rendered differently
hoarding bugs dont use a special shader though
they just use the generic hdrp lit shader with translucency enabled
or transparency
i forget
hoarding bugs look creepy as heck in low lighting
I did an interesting little thing for my modpack, I did ArtificeBlizzard with FixArtificeVolume turned on, it made for a fun and different moon. It was a sort of whiteout blizzard, quite different from Rend
I want Artifice to not totally be just another snow moon, so this is pretty cool imo
I’m not seeing rain on March. Could it be because Rebalanced Moons uses a different March?
I've seen rain on march though I know before there was a bug with the rain being tied to the stormy gordian thing and thus making it so it was only rainy after the first quota
that might've been fixed
i have no idea what you are referring to
shouldnt be but i dunno
march only has a chance to be rainy
there's like, a 20% chance it's dry
increased when it's foggy
i dont remember the exact numbers
I thought Chameleon made March constantly rainy. This is for the visuals, not the actual weather condition.
maybe I was wrong or it was patched out by accident
but I thought that somehow the randomizer thing that made it randomly rainy on march and gordian was somehow connected making it so since its always dry on the first quota at gordian it was always dry on march
but maybe I just got lucky (or unlucky) and had it get the 20% chance like 4 times in a row on multiple first quotas
yeah its rain but not weather (not cloudy or having mud)
theres a rare chance that the rain prefab thing is gone
Okay it worked once, I guess it’s not guaranteed visual rain then
it's a chance
no
i hope at some point the rain is changed to constant tho
Speaking of, I wonder if it's possible to make the rain effect lighter somehow. Maybe by lowering opacity of the material or something... I may or may not find use in something like that
planned
I would like this too so the cosmetic rain is visually different from the weather, it could confuse players
March cannot be rainy ironically
Late asf to this but yea i had this exact convo with another guy here about how a drizzle effect work work best
Since it canonically always specifically drizzles on the moon
And not rain
they mean the same thing
zeekerss just disabled the "override weather" setting for march probably because it prevents other special weathers from occurring (like eclipses and stormy)
march is the only level which doesn't have override weather type set to dust clouds (except assurance, which is foggy, and experimentation, which is none)
so i feel like it's pretty likely this is what the description meant
drizzle specifically means a light rain
yeah, but in the context of the game, i mean
i know, but i think it would be nice to make the rain a little lighter to differentiate it from the actual rainy weather
I think its different enough with it not being cloudy
but if it were to be changed I think it might be fun to add a chance for a rainbow?
Rainbow would go hard tbh
this stuff
hm for the mineshaft entrance door, maybe you could use the yellow doors down in the main parts of mineshaft?
that's also on the company
hmm
i mean
we would have to change the door on the inside of the entrance tile as well
but like
im not totally against the idea
@meager ivy thoughts
you'd have to do that anyways for any mineshaft entrance door anyways which have been suggested quite a bit
ye thats what i mean
but i dont think thats something thats been taken into consideration
which is why i mention if we do it at all it would have to also do that
someone was, a long time ago, making a unique mineshaft entrance door and i offered to implement it if they were interested in it being a part of this project
i am still open to doing so
oh really
but i havent heard from them in quite a little while at this point
where can i see that
from:riveren
they haven't posted in several months now
maybe they just fell out of interest with the game
not too sure
in any case i think using the yellow doors could also work
maybe
it does make me think zeekerss probably decided not to as an artistic choice
and in my head it seems like it'd be a bit weird
but i havent tried it yet
hmmmm
i would do something a little different maybe
like ideally it wouldn't be see-through at all in my head
something like this kinda
That is menacing
idea, making the randomly spawning rocks on embrion use the crystal texture
that is a good point
i didnt realize they could spawn there
because i pretty much never visit embrion
lol
I kinda like the random rocks on embrion being gray it adds a little variety to the color scheme
While Embrion is super cool lore wise I wish it was more gameplay relevant
Lot of effort for what is basically the troll moon
Zeekerss even gave it some small buffs here and there, he is paying some attention to it
randomly spawning rocks use the desert orange
It probably would be a toggle so that is fine
which looks super out of place
the pre-placed rocks alternate between the gray rocks and crystal textures
and that's what i will implement as well
im in the middle of refactoring chameleon right now and it's not in a state to be worked on right now
but this will be easy to implement so i will do that next
what?
I only saw the non desert orabe
orange
The random rocks are pretty rare, plus they spawn out of the way
At least in my experience
The really big rocks and small bumps are part of the actual map
oh
@meager ivy I think the poltergeist issue resolved itself. I’ve yet to test it with multiple players, but the lighting issue may have been due to the wrong fog being used on rebalanced levels.
i see
idk if this was it btw @meager ivy all i did was change the fog attenuation distance and base height
i imagine something changed on their end
i have no idea
my cave type weights dont seem to be working correctly
i set all of them to be 999 for a particular moon and its still giving me the vanilla caves on stuff like dine and rend.
like, all of the icy moons in my pack, i've specifically set them to match the cave type and its still not guaranteed? is there an external default weight thats being chosen somehow?
ex. for icy moons - Rend:999,Dine:999,Titan:499,Auralis:999,Siabudabu:999
I just applied those settings and relaunched the game, yet my dine cave was vanilla type
isnt the max 300
for weighted random stuff
is it like that for item and enemy weights too in other mods?
I kept getting vanilla on Artifice when it should’ve been mesa.
i am getting to this late
max weight is 99999
for chameleon
which is basically an arbitrary number far outside of the realm of what most users will be setting anyway
but you wont hit integer limit if you install a bunch of modded interiors and set them all to max, for some reason
if you set a higher weight, it just gets reduced to 99999, not ignored
can you send me your log? i'd like to see what is going on there
actually i suppose i should've pinged you @late umbra
says no custom weights were defined
also i adjusted my weights to 9999 just for testing since you said that is the max
that's weird
i will have a look at this
im in the middle of refactoring chameleon and currently busy testing everything to see if it still works
once that is done i will look at all the mineshaft stuff i wrote and see if i can figure out why that is happening
oh wait
@late umbra it looks like you might have something preventing my code from running at all
most likely this?
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ItemDeclutter.ShipLoadItems.LoadShipItemsPatch () (at <02fc827e25d04aa098b7aba027ae1a0b>:IL_0036)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::LoadShipGrabbableItems>(StartOfRound)
(wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Start>(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?20853062(StartOfRound)
LethalLib.Modules.Items.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0178)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?-397089748(StartOfRound)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Start>?-15013276(StartOfRound)
LethalLib.Modules.Utilities.StartOfRound_Start (On.StartOfRound+orig_Start orig, StartOfRound self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_019C)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Start>?-1427919412(StartOfRound)
this part of your log indicates the config is being read okay
[Debug : Chameleon] Successfully added "vow" to "Vanilla" caves list with weight 9999
[Debug : Chameleon] Successfully added "verdance" to "Vanilla" caves list with weight 9999
[Debug : Chameleon] Successfully added "march" to "Vanilla" caves list with weight 9999
[Debug : Chameleon] Successfully added "adamance" to "Vanilla" caves list with weight 9999
[Debug : Chameleon] Successfully added "assurance" to "Mesa" caves list with weight 9999
[Debug : Chameleon] Successfully added "offense" to "Mesa" caves list with weight 9999
[Debug : Chameleon] Successfully added "kast" to "Mesa" caves list with weight 9999
[Debug : Chameleon] Successfully added "experimentation" to "Desert" caves list with weight 9999
[Debug : Chameleon] Successfully added "orion" to "Desert" caves list with weight 9999
[Debug : Chameleon] Successfully added "ganimedes" to "Desert" caves list with weight 9999
[Debug : Chameleon] Successfully added "rend" to "Ice" caves list with weight 9999
[Debug : Chameleon] Successfully added "dine" to "Ice" caves list with weight 9999
[Debug : Chameleon] Successfully added "titan" to "Ice" caves list with weight 4999
[Debug : Chameleon] Successfully added "summit" to "Ice" caves list with weight 9999
[Debug : Chameleon] Successfully added "auralis" to "Ice" caves list with weight 9999
[Debug : Chameleon] Successfully added "siabudabu" to "Ice" caves list with weight 9999
[Debug : Chameleon] Successfully added "aerona" to "Ice" caves list with weight 9999
[Debug : Chameleon] Successfully added "embrion" to "Amethyst" caves list with weight 9999
[Debug : Chameleon] Successfully added "solace" to "Gravel" caves list with weight 9999
[Debug : Chameleon] Successfully added "titan" to "Gravel" caves list with weight 4999
[Debug : Chameleon] Successfully added "transmission" to "Gravel" caves list with weight 9999
but that doesn't actually set up the list the game uses
i have some other code that runs when you load a save file to map the config strings ("vow") to the level names ("VowLevel")
normally it would print something like this
[Info : Chameleon] List of all indexed moons (Use this to set up your config!):
[Info : Chameleon] "ExperimentationLevel"
[Info : Chameleon] "AssuranceLevel"
[Info : Chameleon] "VowLevel"
[Info : Chameleon] "MarchLevel"
[Info : Chameleon] "AdamanceLevel"
[Info : Chameleon] "RendLevel"
[Info : Chameleon] "DineLevel"
[Info : Chameleon] "OffenseLevel"
[Info : Chameleon] "TitanLevel"
[Info : Chameleon] "ArtificeLevel"
[Info : Chameleon] "LiquidationLevel"
[Info : Chameleon] "EmbrionLevel"
[Debug : Chameleon] Now assembling final weighted lists
[Debug : Chameleon] ExperimentationLevel - Mesa @ 100
[Debug : Chameleon] AssuranceLevel - Desert @ 100
[Debug : Chameleon] VowLevel - Vanilla @ 100
[Debug : Chameleon] MarchLevel - Vanilla @ 100
[Debug : Chameleon] AdamanceLevel - Vanilla @ 100
[Debug : Chameleon] RendLevel - Ice @ 100
[Debug : Chameleon] DineLevel - Ice @ 100
[Debug : Chameleon] OffenseLevel - Desert @ 100
[Debug : Chameleon] TitanLevel - Mesa @ 100
[Debug : Chameleon] ArtificeLevel - Gravel @ 100
[Debug : Chameleon] EmbrionLevel - Amethyst @ 100
the fact that this isn't in your log means something is preventing my StartOfRound.Start postfix from running
it's actually kind of a miracle your game isn't completely crashing
but anyways, it seems like ItemDeclutter is crashing on your profile
i dont have that mod
0194576c-f32d-e5cd-0da6-777e7a2e75a5
should be 152 mods total
i currently have xl_scrap and xl_scrap_api disabled since they need more development to be polished
sorry if this is too much for you to sift through. i just wish i had enough coding knowledge to debug this stuff on my own
lol
well
that is weird
you apparently have some other mod using ItemDeclutter.ShipLoadItems.LoadShipItemsPatch as an identifier then
FixedItemRotation or SmartItemSaving maybe?
appears so, yes
namespace ItemDeclutter
{
[HarmonyPatch(typeof(StartOfRound))]
internal class ShipLoadItems
{
[HarmonyPatch("LoadShipGrabbableItems")]
[HarmonyPostfix]
internal static void LoadShipItemsPatch()
{
GameObject val = GameObject.Find("/Environment/HangarShip");
GrabbableObject[] componentsInChildren = val.GetComponentsInChildren<GrabbableObject>();
GrabbableObject[] array = componentsInChildren;
foreach (GrabbableObject val2 in array)
{
Plugin.logger.LogDebug((object)("Found " + ((Object)val2).name));
StackTooltip.UpdateAllTooltips(((Object)val2).name);
}
}
}
}
this function is crashing StartOfRound.Start
in some way
try disabling it and see if it prints this stuff in your log
when you relaunch and host
yup
and i tested dine and artifice, both had the correct cave types
much appreciated 👍
coolio
any news about the skybox and weather weird interaction? 
i am certain it's a vanilla bug
and i am like... 99% sure about the cause
i am less certain about a fix for it
and i havent looked into it in much detail since our last conversation
but at this point i think the chameleon rewrite is done and stable enough for me to start working on features again
the amount of GetComponentsInChildren here 
and this tooltip thing doesn't even take care of the case when a non player drops an item in the ship
guess i’m disabling fixitemrotation
ok idk what the deal is but i can not get these to spawn at all
even when i replace the curve with an arbitrarily inflated one
rocks just don't appear
idk what is happening
it's like, only embrion, too
theres another mod that does something similar, it hasn't caused me any issues
It's the same author, and saveitemrotations is a subset of smartitemsaving anyways
fixitemrotations is not by the same person
I failed to read the first word of the name lmao
oh no
you are probably fine
it is apparently a different mod using the "ItemDeclutter" namespace
lol
the mod is broken tho
LMAO WHAT THE FUCK
it was this one
it has a bunch of template stuff left so shrug
oh I see that
why would you do that lol
I'll save that and figure out if some of my stuff is broken as well
I feel like the rock would look better in-game, yes it is not eye-grabbing like the orange rock but I think it could look fine
well
we were comparing these two
i prefer the left but buttery hates it 😢
it looks a lot more natural imo
left looks better
Buttery is wrong so…
i am going to cry yall
I cant tell if on the terrain it's supposed to be rock or dirt
Based on filename rock ig
So it would make sense, but the right is also a nice distinction
I just can't fully freak with the gray, doesn't quite look right
rock cliff is the same texture the terrain uses
Yeah
So they're basically the same thing, so left would make sense
Maybe if it was a lighter or darker tone I guess that could work
So you could at least tell terrain from rock gen at a glance
i cant believe i am the only person in the world that likes the gray rocks
this is a contender for one of the saddest days in my life
btw update today
any minute now
Isnt it better that you cant differentiate it tho
So it looks less like a random prop that magically spawned in and more like part of the environment
sorry i missed this earlier
after thinking about it actually I think the grey rock would work better to break up the colors on moons
like, when put against the grass, gray looks better
both look good to me tbh
I personally like the brown more
But it makes sense for the boulder to be gray since the rocks on say like, Adamance are gray
Even though I don’t think they even spawn there
they dont anymore
it caused a ton of softlocks in v50 beta
the valley would sometimes be completely blocked by a boulder
in addition to one or both bridges
i did like the gray because it matched what rocks were already present there, though, yeah
and vow and march have the same terrain style as adamance
Fair point
Prolly isnt necessary to make it obvious
Quicksand:
can you even get rainy on ada?
yes
i think all moons except rend and titan can be rainy IIRC
oh and march
duh
embrion too (i shouldn't have forgotten that) and apparently vow as well
March is rainy in spirit
what?
why can dine rain
it was added in v50
as for why, im not sure
the same update made it so offense and assurance could be foggy
which is super cool
that is cool (foggy is boring though)
my guess is that he wanted to reduce the rate of eclipses on dine
which are especially terrible
that and floods
which are pretty much a non-issue after v50
but still probably more of an issue than rain
Yes, and it's dogshit
99% of paths to main are blocked by quicksand
Usually gotta take the bridges
and good luck trying to find a way back, because the quicksand's color meshes really well into Adamance's terrain
Doesn't help rainy makes the map slightly darker, too
Adamance is like the only moon where Rainy matters. I guess there also is Experimentation if you are hasty and jump off the wall right into the middle of quicksand
I think having both entrances underwater is a pretty big issue, especially since iirc Dine has a crazy spawn curve, so the flood stalling the start of the day is really bad
rainy offense can be a bitch tbh
the main entrance is reachable even though it's underwater
i mean you can just go to fire or main and hop in instantly, the bit that's submerged when you arrive isn't nearly a big enough area to prevent you from reaching either main or fire imo
i said it first
🧱
it's just kind of annoying and dumb that it starts out underwater
in the first place
lol
you can also take the fire exit but you need a jetpack
i dont think you can even safely reach it with an extension ladder from anywhere
You can reach either entrance but it stalls you a decent amount. On Dine every moment counts, possibly more than any other moon except Embrion
one time on rainy adamance i had a mud pool right where main was
it was annoying asf lol
and it made me wonder why there wasnt a spawn blocker there
(or why mud ignores spawn blockers)
i have launched v2
for the most part it is just an internal rework of everything
please let me know if there are any issues with your config or if something isn't working right, it's possible i missed something
but altogether it should function almost the same as before
as for the new features:
y
v2.0.0
- Expanded
SnowyGiants(nowGiantSkins)- Now includes a charred skin for giants burning to death
RainyMarchis now always rainy when mild and no longer affects other weathers- Expanded
RecolorRandomRocks- Forest moons now have gray boulders instead of sandstone
- Embrion now supports amethyst boulders (they can't spawn in vanilla, however)
PlanetPreviewnow has new Artifice and Embrion appearances- More screenshots
i got questions from 3 or 4 different people about this and it was causing confusion more than anything
this behavior is likely much closer to what zeekerss intended anyway
Kinda of a downgrade a bit imo since there's now less variety
Feels more static and less dynamic if you get what I mean
Feels less realistic when it’s not randomized
It also feels weird for it not to appear in rainy not eclipsed, when it was initially really pleasing to look at
it was random?
Should’ve been
guess so
I had that as well
big fan of this mod and butterys other mods aswell
im just stupid I fear
Moon description says constant rain + march's level originally had the "rainy" weather override
which means it was originally intended to always be rainy
this mod already adds some legacy features and expands on them as well (planet previews)
The previous iteration was still better Imo
i think always rainy but with a lighter rain effect would be nice
I was going to look into this, but buttery wasn't fond of the idea
iirc
I brought up that it would be less confusing for players this way and better visualize the lack of random mud pools
(and also just generally be less obstructive)
but I think she didnt like the idea that much because of the 2nd thing here
the moon was intended at some point to always just be fully rainy
so like that's fair i suppose
OOO
ARTIFICE PLANET APPEARENCE?
may I see...
yes and its fucking awesome
i am still open to implementing this
i was never against it
pretty much the same, just a bit less saturated because the saturation made it glow red on the cameras
you said you'd be fine with it just being off by default
ye i agree it could be a nice accessibility toggle
oh this is peak
@meager ivy When are we getting an appearance for the company?
lol
Company is always just the void

i thought about it
and even made a material for it
but i decided i like the darkness better
lol
Maybe my group is always like "Why is it just emptiness?" When we route to the company
XD
i re-uploaded the mod because imgur apparently decided to delete most of my screenshots for absolutely no reason
so now i am using a different image host
Because the beast (company) swallowed the golden planet 
Beware of the lore
ur still landing somewhere though xD
like
its not in a vacuum of nothingness
gordion is a moon
or something
i just thought a big blue ball looked weird
big grey ball might be better
and i like the foreboding and uncertainty of the darkness
or really dark
something u can barely see
I prefer the darkness
Why not a grey moon similar to what Celestial Tint does?
i can experiment some more with it but i think the stark contrast is more interesting than anything i could think of doing
the biggest struggle for me with gordion is idk what to make the planet
with embrion, i changed the moon itself, and it reuses the gas giant planet from exp/ass/off
and im still not sure i'm totally happy with the way that looks, but for now it suffices
artifice uses the same texture for both planet and moon which i think is ok
The mod now has giant skins... Is there a chance to have masked skins? 🥲
im not against masked skins but IIRC the way I have to do it is annoying
which is why i've never done it
i might be misremembering the challenge of implementing it, though
there's some weird fucky stuff with how masked get networked and how they imitate players they possess
Not that way, random vanilla suits instead of copying players appereancd
that's the reason butteryfixes never got randomly spawning tragedies
You can always make a new mod called MaskFixes that migrates all masked related fixes from butteryfixes to a new mod and adds new cool stuff 😎
because i couldnt figure out a good way to make it work where:
- a randomly spawning mask would immediately switch to tragedy rather than wearing a comedy mask for a "several seconds" delay
- a player getting converted wouldn't randomly spawn with a tragedy mask and then immediately switch to comedy
i think the reason i never did suit stuff is because butteryfixes assumes a mask will never change suit more than once
Idk why the masked mods don’t just normally do this lol
so if it gets the bee or bunny suit, it gets those costume pieces, and then will have them leftover if they change to any other suit
Yeah, that seems complicated 😭
that is a shortcoming of my implementation that i could probably resolve if i wanted to allow random masks to change their suit
Cus it wouldn't make sense for them to use your voice but not copy your looks?
because randomizing a masked's suit when it spawns will lead to the same dilemma where imitating players will cause it to change appearance twice
on a delay
anyways i got sidetracked
idk what to do for gordion
i think having a water planet and a water moon will not look good
and i don't know what i could make gordion orbit
that would be interesting and also "mostly canon compliant"
the forest and snow moons use the same texture for moon/planet
but exp/ass/off have a different moon and planet texture
the moon is a desert oasis and the planet is a gas giant
I always imagined Gordion as a moon with only water and a endless rock structure containing the monster and always dark as hell
in vanilla, gordion uses the same model as this trio
You could have the planet/moon be covered in clouds with not all of the water be visible, or the water is very dark. It could be a very dark planet as opposed to a poppy blue
but it's hard to tell if that's zeekerss doing so intentionally or if he just never changed it
it’s cooler though
also like i said a bit earlier, embrion currently orbits the same gas giant model, but i wasn't totally happy with that
i just didn't want to get hung up on it and delay this update any longer
If indoor enemies had a spawn animation like outdoor enemies, would that be easier?
in the future i think i'd like for embrion to orbit a different type of planet, but i think amethyst planet + amethyst moon looks strange
in the same way water planet + water moon would look strange
I think it is close enough to vanilla personally, it does kinda stick out as a strange exception and a couple of things this mod does are not 1000% based in vanilla
Tbf
The golden planet log does say about the beast swallowing a whole planet
Not a whole moon
So, gordion probably has no planet
It's like a asteroid moon
In 2356, 5-Embrion was classified as Condemned for the purposes of travel or settlement by the Boat; Old Birds were described by witness accounts as "lining the horizon". Though to this day they appear inoperative, there is a reasonable risk that many are still in sleep mode, so the planet will likely keep its status. The small moon was likely used as a testing ground for the Old Bird's flying and landing capabilities.
i cant tell if
the planet will likely keep its status. The small moon
this is a typo or implying that both are in similarly desolate condition
"embrion is classified as condemned"
"the planet will likely keep its status"
this implies that embrion is the designation for the planet and not the moon
so maybe you are landing on an unnamed moon that isn't embrion, actually
idk
Honestly I think it is just an error, it is implied in many places the names are for the moons
Zeekerss zeekerring 😭
Ye, v50 lore had a few mistakes slip through the cracks it seems
Embrion probably isn't the planet. Exp, Ass and Off orbits Big Grim
Vow, Mar and Ada orbits No Service
Rend, Dine, Titan orbits ???
Embrion, Artifice and Gordion doesn't have a specific planet
Yeah, no definitive proof but Embrion being called a plant being an error is the simple answer
i think it's likely titan doesn't orbit the same planet as rend or dine
it has significantly longer travel time than either
rend and dine aren't confirmed to orbit the same planet either but the plagiarized description + general aesthetic makes me think it's probably pretty likely
i don't actually remember if it was confirmed that experimentation and assurance orbit the same planet
but assurance and offense are cousins so they are defo confirmed
Assurance splintered off Offense iirc
Travel or loading time?
Rend and Dine may have been referred to as sister moons somewhere
I've always thought that was because Titan is just a resource hog due to its big-ass facility
220-Assurance
POPULATION: Abandoned.
CONDITIONS: Similar to its twin moon, 41-Experimentation, featuring far more jagged and weathered terrain.
rend and dine use identical info pages
zeekerss basically just copy pasted rend and made it a bit harder and that was dine
Lol
after v35 they started to diverge a bit
and then of course in v50 dine completely transformed
Ah so Experimentation and Assurance are the twin moons
Got my facts mixed up
the main difference was the traps
Well... It's snowy, it has a blue star and have similar appearance, they're kinda connected
Hard to tell with the copied bio
that is true
it is also feasible that titan was originally intended to be elsewhere in the solar system
and some of the facts that would suggest that are just leftovers from that point in time
Not sure, but always thought that the rich people living in Rend and Dine mined the shit out of Titan
Zeekerss copy/pasted a lot of stuff between the moons and it is hard to tell with things that are not explicitly confirmed
ive said it a bunch of times before but im like, nearly 100% convinced titan used to be a different class of moon
my personal hypothesis is that it used to reuse experimentation's theme
So it was a dusty wasteland moon?
experimentation was the only moon with a unique theme before v50 (vow and march, rend and dine, assurance and offense)
titan has leftovers from the "normal" sun animations, although it immediately gets overwritten by the dwarf star variants
I shall look into Zeekerss patreon to see if he talked about Titan in some post
titan uses the non-snowy volume profile
titan uses blue fog like experimentation, assurance, etc. instead of gray fog like the snowy moons
v30 has Dine and Titan but they are locked in-game, maybe there is a map in the files
Could be different than v35
Ye v30 is rare, basically have to just ask someone who has it themselves
i like the blue fog on snowy moons, feels very The Thing-y
Just random thoughts, is there code in place that prevents weekly challenge moons from picking Liquidation and thus being unplayable? This just kinda flew into my head today…
=
haha wow 4 months
how time flies
i remember some people saying it would be an issue
so it's possible that was the case in one of the v50 betas
but at least in the current version of the game, no, it's not possible
I see
gordion and liquidation both have a flag set to indicate that they don't use time-of-day like the other moons
and it won't select a challenge moon where time doesn't pass
I see
Didn't found anything about Titan 😔
Anyway, how far-fetched is slimes consuming enemy bodies when passing through them into this mod or ButteryFixes 🤔
It would be a interesting interaction
Natural Selections allows hygroderes to do this
I thought natural selection only allowed hydrogere to damage other entities?
They can do both now
how will you sell the bodies if the slimes ated them all?
You can't
: (
you can just pick up corpses that get eaten
hygroderes swap the model of the bodies to one that's just an empty suit
but it's a cosmetic difference
You looked into Natural Selection's code?
no that's a vanilla feature
players that die to the hygrodere have a unique corpse model
they were talking about enemies
Yea
oh
i was really confused why you'd say "i will see" lol
i would be interested in making slimes consume players that die to other causes
like if you die to mauling, a slime passes through your corpse, and it absorbs you and leaves a suit behind
that would be cool
yethat would be cool
and could probably be done clientside easily
That seems more like a thing for the dev of Natural Selection to do, shrug
enemies interacting with other enemies is definitely not in the realm of any of my clientside mods
though
They have the framework for it already anyway
butteryfixes already changes a bunch about bodies cosmetically though
this is definitely in scope
i replaced explosion deaths with the burnt corpse + smoke particles
since zeekerss added those in v50 and then made the cruiser explosion use them in v55
but now it creates a noticeable discrepancy everywhere else
i fixed badges on corpses
fixed bee/bunny suit not having "attachments" on corpses
etc.
making hygros eat bodies fits in with all of that stuff if you ask me
i dislike this. makes it way too easy to tell who's fake and who isn't
chameleon doors dont seem to be working
this is assurance
so might be an issue with map improvements?
since I have that on rn
as well as rebalanced moons
NEVERMIND
IGNORE ME
IT WAS BECAUSE THE DUNEGEON WAS ACTUALLY
GENERIC MOONS TRICK BACKROOMS INTERIOR LMAO
honestly might be worth looking into compatibility with that but im pretty sure the noclip room is like 50/50 to be manor or facility
so idk how easy it would be to detect that
also are there supposed to be
these kind of rocks on embrion?
ill look into it i guess
yes
I meant for both enemies and player, but if the player change can make it into butteryfixes then I'm happy 🙂
But how you going to handle the body cut in half from the barber interacting with the slime
Btw, saw this idea about the earthworm holes and thought if it could be done something similar, but instead of making a hole in the ground it leave a mark like the ones meteors, landmines or quicksand make
earthworms damaging the terrain similar to meteors after they emerge would be really cool
Hell yeah
probably just wont
im not sure if there is a headless variant of the slimed body either
i thought it just reused the model from the suits on the rack but since it has the helmet im actually not sure
huh. well how about that
oh it's because it's not headless
he just moved the head inside the torso
why would zeekerss do this
LOL WHAT
it's actually a pretty common approach to making headless corpses
tf2 does something similar for sniper headshots
etc
also i forgot to respond to this but this is a "maybe" for me
tbh i think it'd just look weird
it shrinks the heads
lol
its really funny
because its super obvious
chameleon is purely clientside, so i think this is a rebalanced moons thing
i think i need to make amethyst more common
i do like the variety but i feel like there is a little too much gray
as in the caves?
i think theyre fun rare, i have them set to ~1/100 on every moon so it feels like finding a shiny
weird geode vow
its a feature that gives specific days alot of identity which is cool imo
the surface rocks
cave weights are completely custom for the reasons you've described
soon enough i hope to make more of those features custom
like the manor windows
oh i thought the amethyst rocks were guaranteed on embrion tbh (hasnt actually played with them<-)
dopadream and i discovered they can't spawn in vanilla
on embrion
but if you play with their mod rebalanced moons
boulders play a much bigger role on embrion
@meager ivy Chameleon update is throwing a lot of errors, which sometimes seems to be leading to the ship failing to land
Specifically this error
that would be nice
Yeah this was causing our soft locks trying to land, fancy entrance doors just explodes landing on custom moons however it doesn't cause soft locks until you have a lobby of more than 2 people
that doesnt make any sense to me
fancy entrance doors just explodes landing on custom moons
this maybe does, i'll take a look
but i mean this
doesn't cause soft locks until you have a lobby of more than 2 people
Yeah it was erroring our whole session today but we could land fine with just 2 people, but the second we had 3+ we couldn't do a 2nd land on any moon
it would error on 2nd land
and soft lock it
No idea why
i forgot a null check
i see
im pretty sure it had nothing to do with player count
i think it was just causing issues if you land on any vanilla moon and reroute to a different one afterwards
which is why it replicated inconsistently
anyways that is a good catch and i will release a hotfix for it in just a moment
Oh maybe, although we reprod it after doing a game relaunch and going to Halation twice lol
I was thinking maybe just after you had more than 2 players it was causing the interior to fail to generate for clients, cus it wouldn't pop up the seed or anything
At least it was fixable by turning off the patch lol, I'm glad that when it comes to your mods generally when something explodes I can just turn off that feature and it's fixed
oh sorry i forgot to push that update
🥲
my friends didnt get on lethal today so it mostly slipped my mind
but yes, disabling fancyentrancedoors will stop the crashing for now
i will go ahead and post the update
Lol you're all good XD
next update i hope to make manor windows customizable via weight
and maybe add some additional ones for custom moon themes
i'm not gonna go crazy with those because they are a huge filesize sink
but i was able to shrink the bundle a lot in v2.0 because the textures still look good at 1024x512 (4x smaller than 2048x1024 and TBH they look about the same to me)
open to suggestions for this
though
most custom moons been bundling with 512x512 lock on textures and then raising if noticable iirc. the render crunchung lets you get away with a ton
there's already the default which fits forest types well
and then there's one for deserts, snow, and one that fits stuff like hawalia/aquatis pretty well
are there any other major themes you folks would like to have
preferably themes that more than one moon utilize, or if absolutely necessary, a moon that can't fit any of the existing themes
i.e. something like asteroid 13 being a dark moonrock wasteland
i think when i was messing with stargazer Ocean tag came up a view times
although idk why rich people would want to be reminded they live in a hellscape every time they look out the "window"
i tend to work in the opposite direction
Idk what I'd add because I'm pretty sure this is the reason why the fake windows the way the are
Considering how in the shitter humanity is in Lethal Company at this point
i start with full resolution and then i lower it until i start to notice it looks noticeably worse
and then i move it up one click and leave it
Maybe for oceans, an ocean with a visible galaxy above it?
well like
it's true that the point is that they form an illusion of living in a better environment
but like
there's a difference between a picturesque canyon and a gigantic nothing-happening desert
something like infernis could have a hot springs window
for example
Beach for desert moons, aquarium/coral reef for water moons
Forest moons could have a garden or smth
forest moons already have the vanilla window
but maybe an idea for a rare variant that isn't really specific to any moons, a broken screen
amythest, jungle, mountains, volcano?
mountains as in snowy ones
that'd be sick
i have something planned for the volcanoes
if i can find an image that works
beaches are already covered
i like the idea of an aquarium for ocean moons
this could be a nice catch all
jungle/swamp would be unique, im just not aware of how many moons are utilizing that theme
but if that's a desirable theme then i think i could cover that
a broken screen would be really nice
also
I think the turned off screen should still have the lines on it
for now i scrapped it
because it would be kind of annoying to account for all the separate images
but it is not scrapped forever and i will probably address it "in the future"
possibly in the same update where i add all the variants
ok
tbh i was probably way overcomplicating this before
i think it'll actually be easy enough that i could add this back in the next update
i think i should also be able to repurpose my cavern weight code easily enough to implement manor windows
without too much headache
i just need to refactor a few things to make it more generic
could take a look at pelagia from altMoons and uuuh that new one from generic moons for swamp
jungle I think is only used on Junic, idk of any other ones that use that theme
Its been a while but maybe im-brid has that jungle vibe?
oh yeah that one has the jungle theme too
is march rain still purely visual
i saw behavior change in the changelog
and was confused a bit
i am also stupid
the mod is still client side
it's all cosmetic
i didnt know that lol thats actually awesome
anyways to clarify, it used to just roll a like
75% chance to be rainy
but i got a bunch of bug reports that march wasn't rainy
ah
idk if something for amethyst moons is possible at all
beautiful crystal fields....
embrion already has a unique one
its supposed to match zeekerss description for what the moon was before it became an amethyst hell
but its outdated atm
thats sick
i think adding a crystal background would be cool
but for me it's hard to picture a pretty crystal background that isn't underground
and idk if people think the windows depicting underground settings would be weird
also yeah, embrion does use a unique background that has nothing to do with amethyst
currently
theres like the main vanilla enviroment tags LLL uses (idk if those are based at all on some real vanilla tag)
this would be for the weighted lists
i just dont think it makes sense personally
does wasteland have one?
well
the LLL tags are not based on any vanilla system