#Chameleon
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batby predefined a bunch and i think supports authors making additional custom tags
but that second part might be incorrect, im not too sure
anyways "wasteland" exclusively refers to experimentation i believe
like why would ppl wanna be reminded of the mess the surface became? it makes more sense to me that they'd try to emulate what it once was when they lived there
yeah
and in chameleon's case, right now, wasteland is just packaged together with the canyon from the desert moons (assurance and offense)
i use distinct blazes moons theyre based mostly on those tags i think they use them (because i also use enemyskinregistry to make biome variants and it didnt add any new ones)
the new moon added is a wasteland moon like experimentation its really cool
yeah
the window variant thing was sort of a last minute addition so i cut some corners and made it vanilla levels only
makes sense i cant really think of what would even make sense for one
but in the very next update it is supposed to feature full customization like with the mineshaft lists
and "at some point" i plan for there to be a setting to automatically generate a fitting config using the LLL tags system
so less tech savvy users can just download the mod and flip a switch and have some assemblance of a good consistent experience
but that has been on my backlog for months now and i frankly have no idea when i will want to tackle it
i mean theres so many weird tags people add to their moons youd have to download like EVERY big moon mod and see what they use
i dont mod so im also speaking out my ass
lol well i would probably draw the line at supporting the LLL specified tags
or maybe a couple custom tags that are seeing widespread use
but i remember getting really confused because a moon i was testing added a forest tag and then i didnt know whatwere vanilla tags and what were modded i had to search
like several different mods from different authors
makes my day everytime someone isn't sure if lll tag system is vanilla or not
is it or is it not
i dont know anything
is it possible to tag the vanilla moons with a tag
like in the config
thats fair i guess
what do the tags do exactly
sorry im like tired i kinda know what they do a little but im wondering if theres something more to it
there just a way for authors to explicitly associate their content with defined names
then various mods can sample that information for whatever purpose
eg. LLL let's you define dungeon rarities based on tags so if you want a dungeon on snow moons instead of putting one for rend, dine and titan you can just use the Tundra tag
so in the LLL config could i go to dungeon and put in the injection setting thing or whatever tundra:100
sorry i only really know the tags because the enemy skin kit
Yes
thats sick
and then if any custom snow moons also mark their moons as Tundra they'll be naturally included
It's built to help support dynamic cross mod compatability
Would it be too much to request for compat /w WeatherTweaks
The indoor ambience doesn't play its combined weathers, nor does the Halloween fear music play during combined eclipses too
halloween fear music is halloweenaction, not chameleon
anyways this is a hard "maybe" for me
it's in a similar spot as LLL for me where i dont use it on any of my profiles and don't really want any of its features so i'd rather not mess with it
but i know there is a giant user base for it and there is bound to be overlap with the people using chameleon
Am I misunderstanding, or can the compatibility just not load if it isn't there
So it isn't a hard dependency
if it's not written to use the vanilla weather system straight up it will require custom compatibility code
that can be as naive as "checking if the eclipsed object is active"
or it could mean i need to include weathertweaks' dll in my project and account for its new systems
i dont know without looking
Fair
you could just check which weather effects are active using WeatherRegistry
actually I think the vanilla array (TimeOfDay.effects) should have the relevant effects enabled
I tried to make it least fucky I could
and to use as much of Registry's features/methods as possible
that's what i was hoping
i still cant guarantee this feature will make it in immediately
i set up the weather ambience toggle to only support 2 sounds - the blizzard, and whatever rain effect there is
because originally it was just blizzard and storms and then i added new sound effects for rainy and flooded
i need to split everything into separate audio sources and layer them together for that to all work
the other problem is timing
right now im just checking weather right before the ship lands (after the dungeon generates)
but the weather effects wont be enabled for several more seconds after the ship starts the landing sequence
anyways this will be a pretty significant refactor so it is going on the backburner for now
Something I discussed somewhere (I forgot where), was having a visual difference between Interval Spike Traps and Detector Spike Traps, such as a faint laser coming from the red light of the latter. Would this be appropriate for Chameleon?
that feels like a gameplay change to me
if it's synced over the network I suppose it could be fine though, then the host gets to choose whether people can see that
Ye, maybe ButteryFixes would be better, I was torn on which thread to post it to
yeah not really a fix either, so this is probably closer than that in my mind
anywho that's just my onion, buttery can decide
I think Spike Trap lasers are as impactful as making Artifice have a bright skybox
normally, maybe
some interval ones have a very long interval that makes you waste time checking
if you're not feeling like sending it anyway
spike trap lasers are more a visual thing so i think it would fit better here, personally
butteryfixes is mostly "as objective as i can reasonably make them out to be" fixes and restored features
that being said im not sure if i will do it because i kind of like the uncertainty of the long timer spike traps vs. detection spike traps
It just is annoying to not have a way of knowing if a trap has a long interval or is a detection trap, it just slows down gameplay
My favorite parts of this mod are things like the entrance windows getting dark as the day progresses and manor doors appearing on the outside because they not only add continuity but also provide useful information to the player in an organic and balanced manner. For the same reason LethalFixes making it so Spike Traps turn off their red light when deactivated is my favorite part of that mod
I just am a total stickler for stuff like that
well i agree that is a good change
i dont think it is good for gameplay to have to wonder if a spike trap is taking a long time to activate vs. someone on the ship turning it off
so lethalfixes making the light turn off and making a click sound is good
it makes it more consistent with turrets and landmines which both have audio cues (and turrets have a pretty significant visual cue as well)
but part of what makes the long interval spike traps really interesting for me is the degree of uncertainty
usually you dont need to waste time standing next to it for it to activate, you can wander the surrounding area and listen to hear if it slams down
and it is kind of a thrill to decide you'd rather play it risky and just run underneath it and see what happens
the play is just jump over where the tripwire would be and find out later
i think having a visible laser is giving too much information from the player in a way that negatively affects the nuance and intrigue of spike traps
vs. lethalfixes just adding a visual cue to indicate someone turned off the trap
it is 2 different ideas, IMO
The laser is just an idea btw, we can do some other way if even a faint ladder is overkill
Like, interval traps could have a faint ticking noise when close to them is another idea
found this sick door on Exp
where could it possible lead
hell nah that window again š
It is just part of the unfinished test level within Experimentation, you can use freecam to see it a lot better
i know that
i've seen the alpha
but did you know that you can access this area just with a extension ladder and some parkour
#lethalcompany #lethalcompanygame #outofbounds
in vanilla it's just the doorway
but butteryfixes moves the door object (which is normally just clipped into a wall nearby) back into the doorway
so you have to overcome the additional challenge of "pressing E on the door"
vs the strategy showcased in this clip
Dopadream trying to nerf the Experimentation secret meta š
I lowkey still wanna add an experimentation scene to just remove all the unused stuff š
Is there more than just the unused interior?
butteryfixes also disables all the underground terrain
which doesnt prevent it from loading but it is at least not hogging resources actively
offense has some of this unused mesh action going on too
its super strange
it really does give roblox dev vibes
i wonder why zeekerss gives off roblox dev vibes
yup
i remember removing these in rbm
lol
no idea why he likes to put ladders like this out of bounds
i remember seeing 2
theory is its there so he can easily copy the ladder and paste it somewhere when needed
Leftovers from Assurance maybe?
it is out of bounds on assurance too
most of the oob stuff in offense is indeed just from offense's scene being assurance cloned with some modifications
but some of it is OOB on assurance too
who knows why
the silo on Offense is just this from Assurance at least
iirc it doesnt match the position of anything on experimentation
which would be the only scene that could have influenced it
it is just a strange little trivia
Probably leftovers from Zeekerss dicking around, or decor (Like the floating silo) you're not meant to see up close
Much like the skybox
the one on Offense can't be seen without a jetpack
Oh nvm then
oh i deleted that silo too
lol
i think
i should really write down stuff i do more
Purple showed me how on March if you take a Jetpack and fly in a random direction for a while there is a circle of the things you see on the Toilet Paper logo as actual models
Definitely my favorite out of bounds oddity
to me it will always be "teliothenge"
i think every moon except embrion has a disabled copy of all of experimentation and assurance's props
found out you cant turn off the window variants in v2.0.2
at this point i probably wont be fixing that
since im already in the middle of rewriting the windows code to have weighted variants
so i guess i need to expedite that getting done instead
Have you considered making the external lights turn off when the apparatus is pulled? Like the two lights on march at main entrance.
(this was from a while ago so it might be outdated)
personally im just not a huge fan of the idea
on top of the work it would require (which i don't think would be extremely difficult, but it's just that im not really interested in doing it)
also like i mentioned in the screenshot butteryfixes actually fixes dine and artifice having outdoor lights affected by the apparatus
since that isn't the case on any other map
so accounting for that in chameleon will be sort of annoying
then thats an excuse for a new rebalanced moons feature yippee
i can do this pretty easily tbh
Wait what
Explain
in vanilla if you turn off the power to the building
either with the breaker box or unplugging the apparatus
2 of the rooms on artifice's surface will go dark
as well as the lights above the main entrance on dine
zeekerss forgot to untag their prefab when he placed it on the surface
all other light sources (including others on the same moons, as well as every light on all the other moons) are unaffected by the building power
Thatās unironically so cool, Iāve never noticed it in gameplay though
i noticed it because there was this particular room on artifice's surface that would change between being light and dark seemingly at random every time we played
and it just took me forever to realize it was the apparatus causing that
although i think the reason i was looking into it again was because v60 dine made it even more obvious
with the new light above the "fire exit building"
if it hasnt been suggested there should be a basic rocky/mountainous one
if its desolate looking enough you could reuse the same one between like embrion and then modded moons like dirge/detritus
@meager ivy figured I should let you know Flashlights are fine if they're holstered with Fog Reprojection, they only have the weird trail if you're holding them
so
Reserved Item Slots is a great thing to pair with it
I would imagine that it's just less obvious, since you can't see the origin of the spot light when it's holstered?
Maybe yeah, regardless the fog reproduction is really nice and I like that it comes with no performance cost compared to increasing fog quality to even medium which is a noticeable fps difference while still looking bad
Yeah unfortunately increasing fog quality has an extremely high fps cost in my pack. It looks great but not really feasible
My group was too annoyed by the jank with reprojection to use it
yeah I can't stand the reprojection artifacts personally
at least from what I've seen, haven't tried it in-game but I don't think it'll change
Yeah I hope at some point we can get a better alternative
well
im not sure there is a better alternative
like
fog quality is the best option but it has a high performance cost
reprojection has lower performance cost but artifacting
and that's kinda all there is to it
if neither of those options are feasible then you use vanilla settings
and that's probably why they are vanilla's settings to begin with
Yeah I haven't noticed the artifacting unless I hold a flashlight and even then it's like it adds a smoke trail to it
lol
It's kind of scuffed but in an interesting way and I don't hate it
this is interesting to me
i wonder if its a GPU thing
i have a 170 list modpack and setting it to high doesnt change my frame rate really at all
Does this mod replace the old HDMOD? or are they complementary?
I haven't played for a year and I'm a bit lost now
ahh fair
yeah its old
dont use it
if you need to change your resolution, theres LCUltraWide
the community version i think
Ok, thanks for replying :)
np :] if you have any other questions hmu
Pretty much all of the big mods in the early days have newer and better versions, like LateCompany being superseded by LobbyControl and RemoveItemLimit being part of almost every QoL package. MoreCompany is the only really big OG mod that has stuck around
partly because morecompany superseded biggerlobby, which was the og og lobby expander
Do you think an option in the config to list which interiors should use the mansion doors would fit well? Similar to the cave type config.
Was mostly just suggesting it since thereās a few modded interiors which use the mansion door inside.
I donāt care about it too much either way since I donāt use those interiors at the minute
that would be nice
WAIT a second I just realized something
I suggested the mansion windows to be changed about 2 months before it happened in 1.4.0, though I'm not sure if that warrants a credit
i mean
fair 'nough
i can drop you a credit if you like
i know you have a thunderstore page
next update is for the windows anyway :p
I was just thinking about it since vector got a credit just walking in saying to add upturned aquarium fish
but yeah that would be cool
yeah my credit has probably been sort of inconsistent
i will admit it is not always at the forefront of my mind...
if anybody else thinks they have contributed a concept and would like to be in the credits, please let me know and i will make things right for you
i don't mind, and TBH, the more the merrier
i always like my mod pages to link to other community people making cool stuff
I'm excited
I think the main reason I felt that way about credit is that this is probably my favorite mod and being linked to it in any way feels like my efforts to suggest stuff and be somewhat active in this thread played a small part in making it the way it is now. (though saying it that way seems a little sappy)
it's not sappy at all
happy to have you on board
sorry i didnt think of doing it sooner, that's on me
for everyone in this thread, this is an ongoing offer
please reach out!
Thanks, I was also wondering about that. Before there was a lot of inconsistency when installing enemy mods, causing spawns to break and one or no enemies to appear. Is this still happening?
Example: If I install diversity, Mimics, peppers, BioDiversity, ImmortalSnail and some other mod that adds fauna, will I have to install some mod to manually configure the spawn ratios as I had to do before or have these problems been improved?
I remember a long time ago that even mods that modified the terminal or other things broke enemy spawns, I don't know if this will continue happening.
Thanks, I was also wondering about that. Before there was a lot of inconsistency when installing enemy mods, causing spawns to break and one or no enemies to appear. Is this still happening?
Example: If I install diversity, Mimics, peppers, BioDiversity, ImmortalSnail and some other mod that adds fauna, will I have to install some mod to manually configure the spawn ratios as I had to do before or have these problems been improved?
I remember a long time ago that even mods that modified the terminal or other things broke enemy spawns, I don't know if this will continue happening.
diversity doesn't use the vanilla enemy class
for dumb reasons
other mods that do similar things tend to just end up breaking in various ways
I know that diversity improves the whole concept of enemies, but my question is more oriented to whether mixing these mods breaks the enemy spawn rate as it happened in the past.
I didn't say it was an improvement
Would you say it's game breaking then?
refactoring these manor windows is really wearing me down
i kind of underestimated how much work it would require
i think im approaching the light at the end of the tunnel
probably
Biodiversity provides its own enemy configs, so you don't have to install any extra stuff
i will say, make sure to disable the wax soldier handler in the main config, the one that just says biodiversity
diversity works just fine, I've heard it can cause lag on big modpacks but generally it works still
Hard to say, it is more of a case-by-case, though a smaller and simpler mod like Mimics is obviously going to be less troublesome than one like Diversity. A lot of the technical problems like what you describe are gone nowadays, you just might lag your machine if your modpack is too big.
If you want an easy way to configure monster spawns and the like, use Central Config or Lethal Quantities, both are designed to override any modās default configs and make moons be exactly how you want. Central Config is easier to use while Lethal Quantities has some more advanced settings
Ok, thanks everyone for the answers :) @bleak fog @flat wraith
@flat geyser @meager ivy In RebalancedMoons, I found the interior lighting for Titan to be perfect. For some reason, the colder color emitted from the lights makes the interior scarier. Is it possible that we could expand upon this by making each moon have an option for colder-colored lighting?
lol
well
its supposed to make titan special, so i dont think ill be doing it for other moons personally
i know buttery plans on doing something "similar" for dine
idk if she'll make it configurable for other moons tho haha
the idea i have for dine would just apply to dine by default and be customizable to apply to other moons
but i was planning for it to only apply to that specific manor variant
so it's still probably not exactly what you want
I personally would love light temperature settings. I would want to apply them to factory interior to get those stark white lights in Rebalanced Moons, so having interior configs in addition to moon configs would be much appreciated. I actually like the color of manor lights as-is
i also preferred the way it was before, was more exciting and looked great when weathers were mixed, kinda like how the "blizzard weather" mix with the regular ones on snow moons (still would love to see quicksands getting generated like in V9, but i know it's not possible as chameleon is client sided)
just a heads up
weather tweaks has combined weather
yes, i know its not the same thing since its not a visual process
but if you care that much the option is there
so you can for example make it so march only has eclipsed + rainy instead of eclipsed
@meager ivy titan is in V9, just not listed on the terminal
i don't remember which sun it used but there was no blizzard unlike rend or dine (the ship preview moon is the ice moon)
Someone in my group hadnāt seen Chameleon before, they were a big fan of all of the aesthetic changes and additions. Made me realise even though itās a pretty loved mod from what Iāve gathered when talking to people about it, thereās not always much talk about that in particular. Just thought Iād say that youāve done amazing work on the mod and itās probably one of my favourite mods we use.
I am having trouble getting EclipesBlockAmbience to work, I have the daystart music play and the random day ambience music play, even with just chameleon, is this a known bug?
thank you! i am always glad to hear
time of day cues are meant to play but it is weird that you are hearing ambience
i will have to look into it
Ye, all the stuff just speak for themselves, I like the sense of restraint in this mod to not go crazy with reinventing the moonsā look. The changes are all āThis is pretty coolā and not huge on their own, but there are so many of them and they work off each other to make the mod more than the sum of its parts
I really enjoy all the configs too, I never take customization like this for granted
I completely agree
For both
There arenāt really many other vanilla+ aesthetic mods.
Plenty that add vanilla styled content, like biodiversity. But thereās nothing else like chameleon in the modding scene
I figured out the EclipsesBlockAmbience, pretty sure it works how it is, I just did some bad testing!
that's good to hear
sorry about the slow updates recently
i've either been working on other stuff or kinda burning myself out on a lot of boring refactoring stuff
i think i got a bit lazy and left a bit too much mess with my refactor of the manor windows
but as long as it's functional i'll probably go ahead and release it soon, just need to implement some new themes and test that the system works as expected
cool
also I think its okay with the slow updates since a lot of people are probably preoccupied with the wesley's moon update
i am at least beginning to see the struggle modded players get to put up with when they use my stuff
pretty sure fancyfoliage wouldn't work outside of the vanilla moons
fancyentrancedoors definitely doesnt
i didnt want to spoil myself on all of wesley's moons to set up all the cavern chances and just left em all at default
does this mean i will actually address it any time soon
...ehh idk
this situation at least makes the need for LLL tag support more apparent
so it can function well, within reason, for a pack like wesley's that can't be configured manually without spoiling most of the discovery
? why not
they work on my modded scenes
it only wouldnt work if their hierarchy isnt set up properly
it wouldnt work with custom moons that do their own thing with foliage
i'd hope they'd set it up properly since they're using custom foliage
but i was completely unaware of the whole "foliage diffusion" thing until zaggy mentioned it and you implemented it
so it's probably not that well known
how did we check for foliage again?
wasnt it like a startswith tree/bush check or something
checks for gameobjects on a certain layer that use a certain material name i believe
but i dont remember
oh
it was never supposed to work outside of the vanilla hierarchies so it probably just doesnt
im just trying to think of possibilities but that is a tough issue
i never thought of that when working on it admittedly
it's tricky too because stuff like trees needed a mask map
and it'd be pretty difficult to detect and generate a mask map for modded foliage with different UVs
not sure if it's possible to do this or would make sense, but i think offense could have some sort of skybox change to look darker, or something of the likes. Im not sure if this would be realistic or not, but i feel like it would have a weaker atmosphere since it's technically an asteroid that was once a piece of assurance
that would probably be more @flat geyser's wheelhouse
i do like the idea
you could maybe "hack" it a bit with the snowy fog profile
i am sort of curious how it'd look
yeah
march would also be cool if the water there was more murky.,. since its name is seeminglt based off the word marsh. plus, it has mud spots rainy or not
what is the snowy fog profile
most moons have 1 of 2 volume profiles
there's "the normal" one and the snowy one
by default, all moons use the normal one, except the snowy moons use the snowy one
as the name would suggest
except that titan is bugged and uses the normal one (since it used to not be a snowy moon)
and artifice has the opposite issue (since it used to be a snowy moon)
that's what the FixTitanVolume and FixArtificeVolume settings do in chameleon; it swaps them to use the correct profiles
is there any mods that i can use to easily edit the volumes
i have a comparison for both on the store page, but basically, using snowy's profile on offense would do something like this
none that i am aware of
having a medium moon with volume 2 sounds very interesting
plus it would make offense more unique and cooler than it already is (if you dont count interior)
oh?
noted
im sorry if im bothering you, but are you able to modify offense to have volume 2? me and stan were talking about my idea of offense having a darker skybox since its like an asteroid
A thinner atmosphere would be interesting
ye
im not sure how editing the volume works, but if its just changing a number it should be relatively quick
its not
well
if its just making the sky darker then yes
but idk if that would give good results on its own
i can try
when i have my pc later today lol
i can make the fix titan and fix artifice settings into a list of moons you want to use each volume
instead
but it has kind of niche usage and isn't super user friendly
so im not sure it's such a good idea
that would be very nice, but that's completely up to you
Not realistic, Idfk who made this image, but yeah
wdym this is hyper realistic
Microsoft PowerPoint type shit š„
Looks like either space engine or elite dangerous
I have just pushed v2.1.0
I didn't get everything done that I would've liked to
but I didn't want to keep postponing this any longer and I think it will be easy enough to expand on in the future with v2.2
i added a couple additional window variants compared to previous versions but i anticipate adding more in the next update
i will also update the thunderstore page with the new variants next time
please let me know if there are problems
this is what that looks like
conceptually it's kinda neat but it would need a lot more work to make it look good
it looks too sunny for how gloomy the sky is and the fog color is way too bright
yea lightning would need changes
anyways i won't be changing this in chameleon but maybe as a separate mod it might be interesting
yea def
titanifice
Is Atlas out? I cannot seem to find it
Oh whoops I thought this was Rebalanced Moons š
The convo here feels like it would be there
I am blind to the top of my screen you see
that's ok
What were the performance improvements in 2.1.0?
i replaced any instance of FindObjectOfType with FindAnyObjectByType
and replaced all instances of FindObjectsOfType with FindObjectsByType with no sorting mode
which should reduce load times
by how much, i am not sure
i wasn't using those functions outside of the start of the round anyway
Awesome work!
What do the new windows look like?
the broken screen uses this exact image
i found the source was public domain so i just used it
Flowery, Beach, and Hot Springs?
I also assume Pasture is vanilla, yeah?
this is the hot springs one
for places like infernis and such
pasture is vanilla
beach is the same as it was before v2.1 and is also on the thunderstore page
Huh, Embrion no longer has it, so that's why I got a little confused and included it here
flowery is this painting
i misremembered the "paradise" zeekerss described
in my head i thought "tropical paradise" but he clarified it was more like "green flowery hills" in the patreon post (when i re-read it)
the beach stuff still works with stuff like aquatis and hawalia so it's fine
but embrion now uses the new flowery background
Anomaly moons fit for broken screen
in the future i want to add the aquarium background jacuj suggested
it was supposed to be part of this release but i lost the motivation to set it up
oooo aquarium is a cool idea
i also wanted one for jungle/marsh
something wet with a lot of foliage
idk if there's any other large theme groups
Mansion doesn't ever seem to really spawn on Volcanic moons in my experience so I'll likely just not set up Hot Springs lol
For modded moons
I think hotsprings could be used as a generic rocky window
why broken on all the forest moons?
i guess maybe i could add a proper forest
i just feel like pasture is effective for forest types
and the snowy window takes place in a forest
even if there's snow
I think theres a conflict with chameleon's fancy outside doors and rebalanced moons in the newest update (at least on experimentation) as the fancy doors no longer appear.
[Error : Unity Log] MissingFieldException: Field not found: string Chameleon.Info.LevelCosmeticInfo.windowMatName Due to: Could not find field in class
Stack trace:
(wrapper dynamic-method) Chameleon.Overrides.EntranceDoorFancifier.DMD<Chameleon.Overrides.EntranceDoorFancifier::Apply>()
Chameleon.Overrides.SceneOverrides.OverrideScene () (at <4462b0193ffe4a50aba04ba0461ead6d>:0)
Chameleon.Patches.GeneralPatches.PostFinishGeneratingNewLevelClientRpc (RoundManager __instance) (at <4462b0193ffe4a50aba04ba0461ead6d>:0)
(wrapper dynamic-method) RoundManager.DMDRoundManager::FinishGeneratingNewLevelClientRpc(RoundManager)
RoundManager.__rpc_handler_2729232387 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <bdf6a080e98a49fd84b92b24894f768c>:0)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
RoundManager:DMDRoundManager::FinishGeneratingNewLevelClientRpc(RoundManager)
<LoadNewLevelWait>d__131:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
oh
i probably fucked something up for dopadream
yeah
i probably should have double checked
windowMatName is no longer used because none of the levels have predefined window materials
so i removed it
@flat geyser sorry i broke your shit
huh
it's still referencing a field that doesn't exist in the method body that runs when landing on any moon
I disabled rebalanced moons and the doors just start working again
im pretty sure you could just do
Chameleon.Common.currentLevelCosmeticInfo.fancyDoorPos = new(-156.5477f, -15.0669f, 16.7538f),
Chameleon.Common.currentLevelCosmeticInfo.fancyDoorRot = Quaternion.Euler(270f, -5.7088f, 0f),
on that note
its on every moon I think
this is so cool
is "all" a valid option for window lists?
all the new window variants are very nice
also thanks for advertising my painting mod
not atm
but probably a good addition
Hey with this mod u need ViewExtension? or chamaleon fix this exactly like ViewExtension? Are they compatible?
View extension doesn't fix anything... it just increases the camera view distance
Chameleon doesn't mess with that
both mods do completely different things from one another
Ok, thanks
i heard that...
that name š
Still waiting for the Factory and Manor variants
Hopefully we'll have them in 2026
Factory and manor variants are releasing tonight at 10PM
don't make this the next wax soldier
I think the window variants and the mansion variants should be separate configs since it would add more variety to potential combinations
-10 lines
Do outside fancy doors also affect modded moons?
I donāt play with modded moons often at the moment

Alright thanks 
kick ass
Wait why donāt the fake windows turn off when the powers out?
Cuz tbh always found that kinda cool but itās a tiny nitpick so is alr
they don't turn off fully now? aww
I think it would be better if it was a black screen but with the lines (something like this)
ignore the single white line on the right side
True
i can never win
#modding
why does this video go on for 36 minutes
Because he canāt stop winning
indeed
tl;dr i made this change because i didn't want to separately account for all the window designs when i added the variants
it got some pushback (which i expected), and then in the big window overhaul, i actually put in the effort to account for all the alts
what i did not expect, was pushback for this
in any case i've already made it a config setting for the next version
so everyone can be happy and i don't have to be Tonight's Biggest Loser
tl;dr's tl;dr: at first it was laziness, and now it's a feature
Tonight's Biggest Skibidi
i will also make the screens more faint in the next version
if they are turned off (but not set to blackout)
because i like the idea of this but i still want some of the design to be visible
fair
the fact that it looks like a painting (in vanilla) has always given me the impression that there's like
I feel like I might be an odd edge case here but I never really considered the windows staying on to be a bug tbh
a thin sheet of paper with a screen behind it
but idk
to be honest there's not much logic to it im just doing whatever i think "looks good"
idk if i'd consider it a bug necessarily but it is a definite oddity
i actually have the setting turned off, personally
the game is dark enough without a flashlight and i kind of like the contrast these window rooms provide (if the breaker starts turned off)
Yeah I'm gonna turn it off too, I prefer the vanilla behavior and the new designs are too good to have it blacked out
but i do like that you can turn the setting on to enforce consistency
i think it does make more sense that way
if im being honest i have all the window variants turned off too
I feel like it might have just been a thing Zeekerss did to keep some light in those rooms, and since Manor doesn't have an Apparatus there wasn't much reason for them to get turned off
because i'm the grinch
i'd use the window variants with like, wesley's stuff, but i can't really set up the lists without spoilers
so oops!
Lava window would go sick
Personally I think this type of window looks equally as good if not better. It gives the vibes that itās moreso a light behind the fake window with paper or mosaic in front of it. Everyone has different opinions though so thereās very sadly never a way to do a single thing to make everyone happy.
could set up a list and post it here marked with a spoiler, so people can copy it into their configs
i know i'd find it useful, if nobody else would
only regret is not finishing the ||aquarium|| variant in time to use it for ||atlantica||
i'd find it useful!
||Atlantica||** āļø š¤
yeah this is perfect
yeah I think that's 100% what it is
for some reason when i look at these i think of the portal 2 core error screens in the starting elevator rooms
I don't want to say yet another idea since the window suggestions have been good but have you considered making them flicker on and off when the power is off? Might be a happy middle ground between showing the image and having it blacked out, also creates a spooky vibe
there is not a fantastic way for me to do that
without considerably overhauling the system
and tbh im kind of tired of working on it LOL
so i won't say "no" but at least for the foreseeable future i dont want to add any more new features to the windows
although i do plan to add a couple new variants still
On snowy moons (for vanilla atleast) the moon has a dark blue tint when eclipsed instead of a dark red tint. Just thought Iād suggest to make the main entrance windows have a dark blueish colour instead of red on eclipsed snowy moons. It isnāt the biggest deal in the world since on eclipsed moons wasting your time looking at windows isnt the smartest idea.
are you using rebalanced moons
I am
if so disable fancy entrance doors
i fucked up dopadream's compat patch
and they arent able to recompile rn
Ah ok, thanks
Why does Fix ||Artifice|| Volume give ||Artifice|| Rend's ambience?
?
It's doing what it says on the tin here
the only change it makes is replacing the snowy volume with the default one
"volume" in the sense of volumetrics, visuals, fog, etc. not anything to do with audio
rend uses the snowy volume so it is actually further removed from rend's visuals
with the setting enabled
and it makes no changes to any audio or anything about the scene
I'll test it again
Iāve been having the same thing
Did you ever figure out what it was? @quaint mason
I forgot to test lol
I'll figure it out soonā¢ļø
If I were to guess, ReverbTriggerFix
I also have that so probably
I kinda just figured it was enemysoundfixes or butteryfixes but if Buttery didnāt say about it then clearly it isnāt.
I did and I still get this error when I land on Motra. Not sure about all the other planets since I was in a rush. The interior was Rubber Rooms. Got some extra lag too which I assume is related.
oh
i think the method is running even if the setting is turned off
so what i said wouldnt work
that is unfortunate
So then I have to disable one of the 2 mods until the update drops?
I wouldn't care about the error if it wasn't lagging as well
and i accidentally broke it right when dopadream had no access to a computer to recompile and fix it on her end
which has given it way more staying power than it would otherwise have
Yeah, I think she said her CPU died recently
Hi, I got this error in the console. Happened after generating dunge, hung on this and the game stopped responding
i need to see the rest of your log
I think it's because of some BrutalCompanyMinusExtraReborn event
it's very likely an error happened before this
im also like 99% confident this isn't an issue i caused or can fix
Lol, the names
but i could be wrong
I don't have it, but I'm pretty sure it happened after the dungeon was generated
I looked in the console, it's just that I have logs turned off by default(
And after restarting the game and starting a round on the same planet, everything was fine
i see
my guess is that some script had a while loop
or such
waiting until RoundManager.FindMainEntrancePosition returned something other than Vector3.zero
to know when the dungeon finished generating
and the entrances were set up
but because loading failed, that condition never happened, and it caused an infinite loop that froze your game
i dont know what is doing this but it's definitely not any of my mods and im nearly certain vanilla never does this either
so it is some other mod responsible, probably
maybe some mods for asynchronous generation?
if it's asynchronous, it shouldn't cause your game to lock up
the point is that it spreads its work out over multiple frames so it most likely wouldnt have a while loop being executed over a single frame
would probably have a frame delay between each iteration to avoid hanging
Are there any mods that are not compatible with this mod?
i am not aware of any
except for rebalanced moons which is temporarily bugged, but that will be resolved soon
they used to be compatible but i goofed and broke it
everything is configurable and can be disabled
so i would be surprised if it is impossible to make work with some other mod
I have them installed, and it just happened on a vanilla map(Mаrch)
the incompatibility just causes a single error to print
and disables some of the patches i was trying to run
okay, I'm gonna try to break it down again
it doesnt cause a hard lock unless another mod experiences issues due to that
I think you mean her?
I doubt it, but it can't be UncaughtExceptionCatcher?
uncaught exception catcher doesnt cause errors
it catches them to allow other patches that run afterwards to not be interrupted
here it is catching the error I caused in rebalanced moons with the chameleon update
i have just pushed v2.1.1
i fixed the rebalanced moons problem on my end until dopadream is back in the fray
this also includes the BlackoutWindows option
@granite rampart @copper rampart @quaint mason

no
no new features
just the blackout windows thing since i added it in like 15 seconds last time it was a topic of discussion
i just wanted to push this so i stop exploding rebalanced moons
i still want to do this, just havent yet
in the future i will support it
Nice, thanks
:)
Add this to Chameleon
Ill make a pull request for this as soon as my pc is functioning again
those who know
those who snowyGiants
Could chameleon have a option to hide this fuckin tube
i hate it
and LethalPipeRemoval does some weird shit on that code š
i'm pretty sure is secretly tanking my fps
i just wish the end wasnt invisible lol
same for the helmet on the desk; it has no backfaces
now that you said that i'll never be able to unseen it š
LethalPipeRemoval only hurts fps if you move furniture, hiding stuff and making sure it's on inactive mode is fine
also uses the wrong material which makes it way brighter than the real helmets are
:p
He had this fixed temporarily when he changed it to be the OG Brown one lol, it was 1:1 with the Brown suit
But then when he reverted it it went back to being borked
no it still used the wrong material
he just replaced the texture file that both materials referenced
which caused both to be made lighter
Ah
Oh god @meager ivy I just realized the LPR update is using GameObject.Find for the stuff outside of the ship 
lol yeah it's using GameObject.Find for absolutely everything
[HarmonyPatch(typeof(StartOfRound), "Start")] //runs the patch each time the round is started
not true btw
That's awful for performance lol
yes it's definitely ill advised
although to be real it probably won't matter taht much
despite what that comment says, StartOfRound.Start only occurs once, when you host or join the ship
so you will get a massive lag spike when you join because it does a million finds
but then it should be fine
That might explain why clients sometimes fail to make it into the lobby sometimes
wouldn't rule it out as a possibility
and have to then join again
it helps if you increase your timeout in lobbycontrol
assuming you use it (since you are in matty's thread)
some of my friends are overseas and one of them has a hard time joining with the default timeout of 3000ms
but with 10000ms she's able to get in way more consistently
so that's an option to explore
perhaps
Yeah, or just maybe I should get rid of LPR. I feel like an ideal solution would be for someone to make a better alternative lol
perhaps
that's probably what they mean
no?
i can assure you there is no good reason for all those gameobject.find statements to be written the way were
but most of these objects aren't referenced by any scripts, so you are going to inevitably wind up using finds
True, but it is a bit excessive for sure
but instead of searching the entire hierarchy for "Environment/HangarShip/XYZ"
you can just do GameObject.Find("/Environment/HangarShip/").transform, cache that
and then do transform.Find("XYZ") on all the children you want to find in there
when using GameObject.Find is absolutely unavoidable that is what i tend to make use of
a couple chameleon patches need to do that, as well as some of the corpse/masked patches, and Artifice Blizzard
and probably also SnowyHolidayDropship but it's been a while
Yeah it should be used only when necessary
would have to profile but maybe better to destroy on a seperate frame?
anyways i also think the amount of objects they destroy is not good practice either IMO
would be much better to just disable the gameobjects, or disable the renderers + colliders attached to them
to avoid breaking other scripts
tbf I think most mods that are written well would handle those objects being destroyed the same way they'd handle the objects being disabled
but it's still not a great idea to just be destroying random objects in the vanilla scenes
anyways the mod is still being actively maintained supposedly
i checked it a day or two ago and saw an update within 24h
maybe someone could make a PR or something if the creator is open to contributions
with some optimizations
might be better to run this earlier in regards to that
if some mods are for whatever reason caching things and unfortunately not safely checking them you'd want this to run asap
Have you ever considering fixing dead manticoils?
IIrc their death animation worked long ago, where they would flip belly-side up, but now they just spin in place
i have considered it
but ih ave no idea why they are completely broken
or how they are intended to work
if you make yourself untargetable with imperium they also spin wildly even while alive so i think there is more to it
i was thinking
all the moons have a default skybox and snowy preset right?
or i'm wrong
cuz there's still that annoying bug on the skybox in foggy moons
you could just change the skybox to make it less noticeable
what is the annoying bug
this one
dopadream is changing skyboxes with atlas so im not going to touch them
Atlas will not require LLL as a dependency right? 
idk
Yes
It's intended to be used with LLL and will not function without it
it uses content tags
which is not a vanilla feature
That's a shame
It won't be fully client-side then
Could you make it work without it? Even if it didn't allow to customize š
It is though
all my stuff is only done on the client
(LLL isnāt client side iirc)
yeah, it isn't
š
could just make some default settings if the player doesn't have LLL and call it client-side tbf
maybe
i dont think i patch anything lll related so im pretty sure i can make it a soft dep
its just kinda annoying lol
ok i dids it
it works in vanilla now lol
was less annoying than i thought
you can still disable it
Random, though probably nonsensical, and quite frankly impossible idea without certain dependencies, but
The anomalous entities (Jesters, ghost girls, nutcrackers, masked, butlers, and barbers) should come out from v4's, "anomalies", instead of vents and holes
Though, I don't even know what the anomalies look like, so it might be an even worse idea
in the only footage i've seen they were just red cubes IIRC
maybe in one of the alphas, they have some assets laying around
Huh
That makes me wonder if the entities were initially going to have a unique anomaly for each type
Since the red cube I assumed spawned a red pill
lol i fucked up the snowy giants
the snow disappears from their body whenever they chase players because i forgot to check a value somewhere
so i guess i'll release a hotfix for that
How does this even happen wtf
I didn't even know that was possible
it's because i made the snow disappear when they get lit on fire
which is done by detecting when they change AI state to state 2
except i forgot to check for the number 2
Ah
so if they changed state to any state (they change between 0 and 1 when roaming/chasing)
the snow would vanish
Forest Keepers were the real Chameleon all along
are there like any mods that make enemies change like that depending on what their current action state thing is
idk what you mean
like when chasing they change
I feel like there's something you could do with that with skins I'm just not creative enough
Not that I know, just the simple skin mods like ColorfulEnemyVariety
does this mod affect fps at all? if so, how significantly?
if you change the fog quality, significantly, otherwise, not all
^
Without fog quality enabled I have no performance decrease.
I also have a pretty mid GPU (45-75FPS on average) and 16GB of RAM. No noticeable changes
depends on your gpu i think
Does the sound of the rain on gordion affect the company monster?
Ive noticed when its raining the hatch will open even without ringing the bell. Of course not just the rain but I was also transferring items to the desk
This was solo while muted
does the rain make noise though?
This happened consistently through 3 quotas. Usually even in multiplayer with footsteps, talking and dropping items it doesnt open the hatch unless its extra loud or you use the bell.
When its stormy with the only sounds being walking to the desk and placing items on it the hatch seems to always open
multiple times, whenever its stormy
selling about 10-15 items the hatch opens about once or twice
Jeb picks up any noise from about anything, the bell is just a noisemaker with no special properties. You can not use it at all
Setting a bunch of items on the desk or walking/talking next to the deck will make him open the window
I know, I'm just wondering if Chameleons rain is included
Since from all previous experiences without it I've gone much louder without triggering it once
I think there is some rng involved, iirc Jeb has a mood mechanic or something that makes him more irritable on some days
Didnt know that was a thing
besides that, It happened consistently over 3 quotas
usually 1-2 times
I did have stormy chance as always by mistake, so it was raining each time
its been fine whenever I dont use it
this is correct
Some items are louder too, with Engines and Axles of course triggering Maneater crying. If you had a lot of those Jeb would check the window faster
Toy Robot and Teeth are another example with their ambient noises while being held
I didnt
mostly modded scrap which uses sounds of lightweight items
maybe they had a high volume according to Jeb?
Maybe, it is funny how much rng is actually involved in making Jeb check the counter
Just spitballing here
What's the source image of the Snowy Manor window?
winter im wald by walter moras
Thank you
Is it possible to assign windows and caves by instead putting names of content tags in the place of moons? (i.e. putting 'Volcanic' in place of a moon to automatically assign that window/cave weight to all moons with the Volcanic tag)
at this point in time no
has anybody had issues with the PowerOffBreakerBox setting?
i've noticed that, for some reason, it doesn't trigger all the time
oh i think i maybe found what's wrong
ok yea
im pretty sure what was happening is that if you unplugged the apparatus on a previous round
it would immediately try to set the breaker box's material
once you returned to orbit and it reset
but the breaker box was missing, so nothing would happen, but it would still prevent applying the changes twice
so if you then unplugged apparatus on that round, it wouldn't update the actual breaker box
sort of a tricky catch but i am glad i found it
it was irking me a bit
I never noticed because I have it turned off, it is not how breaker boxes work irl
At least not the ones I have seen
Iād presume it would work like that since the apparatus is an important upkeep of the facilities entire power supply. Why or what it does is another unimportant story.
The breaker box probably doesnāt have its own power supply
Well if there is a power outage irl circuit breakers maintain their settings, imagine if when power was restored you had to go outside and flip all the circuits back on
there is definitely some video game logic happening
like the fact that every single switch is connected to the exact same power source
The light on the breaker box turning off makes sense though
Well yeah that detail is funny too
in gameplay it works ok because it lets you fight with your friends to keep the power off
LC selective realism at its finest
and i guess it's like a mini puzzle if you don't know how all the switches are supposed to be flipped
and you find it
shrug
A mod where the facility is divided into various sections that are each controlled by the different switches would be cool. It would be a guessing game which switch controls what area but it could be useful
lol the 18808786 march nutcracker
it would be cool yeah
it would also make power off days more interesting i think
where the breakers starts with random switches unflipped
it'd be less immediately obvious that you need to find the breaker box and activate it
and it'd add a lot of interesting scenarios where you might get lost because you found the breaker box and turned it on, and it locked a door you need to use to get back
but it would feel a lot more organic because you would've trekked through powered areas with closed doors, and maybe not remembered the dark areas with an open door you walked through
etc.
i could see that being interesting
this is fixed now
hooray
i need to post the next chameleon update because i've been fixing a bunch of stuff i overlooked before
but im planning to port the butterybalance fog rework over to this since it works clientside and doesn't really offer a gameplay advantage like i expected it would
(the butterybalance setting will just increase the minimum fog distance only, and using both at the same time would result in the same visuals as before)
i was gonna publish both together though
so the redundancy wouldn't cause confusion
and that's kind of bottlenecking chameleon
er, maybe "blocking" is the better word in this case
Small thing, I have noticed the big fan at main keeps spinning when the power is out, albeit without noise or light to make it apparent
It could be a thing to have it turn off
still makes noise for me
although that is a good catch
maybe i could make it work like the breaker box and turn off (and silence itself) when apparatus is unplugged
i guess i could try toggling it on/off with the lights too but i'd need to be careful not to break anything
Maybe it is like how the exterior building lights remain on after App unplug, idk
i love him
Is this a feature tease, Fox silhouette in Shrouds at night?
no it's just because ive been testing on this one save file for forever so everywhere is super weed infested
he attacked me on march while i was testing the breaker box stuff LOL
the fox just renders weirdly in the fog because of its fluffy fur shader
Do you not have Imperium?
i do yeah but i was idling on the ship while double checking my code
anyways i might put out the chameleon update early because it irks me that snowy giants and the breaker box are broken in the thunderstore version
butterybalance update probably wont be for a tad longer because there's another cut feature i'd like to restore in the next version
What is that
all will be revealed with time
but as a bit of a hint
it was added in v64 and removed almost immediately because of bugs
1a3 and i figured out what was wrong with it, but zeekerss hasn't acknowledged our bug report yet, so i'd like to add it back with mods in the meantime
all of that probably makes it super obvious but if it doesn't
soon ĀÆ_(ć)_/ĀÆ
Is it standing on Old Birdās heads
More interactions with your favorite entity
I thought that was a bug itself, not a planned feature, very interesting
since my hints were so obvious i'll just spill yeah
zeekerss teased this pretty much as soon as he made the patreon post about the physics region stuff
even before v56 he was making allusions to eventually letting players ride the mechs
he finally implemented it in one of the v64 hotfixes
but due to some parenting + order-of-execution jank
if you were standing on a mech as it booted up, it would "abduct" your renderers as part of the enemy itself
so the script that makes enemies turn invisible when the ship doors are closed would affect you
and it would cause your radar dot to be visible to other players + some of those renderers had colliders that would start bugging you out once they were moved to a different layer
let me go see if i can find the video it was really funny
anyways i'm pretty confident if this was fixed the feature could be restored just fine
Darn
Actual seizure warning
This talk about restored features reminds me, I know you have not done much with modeling, but do you think you are gonna make a mod that makes the ship have its old vault door?
i wasnt considering it
i suppose in hindsight it could be kinda cool
i don't know that it'd be too difficult to pull off, but it probably wouldnt play nice with other ship mods
did the old ship ever actually have a door model? or was it just the circular opening
the vault doors from it steals' living halls might work
I just found this on the Fandom Wiki
chill, Liquidation will bring it back like he did with the elevator on Mineshaft
you just have to believe enough
oh i guess it did have a door model actually
now that i think about it
i don't understand the lethal company ship doors whatsoever
where on earth do they go when they open
Lol
also, ever considered using the exclusive yellow door as the main entrance from the mineshaft?
like, in a physical sense
I have thought about that for a while, same issue with the Artifice hangars too
maybe they're flexible and roll in/out? idk
they're just built different like the Extension Ladder 
i have considered it
but when i tried it looked a little weird
and i sent it to dopadream and she thought it was just straight up ugly
not that i disagree
Lol
ok, then forget about it
it'd be "sorta cool" but i think for the degree of effort it'd take to support it, i would want it to look good
What is funny about the Extension Ladder is that if you look closely at the start of its animation you can see the ladder stretch out from a compressed state
it does kind of irk me that factories have the same entrance/exit
because the manor door acts like a cool visual detail + gives you some additional information before you enter the building
and what about the no black square on Experimentation main entrance? š
i dont consider it a bug
dopadream's rebalanced moons removes the experimentation interior
and puts the black plane there
i thought about putting the black plane there for consistency but TBH it's not a major issue and it's kind of a cool glimpse into an ancient archaelogical detail
but i didn't wanna using a mod required by all clients to have that, it's just strange entering the facility and always seeing the leftover from the alpha
i think the door/hole randomly placed at the wall is more cool than that
You can still see the old interior with the hole in the wall at the back of the building
I personally would much appreciate the consistency of black void doors
yeah it's the sort of thing that sounds like it'd be cool
but then in practice
it's just kind of ugly
it is sad
a long time ago someone was making a unique mineshaft entrance door
in this thread
but then they vanished from the community
still sad about that
i remember, it was a cool project, sad that it didn't work
oh wtf we have a mutual friend
I mean if it could be modified a bit, like having a frame and different proportions
like me and that person
š
What the heck is this
just two gross little corpse people, that's all
Man I wish I knew 3D modeling, I would so try my hand at a Mineshaft entrance door