#Chameleon
1 messages · Page 7 of 1
still wouldn't look very good
Well more than that
Make it the correct size, have a proper frame, change the texture (maybe have “No Trespassing” on it and make the dirt different), and give it bigger handles
I think this is a start though
I'm pretty sure that would be on the same level of difficulty as mansion doors on custom moons or at least for it being automatic
might be a bit of an odd idea but the blue light over the door maybe?
idk it's weird
funny how the ideias are escalating to become even harder
I think something that could be interesting for a factory variant is making the brick walls into the concrete texture of the mineshaft
Interior variants should be their own mod imo
i couldn't care less about mineshaft having its own door
there are some ideias about factory and manor variants...
ok 👍
foudn this the other day while i was playing v9
kind of unrelated
i just wonder if this could be incorporated into something
then mineshaft variants would go to this other mod
i mean like what else would you do if the yellow door design looks off
the mineshaft variants are kinda already that
and it would be ButteryInteriors 🧠
i do plan to include a couple things for interiors in this mod
originally i named the mod "InteriorDesigner" because it started out as mineshaft retextures and then ballooned into something else
i renamed it last minute before i released it
because nickham13 actually had good ideas for it
maybe it turns red when off but the when the apparatus is pulled it goes black?
names are pretty much always an afterthought for me which is why most of them suck
could be green if it's all on and red if it's "faulty"
yeah
black when pulling app. is an interesting idea too
anyways i don't intend to do a ton of things with them (it's sort of above my pay grade)
texture swaps are all thats really needed
lots of weird code stuff to make it work and i feel like i don't have very good visual taste most of the time anyway
but i had an idea for a manor variant
oh?
and i want to do colored bricks in factories
and that's probably where i'd call it
i think it'd be really cool to do overgrown mossy bricks for forest factories
but i think i'd probably just make it look bad Lol!
frosted for snow moons could look cool
Could maybe have random vines on the walls?
Like every couple of rooms
alternatively i could add greenery to the halls like in v4
I like that
yeah
oh yeah
i also wanted to have weather in the starting tiles for factory
which is made sort of complicated by the fact that there is no snowfall particle in vanilla
"blizzards" are just really heavy fog
but like, i wanted there to be rain in the starting tile
and i want there to be flooded water pits
in factory/mines
Id recommend heavy fog in the first room but thatd probably look awful
one of my previous ideas was to have a forest moon one with more green wall paper and fur rugs
i started work on implementing these but never actually finished it
Me - (important and humble)
Eveerything else -
I think having the light from the main room be moving somewhat like the lights on rend would probably show that enough
lasso man restoration at the top of course
Was the muffled storm ambience ever added I don’t remember
yes
Cool
thats probably a good idea
i keep turning it down in each update
and i still think it's too loud
lol
but it's there and it's nice
I rarely hear it when playing since im focused on something else
i mean, i use 40% and rarely notice it
yeah but it launched with 75% as the default which was way too much
i think right now i've reduced the default all the way to 40% and im on the fence about 35%
i think 40% is fine though
please consider this on some future update at least 🙏
that's why it's cool
man idk
i've already considered it like 3 times and every time i just feel like i'd rather not
the black plane exists on the other maps because there is literally nothing behind the doors
it's just a concrete wall
experimentation is uniquely the only place that ever had a properly modelled interior and i just think it's cool to allude to that
and it's ultimately pretty harmless
for all we know the inside/outside doors aren't even directly connected and there's actually a timeskip happening in universe
would explain how in vanilla, manors can have metal factory doors on the outside and fancy wooden doors on the inside
i mean, yeah, it's true, but i don't see the need to have an entire checkbox that's just "black plane on a single vanilla map or no"
but maybe i will just cave
i dont know
well, guess we'll have to wait for Seamless Dungeon to release in 2026 to have windows matching the interior and exterior
I think people will like the idea of that mod way more than the reality
Isnt there a similar thing in enhanced monsters?
?
#1212448321017483275 message
wtf
Is this my screenshot?
I remember playing v4 with Ocean only once
yeah i just went and grabbed something from the discussion after zeekerss posted the password
Ah
cuz i knew someone posted a screen of it
you talk about the lamp above being green instead of whiteish yellow ?
i always thought the green looked better and made it stand out better compared to other lights
i suppose it could be green then the breaker is on and then keep the vanilla yellowish (or red) when it's turned off (and keep it extinct completly when apparatus is removed)
btw any chance we could get the pro and regular flashlight color of v4 as option ?
Another thing that would be nice if you ever take interest in fixing it: Baboon hawk mouths
Whenever a baboon hawk calls, their mouth never closes afterwards
So they're just stuck permanently soyjakking for the rest of the round
It's funny, but ultimately immersion-breaking Imo
what if they just feel like having their mouth open
Ample room for me to carve their brains out of their skulls with my shovel
they definitely do close their mouths
usually whenever they are backing away from the player
their mouths being open just signify aggression
To call again, yes
Whenever they're exploring, or back at their nest, it's never closed if they've called before
Unless this is just an issue with SpectateEnemies
a lot of their animations do not reset their jaw
That is weird
but there are animations to open/close their jaw
and the rest will just default to whatever the last one did
Seems unintentional, at least to me
Why would they keep their mouths open after calling, even when back at their nest, or not engaging in fights?
patching animators sucks and i think it is pretty difficult to draw the line between what is objectively wrong and should be fixed and what is intentional
Chameleon is more subjective, so
if they use the same idle animation for being near threats with their mouth open, as well as being near their nest, which behavior is correct?
if i had to guess, reused animations between states is probably the reason some of them do not explicitly control the jaw
anyways i probably will not tackle this but maybe someone else will have stronger thoughts about it
Aight
For some reason this mod generates a second sun when you are in the ship and use:
-ShipWindows v1.11.0 by TestAccount666
-Celestial_Tint v1.5.2 by sfDesat
Is there something I should disable in the options of this mod to fix this?
My ship is melting.
Oh sorry I'm dumb, disabling this option fixes the problem (as the description suggests). 💀
I think it'd be pretty epique if for the wallpaper changes for the manor, desert moons had a wallpaper color similar to this place from the upturned
This would just be a really cool alternative manor room anyways
can't be done client-side which is afaik what stan aims for w/ this mod
but yeah it'd be cool as shit
if only this wasn't so uncommon on LC Office
that's marble, not wallpaper
Wdym?
That tile set can spawn rarely on the office interior
As in
LC office? Or maes office
I would like ✨ proof ✨
And a way to boost its spawn rate if possible, please and thank you
Ah yeah, I found that twice back when I was playing with office mod
I was really confused
I had clips of my confusion
Not anymore tho
Fuck
Someone has to make a mod that lets you mess with tile weights for interiors
Because it’s criminal iv been playing with LC office ever since it came out and iv NEVER ran into this entrance tile
Lmao
Infinite treasure rooms on SDM goes brrrr
SMD?
Minor spelling mistake 🤭
I still don’t know what SDM is 😭
Scarlet devil mansion
You can give it a try
Unless you prefer more vanilla-ish vibe
Exactly the reason I don’t use it lmao
Oh lol
I’m very much a vanilla+ guy
It’s a good interior but not my cup of tea personally
I prefer stuff like sub systems, LC office, lunarlights, flesh interior etc
I must consider turning my modpack into vanilla+ and delete some bloats in there as well
I like SDM a lot tbh even though I've stripped my pack down to be Vanilla+ I keep it
It honestly depends
I feel like LC Office causes performance issues, it did on my side when I turned it back last week
What I dislike mainly are the unreal and ut interiors
It does
It always has
Oh
I agree, feel very half life looking
Like
Half life 1
Didn't felt it until LLL updated
They’re not bad, but again not my cup of tea
Idk why it’s always been so buggy
It needs a rework fr fr
It's probably more noticeable now cus it's unoptimized in size and most stuff using LLL now has Hot Loading
Yeah
I remember a while back
Loading LC office on vacuity
Would just straight up brick the game
Idk if that’s still the case now
Vacuity overall was laggy for me
I think it was incompatibles wirh vacuity that caused it to lag
Cause after debloating I’m fine on it now
I used toy store and storehouse as an interiors there
Even tho my pack is like 270 mods
Storehouse used to lag a lot too
I'm still not the biggest fan of Storehouse, it feels vanilla but the lighting and stuff stands out too much
I think one of the biggest contributors to lag in modpacks, at least for me, was jester stomp shake and coroner reanimated
I never used coroner
Fair enough honestly, it’s all down to personal preference
Coroner used to be really nice but nowadays it's pretty broken lol
Maybe like a year ago when I was starting my lethal company addiction
I love it’s elevator shaft though
But once I removed it, it never returned
Where you have to jump from ladder to ladder
That could be the case
Atm sub systems and lunar lights are prolly my 2 favourite interiors
I use betterexp now instead
Me too
Same here
Too bad edifice lacks of tile variety
Edifice aka lunar lights (yes?)
Yee that’s the one
Edifice is fine so long as you don't put it on moons with larger generations
Lunar lights were actually moons
It has a lot of variety from my playing with it
Some tiles are a bit rare though
I also like storage complex
It doesn't, Edifice has very few tiles
It’s a bit cramped but I like it
Ohhh mb then
Do you think edifice still can turn out well on smaller interior moons?
If you get it on a moon with a larger generation like Ultimatum it just spews out the same tile over and over
I got basically all jump tiles one game
That was abysmal
I have the generation limited using CC
Lmao
I won't touch Central Config with a 20 foot pole.
Caused me nothing but issues
I prefer LQ
I'm also just not a fan of the dev
Idk who is even CC dev
I still love the mod though
It lets me do a lot
I feel like CC will become deprecated at some point
Which sucks
Cause idk how I’m gonna be able to migrate over to LQ
Not maybe deprecated but abandoned
It lacks some options that only CC has
For example?
Yeah one lethal company update and it’s gonna go poof
Not necesarilly but it's a high chance
Full control over enemy multipliers, replacements and scrap themes for interiors and individual weathers
I don’t think LQ has it as in depth as CC does
I could be wrong though
CC has a lot of unnecessary features, but I still use them 😛
I like the features
For enemy multipliers idk if you mean uhhh HP, their speed, etc.?
Scrap themes might be problematic to adjust with many scrap mods so I never touch it, and for weathers you can use weatherregistry and whitelist
I have scrap types fully controlled by the interiors so I can accurately have themed scrap that fit with the interiors
idk what you mean by "enemy multipliers" but lq lets you configure enemy spawns the same way you would in unity
The moon itself controls value and abundance though
I mean
On a weather
Let’s say rainy
Max power, etc
I can give Bruce 2.5x spawning
Or more
Or less
Or I can block it’s spawning entirely
Yup
Interesting feature for such disappointing mod
lol
I just like having it so most LC surfaced enemies spawn during rainy or flooded
Or solar flare blocks spawns for 99% of robotic enemies
I did have it do that for old birds too
I basically having surfaced for bruce on island and aquatic moons such as atlantica, and that funny green birb that does funny sounds
Until the recent lethal elements update
Where they gave its own mechanic to old birds
I don’t have any aquatic moons in my pack really
None that specifically fit Bruce
Other than vow and synthesis I can think of anywhere that he fits
He strangely fits well on forest moons
Reminds me of that one image
Of the shark swimming in the forest
I have wesley moons (finished and keeping my save like a sacred thing) and aquatis, I dont remember if I have more such moons
It's funny tho
I don’t really get errors with it
Like it’s Unity
Can’t expect perfection 😭
Lethal company itself doesn’t have the best code either
All forest moons on my modpack if spawning get lucky (on forest moons I set up bruce as a pretty rare)
Feel like I can excuse a little botched code, even if nobody really likes the dev that much
Yeah but we love it regardless
Think I had one interaction with them and they did come across kinda cold, but I would be too if I had to deal with a lot of people complaining about bugs 24/7
I mean
I do sorta have to deal with that
Since I had a discord for my modpack
And some of the bug reports are just so bizarre
Well
I had it too, until I beefed with my friend who doesn't play lc anymore
I mostly see devs here shit on zeekers for it
Nobodies perfect is the thing, so I don’t see why
There’s always a better way to do coding anyways
So there’s no such thing and perfection when it comes to it
At least that’s what I learnt from college
Hmmm
That might be something for UpturnedVariety 
Isn't upturned variety only scrap?
UpturnedVariety started as an mod that used assets from Upturned and included an extra boombox song
Then a extra gift skin
Then she found many other assets that she could use
That's also an asset from Upturned technically
It fits there
Then let’s mayhaps suggest it in that thread
The dev of UpturnedVariety also made Chameleon
Buttery made 60% of the fix mods
If you ever need to know check if the fix mod is made by buttery or not.
I get that, but I don't get why she'd separate wallpaper variation from the others by putting it into Upturned Variety
Because the "variations" on Mineshaft were made by her
It's fair to have them on Chameleon
The "manor variant" is from Upturned
Chameleon main purpose is to make "moon environments feel more cohesive"
The mineshafts used a rocky texture on all moons, even Embrion

ultimately up to her but it doesn't make sense to me to separate a feature from a mod just because it's a reference to smth else
yeah
It’s technically adding a wall type from the upturned
UpturnedVariety adds variety to the game from the upturned.
to me that feels like it would fit more with chameleon since one of its main features are the interior variants and it would be a little weird if this mod has like 2 variants and upturned has only 1 also it being in this mod would probably be better for config use
im not going to add interior variety to both upturned variety and chameleon
i like the idea of this upturned color palette but it would be a feature here
not upturned variety
soon™
does all work for windows lists yet...
still not at this time, sorry
i've been away from chameleon for a while
i haven't felt up to tackling any of the new features i want to add yet
You’ve been doing great work on your other mods. Even if you don’t feel up to this you can feel free to take your time on it since developing mods are meant to be a passion project rather than a second job
I love your mods a lot since they improve the game in so many ways and you shouldn’t overwork yourself if it isn’t necessary.
Much agreed
i have a suggestion for the DoorLightColors config if you want to. You should make it so the light the door produces when far away changes depending on the color of the door light. PS. i love the mods you make, they are fr the best. Hope you are doing very well. Dont over work yourself :]
I really love fog reprojection, but there isn't any workaround for the damn flashlight?
(background singers vocalize "orb chaser")
content warning
Yeah there isn't really any getting around the HQ fog issues
Either you deal with the big performance hit of the quality option or the buggy flashlights with reprojection
the quality option varies
when i was still using a 2080ti on high fog quality there was practically zero performance difference
so if you have a pretty decent gpu your mileage may vary id say
Honestly I don't mind the flashlight trails with reprojection tbh
It adds to the scuff of the game and doesn't feel like it's that out of place
I quickly grew used to it
well hey im glad you like it hehe
i was close to scrapping the reprojection thing altogether but buttery insisted some people might like it more than others
it does look pretty nice otherwise
Yeah it's perfect cus it fixes fog without affecting performance and my group all has different hardware configurations so it's nice to have it work for everyone
I like it too, even though the flashlight gets a little weird sometimes the other stuff is sick. Some artifacts feels like it adds to the game, like the ship descending into the planet seems like air is entering through the door, the cruiser seems to be going faster sometimes, the dropship and meteor has a cool fade
Am i crazy or fog reprojection doesn't work on the company moon?
uhh
Probably Planet Preview + Celestial Tint
If you have Celestial Tint, disable planet preview on Chameleon config
Might be a good idea if Chameleon automatically disables PlanetPreview if CelestialTint is installed
when this was a feature in butteryfixes i added auto-compatibility to toggle it off
but now that it's a boolean the user can control i'd rather leave it to their control
especially if celestialtint allows you to disable whatever is causing the incompatibility, it makes my mod less flexible
by forcing the setting off
i might be releasing an update soon
i've been trying to tag all of my mods properly with lobbycompatibility
recently
i havent had the time or interest to work on any new chameleon features
in a short while
and im not sure when that energy will come back to me
i havent lost interest in modding but my focus has been elsewhere for the time being
i do want to implement one minor change though
since the next update might be a while away, it might be nice to sneak this in before it takes too long
lmk if u need help w anything btw
like even if you just dont feel like doing something
i dont mind
This mod is in a pretty good state anyway, I am content with it. Only thing I really want is color temperature adjusters for interior lights (preferably for each interior)
Not really sure what else there even is
Same goes for ButteryFixes, I think ButtRyBalance is by far the mod with the most potential to keep fleshing out
I know they use the default doors inside but can we get custom entrance doors for mineshaft and custom fire exit for mineshaft and mansion
This issue with that is nobody has come forward with a design for a custom Mineshaft entrance. Apparently someone was making it but they have since disappeared
cave fire exit perhaps?
and fire exit for mansion since screen doors are normally the backdoor for houses
mineshafe main entrance, to match the elevator's gate
done
lol
yeah we both have interest in this but just havent come up with a solid design
i might make one soon
yeah, the one on the bottom of my list tho is for main
well it's not that i dont feel like doing what needs to be done
i am interested in implementing new stuff
i just dont feel the drive to do it now and i dont know when i will again
butteryfixes is a forever living project
whenever there is some small detail out of place that i want to fix it will most likely go there
i fixed some buggy stuff with the cruiser key animation in first person in an update that has yet to go out
i offered it to digg but he might have gone back on hiatus now that CI 1.5 is out
so i'll probably just release that
as for butterybalance, it's true that it has a lot of potential left, but i haven't worked on it in a little bit since i havent had many opportunities to play recently
im not sure about custom fire exit doors
i wouldnt say im adamantly opposed but im not particularly interested either
they are perfectly functional with all the interiors that already exist
i am still open to custom mineshaft entrances but the yellow doors are kind of ugly and nobody's made anything better yet
ill do it eventually!!
why doesnt it work on offense
it was generic interiors' stupid backrooms level conflicting
@meager ivy If I use weather registry to make rainy on the company would it break, I've been using this mod but it might be better to use weather registry.
why are you doing that
dont do that
theres no reason you should be doing that
it'd probably try to spawn mud and error because theres no navmesh or something
if you disable my stormy gordion setting nothing would break
but it's very unlikely rain will activate on the company building
when you land at the company, it skips the code that normally activates weather when the ship is landing
i had to hack it a bit with custom logic for this mod
and that custom logic doesn't account for anything other than storms
mrov has stuff for putting weather on gordion
Maybe they do not want Thunder SFX
then use the setting in chameleon
for rainy gordion
y do u need to do it through weather registry
if all u want is the effect
oh my bad
i incorrectly recalled the setting as rainy gordion
i forgot gordion is specifically described as having constant storms
in that case this is kind of a really silly nitpick im ngl
but yeah i get it i guess
did you change the looks of mesa caves??
they look kinda different
I love it honestly, not sure if it's different from before tho
are you using sponge
it might just slightly change how it looks
nope
i have not
i touched snow caves in an update semi recently
forget which one
changed the rocks because i thought blue piles looked kind of ugly
also made desert caves not drip except during floods
last change i made to caverns iirc
oh yeah thank you those looked uggy
neat! it seems it was always peak
Why does Artifice have the indoor blizzard and snowy doors despite ice moon Artifice not having been rolled?
0195efe3-4251-974c-bb2f-123412700dd1
will this mod ever fix these errors?
because they are pretty blatant
I could just use NoOrganicLife but it isn't compatible with YesFox
and the bastard will just spawn on the moon anyway
For the other two images I'm talking about the under 30 lbs and yellow scan/biological life for red scans
and the maneater + any modded enemies without a planet config will spawn as well
im not sure why either of these are chameleon fixes
"embrion is devoid of biological life" is more of a suggestion than a hard rule
any surface organisms are slaughtered almost immediately by the old birds
but There are theories that a diverse geothermal ecosystem may be thriving within a vast cave network under Embrion's surface. would suggest there is plenty of room for stuff to live underground
where spawns are more common and biological enemies are not automatically killed
rend and dine both say It's highly unlikely for complex life to exist here. and yet they are completely populated by the same enemies as any other moon
as for the clipboards, it's true that they are objectively incorrect, but it's information you are likely to pick up very quickly while playing and not need to cross reference later, so it's not extremely high priority to fix
well i wasnt really talking about that
i was talking more about the kidnapper fox spawning
ButteryBalance 🍷
maybe i dont want to install an entire rebalance mod to get that feature tho
It's just a compatible alternative for your problem
The mod is also highly customizable, you can disable most features if you want
i dont see how the better solution is making people download chameleon to fix it
lol
yeah LMAO
I believe thats part of the joke, all the instruction stuff you get is very outdated and the company doesn't even care
i think it's kinda funny that we like to play off mistakes and jank as intentional design
it's a really nice quirk of the community and by extension the game pff
wtf are you talking about
the kidnapper fox isnt in vanilla
why would this mod fix an inconsistency with removed content
lol
Because kidnapper foxes are kind of like
more than the lasso man and red pill
lol
ok but how does that fit the scope of chameleon
its unused content that isnt in the game without specific mods to add it back xd
It doesn’t, I’m just saying people need to not dog on kidnapper foxes a lot
im not dogging on it im stating a fact
i love the fox
but it would be rlly weird for this mod to change a moons info node for no reason (the person asking already has orbits so it would conflict anyways, lol) on the pretense of an enemy that was removed permanently
redpill coach
can i make this a plugin
Gonna be real I did not read the above conversation
o
I just found another opportunity to meatride the kidnapper fox
Dont say that
After reading though, I don’t know what they’re even talking about
Your explanation doesn’t really correlate with what they’re saying too, it’s so confusing
they're talking about embrioj saying its devoid of biological life
and their explanation was the fox spawns there
so they wanted chameleon to change the text
Don’t the natural entities spawn on Embrion though
It’s like people forgot about Rend and Dine’s FAUNA descriptions, which have a similar situation to Embrion
i guess
to me its like they emerge from the tunnels in ther ground
like it says
smth bt them living underground
Also, the Factory is well-protected from old birds
and vain shrouds help hide kidnapper foxes from old birds, and old birds don’t detect plants as threats
what would you do if i said no
all of it makes sense to a degree
not do it
well i wont
Assassination
o
so
coach red pill
Red pill Coach and Lasso Nick 🤑
anyways
i just didnt know like if you did it already for some reason lol
no this is just an editor screenshot and some random google images coach
be free my child
i wanna give it sounds
anyways the clipboard thing i'd "like to fix" but like i said it's not especially high priority and i don't think it's a chameleon fix
that being said idk where else i'd put it
nah just fix the scan colors
xd
i think it's a bit too subjective slash out of scope for butteryfixes
since i couldnt replace it with official art and would have to edit the image itself to apply new text
Speaking of
How is this subjective, while the changed item pick up/drop sfx in ButteryFixes are not
Some of them feel really off
as for the embrion thing
changing the moon info page would not be compatible with mods that already do it (like orbits, as displayed in the screenshot)
and im also just personally not of the opinion that it's a mistake to begin with
Zeekerss knew damn well what he was doin’
embrion is very devoid of biological life
anything that spawns on the surface dies immediately
except for the kidnapper fox which is its own deal
Except for kidnapper foxes because they’re awesome and special
and the monster spawns underground fit the description of the cave network ecosystem
"devoid" is the gist and not necessarily literal
also, unless i misunderstand, the proposal here is to change spawns which is outside of the scope of chameleon (being purely clientside audio/visual tweaks)
i moreso mean that the fix is subjective
the text is objectively wrong
but the manual pages are baked graphics and changing the text would require mimicking the appearance of the existing text to avoid it looking out of place
anyways which sounds in particular are you unhappy with
Rebalanced Moons promo for the vain shrouds twinkles eyelashes
i've done a pass on it twice now and it's not exactly "final"
at least it being black and white is intentional
i honestly just added some text that says fauna tab is lying...just for the funni
Painting using the mask sounds is the only one that bothers me, yeah the painting is presumably a paper canvas but the frame is what dominates its properties. Even if you get the flimsiest frame for a painting irl the whole thing will feel and sound like the frame
If the painting has a plastic frame I can get behind the mask noises, but given the ornate nature of Manor scrap I feel like it is meant be a wooden frame
Painting and jar of pickles
Painting because you're holding the wooden(?) frame of the painting, not the painting itself, and jar of pickles because the sound is way too light for it
There was one other that I didn't like, but I forgor
I am fine Jar of Pickles personally it is a glass jar with liquid inside, just like the DIY-Flashbang. It feels a tiny bit off yes but overall is more fitting than the metal noise I think
Metal noise fit better Imo
Liquid-filled jars, especially ones that have something inside pushing away the liquid (Pickles), don't typically make a lot of noise unless you shake them hard
Well the DIY makes a bunch of noise so presumably then our character is not handling them with very much finesse
Yeah but the DIY is a bottle, and I imagine it's not in a similar boat as jars of pickles either with the pickles holding the water together
I’m currently working on a mod (it’s about 70% done, just dealing with major pain with mod compat) that makes sound much more varied (like mansion main entrance not using a metal door sound) and I had changed some of the pickle jar sounds
I’ll see if I can send the sound tomorrow or so, it’s just a little late where I am.
cool
I agree with this
redpill only has one sound you can replace, unless you wanna add more manually
yes i meant more
Whats orbits
How would it conflict
orbits is the mod you're using to have the embrion video present in the ship's radar screen, no?
and it would conflict because it rewrites moon descriptions
me when i dont know what i download onto my computer
so i read a bit and it seems we are not getting an update soon, but still i wanted to say if its possible to give the entrance mansion door to be config so we can put it in modded interiors too, or if there is any reason on why that isnt an option
bc i love the change but going to the raven mansion from dull for example still has the normal facility door
and it would be cool so we could decide which interiors had that door
Or better yet release an api tool for modders to implement their own custom entrance doors
that would be nice
Peak idea
i guess but its so easy to do
theres really no need for an api for this
this is reasonable though
some custom interiors use mansion doors
or are similar enough that it fits
i think buttery is more than okay accepting PRs so i could look into that at some point
Les goo
Would be pretty cool thanks for considering
:0
Ye if the other idea is too hard to do i think this would be good
Bc having so many interiors and only having that door for mansion is weird, so would be cool and i would really appreciate it!
, and well if the other thing with the api can be possible that would be even better hehe
im not that interested in providing support for custom entrance types for custom interiors
just implementing a list for where to apply the manor doors would be a non-issue though
right now it already applies to Scarlet Devil Mansion
that's just hardcoded rather than being a list the user can manually contribute to
i've been sitting on the next version for forever
"soon" i want to release an update that supports the "all" keyword in lists and implements lobbycompatibility
i could add a manor door list in that update if there is demand
that would be nice
I would say there is a demand
im not sure if this is a Vanilla bug or a Chameleon bug due to the ReworkFoggyWeather (or maybe a bug from another mod) but whenever i go inside the building the fog from the Foggy weather stops working
weird
i'll look at it
99% likely it's a chameleon bug but i guess there's like a 1% it could be something else
here is the code for the profile i was using at the time:
01968e02-e30f-1be2-cc47-eb76c9d4a8ee
appreciate it
just to confirm, this issue is only when you have that setting enabled?
i think there's just triggers on some of the vanilla maps that are resetting the fog density back to default
vanilla's foggy weather is a separate object (which is why it's a static color)
i replicate this behavior using your profile but not on my own
so my guess is there's some sort of conflict
i will try to narrow down which mod
@near badge ok, the problem is with the volumetricCompensation setting on Lethal Sponge
which makes sense in hindsight
for now I would suggest disabling one or the other
i will see if i can work out a way to make it compatible with scoops
okay, i will just leave volumetricCompensation off for now then
i don't really notice that much difference with it on anyway
Are the Giant's colors compatible with Vacuity's winter season dynamic?
if it is marked as having snowy footprints
then yes
after v70 releases I presume zeekerzz will probably not update the mansion for a while so maybe that would be the best time to add the variants?
the real reason for the delay is i just havent been that interested in adding new features to this mod for a while
i wanted to make an all green variant of the manor "relatively soon"
for the forest moons
and that's probably what i will do when i implement that first variant
i still don't know if i am ready to commit to a big chameleon update though
if the mod isn't broken by v70 i might put it off a little bit longer
and if it is broken i might scale back the scope of what i had planned just to get it working on v70 again
anyways tldr i was already planning to make the first manor variant before v70 anyway
but it is nice that it probably wont get broken by any major changes after v70 launches
if I could help in anyway I would want to
i dont know if there's much to do in the way of help
i just dont have the sort of passion for working on it as usual
i have a lot of quick and easy things lined up as soon as im back to work on it, so i can ease back into it once im ready
but im not sure when that time will come
hopefully after v70 i will get that energy back
v70 will definitely bring back the general desire to play
at least
I think maybe a variant of the mansion with wooden walls could possibly work for a more rustic variant
(room from generic interiors)
(fun fact this is based off the apartments area of no mercy from l4d)
Question that's probably been asked before, but are things like the mineshaft and mansion variants limited to just moon names or can we use tags? Feels like it'd be much nicer to put in a tag to encompass several moons instead of list them all out, especially if you're someone like me with a lot of modded moons.
Like I see that mineshafts have an auto adapt snow toggle but still
only moon names right now
tags are an "eventually" feature but i have no eta
in the next version i will support "all" as a keyword to add a variant to all moons
i just havent spent the time integrating lll functionality
gotcha
cool
v70 real now
||since it seems the hall walls are brown in the NEW mansion then maybe a version where they're the original color could be good?||
yeah sure
i think all pink and all green would be a decent first pass
||also there should be a version of the green house where all the plants are dead||
||a lot of the props in the new rooms don't have collision so you could probably remove them by just making their textures transparent||
ohh man i really do not want to update the window variants for the greenhouse tile
sigh
1 material per variant -> 3 materials per variant
damn
@meager ivy I tried using the planet preview option to see the planets when using the ships external cam but nothing appears on there.
if you havent already, you need to increase the security camera distance from 20 back to 150 in the lethal sponge config
just a note to all you folks using chameleon in v70... i'm not aware of any majorly broken features, but the ship radar might behave incorrectly in the Ice, Mesa, and Gravel type caverns
the radar is meant to lose signal when observing a player inside the cavern segments of a mineshaft, but it does so by checking the ground material, so me changing the footsteps in that cavern causes that system to break
I think I might've found a bug but I'm gonna make sure its just chameleon
chameleon will probably be the last mod i update with v70 compatibility
because i also wanted to add a couple new features at the same time
but if there's something really major then i can redirect
stain clipping through door
or well the door doesn't block it
lethal quantities shouldn't do anything with visuals and I'm assuming its not just BepInEx
as far as i know you should be fine just disabling the ice, mesa, and gravel caverns
it's the only thing that i know causes new v70 code to work improperly, at this point in time
but it shouldn't cause a crash, and you are fine to keep your config as-is if you want to avoid fixing it later
it just means the "no signal" screen wont work in those cavern types
are you sure this only happens with chameleon? just to clarify
if it is chameleon's fault, i have a good idea at what's going on
but i'm also a bit surprised if chameleon is interfering with it
maybe not I'll check again tomorrow since it is getting quite late for me
if it isn't chameleon then it would be just BepInEx
yea, ok. it's chameleon
should be an easy fix
regarding the new tiles for manor, i dont think i will change the windows on the greenhouse
at least not for a while
im vaguely interested (in the longterm) in overhauling it completely - new background ambient noise and different color lights to match the window type
but at least at first i will probably just leave it as-is, since plants are growing there anyway
and it would be a lot a lot a lot... of effort to address
bedroom will probably be easier and i'll just make it match the window rooms
yeah
@acoustic bolt chameleon should be mostly fine but there is a rendering issue with the new fancy doors in the manor
the ones with glass, connected to the greenhouse
if you dont use butteryfixes then the Ice, Gravel, and Mesa caverns won't properly work with the "No signal!" screen on the radar
Got you
Oh btw I wanted to let you know about a bug too
We got the No Signal screen stuck after going into orbit earlier after having Mineshaft on Calypso
No errors though
there is probably some weird edge case thing happening where i revert to vanilla behavior too soon
Yeah probably, cus for 1 client it updated but the rest of us all saw it saying No Signal
lol
it falls back to vanilla behavior automatically if you are in a mineshaft and for some reason my system doesnt cache any cave tiles
my guess is that i took a shortcut somewhere that is causing it to think you are in a mineshaft after going to orbit post mineshaft
since the cave tiles would be uncached by then
Yeah most likely
landing the ship should resolve that, but you are correct that i should be fixing that
i will address it in v1.14.1 which should come soon
gonna clean up a couple quick things i forgot in the big 14
Nice 😄
Is there any config setting to disable that will fix that? Or do you just need to push an update for it?
whatever the config is that fixes door materials
it will cause factory doors to have one-sided glass again
but it will temporarily resolve that rendering issue
until i can address it properly in the next patch
ah so this setting
yyyy zeekerss
im really hoping the chameleon update comes today
i will be adding a small handful of new features but nothing super major
one of them is a consolation prize for a feature im going to have to adapt
im not 100% sure what i will do about the windows in this patch
maybe I will just leave all of the new tiles' windows untouched to get it done faster
I would like to address the bedrooms at least, though
we'll see what happens
Indeed, you are much appreciated Buttery
thanks for doing this
i am not entirely happy with these so i dont know how much longer it will take
ok
to be clear i dont think this is going to be a crazy long delay or anything
it just needs a lot of tweaking and i didnt have enough time to get it all done yesterday
one of them is already shaping up a lot nicer
cool
i'd like for this to be the next thing i release
afterwards i will either work on upturned variety overhaul or the restore mapper v70 update
and then that kind of marks off most of my mod projects for the time being
cool
zeekerss apparently dipped his toes into foliage diffusion with v70
the new adamance maples use it out-of-the-box
and it looks like he applied it to the default forest foliage as well
not to the snowy stuff though
I thought when I enabled Chameleon it looks like it affected some of the lighting changes as well, like while in orbit there were dark spots that showed up in the ship I think from how it restores the sun that aren't there without it
Seems he changed quite a bit with v70
i think the sun is only visible in orbit
mannnn even this bedroom window shit is stressful
it's a lot more obviously a discrepancy than the garage and the greenhouse though
so i want to address them
being honest if i knew zeekerss was gonna add more window tiles
i probably would have never even added this feature to begin with
because it has like 10x'd the amount of work to maintain it
yeah i promise you garage and greenhouse will require a complete rewrite
but im gonna hack together something for the bedroom
and as long as it works under normal conditions (plugin installed correctly, in conjunction with a small amount of other mods, etc.) i'm just gonna call it good and ship it
i think im getting close to something functional but it's not yet finished and it's also completely untested
so we will see how completely and utterly wrong i am
this is future work stuff
once im no longer in the v70 crunch
hopefully it works
some of the worst code i think i have ever written but i am going to ship it anyway as long as it's not broken
this has been delayed long enough
i have just one more bug left to fix and then i will release it
i can not figure out for the life of me why it is happening and i am too sleepy to continue working on it
so i will have to figure it out tomorrow
but the update will probably be tomorrow, then
alright i am going to give this another shot
this is an extremely minor visual issue so worst case i can just call it "good enough" and release the update anyway
but im gonna give fixing it another try
before calling it quits
im a fucking idiot
anyways it should be ready for release in just a couple more minutes now
you are not
I know a lot of idiots and you do not strike me as one
ok i have pushed v2.2.0 to thunderstore after months of wait
the big things:
- 2 new cavern types
- bedroom tile supports window skins
- "all" can now be used in weighted list settings to apply a base weight to all moons
- fixed graphical issues with greenhouse doors
sorry that it took me so long
YAAAY AWESOME
The wait is always worth it!
The new cave types look great!
oh nits peak
lol they were relatively low effort on my part
i just wanted an alternative to the ice cave since the footstep change had to be made
i did tweak it a lot until i was happy with the color of it
at first it was pure white which was both excessively bright and turned like an ugly blue/green when you were walking around in the dark
slate was just another easy drop-in variant for gravel
i figured they would just be kind of nothing but if people like them i am glad
this is great
it looks great stan!! I think i'll be using it for dine heheh
this mod suuuuucks!
[04:49:07.3470645] [Error : Unity Log] Unable to open archive file: Z:/home/diffoz/.local/share/com.kesomannen.gale/lethal-company/profiles/Lunxaras Profile/BepInEx/plugins/ButteryStancakes-Chameleon/slatecave
[04:49:07.3480645] [Error : Unity Log] Failed to read data for the AssetBundle 'Z:\home\diffoz\.local\share\com.kesomannen.gale\lethal-company\profiles\Lunxaras Profile\BepInEx\plugins\ButteryStancakes-Chameleon\slatecave'.
[04:49:07.3490645] [Error : Chameleon] Encountered some error loading assets from bundle "slatecave". Did you install the plugin correctly?
While testing Lunx profile found this
☠️
there is no reason it should be trying to read from a slatecave bundle
i might have made a mistake somewhere
i will have a look, thank you for notifying me
@meager ivy Is FixDoorMeshes something I can turn off ingame? I suspect it only applies it on map load
Yeah it is, I had to turn it off cus it breaks the Entrance doors for Wesley's Atlantean Citadel after his new update for some of his tags
Namely the Junic and Volcanic ones
Idk if any others break
@meager ivy This still needs fixed
Yeah so the slatecave file just doesn't exist
Salt is also missing
Also why is this stuff just not in like a merged AssetBundle or smth?
yes salt/slate arent supposed to have bundles
they are in separate bundles to minimize memory usage if you dont enable all of the features
Ah well they end up erroring and not working for some reason
they work fine for me and you should just be able to ignore the errors
i wrap all asset bundle calls in a try catch
i have fixed this im pretty sure in the next version
but i havent pushed it yet
Sorry, meow, the Lethal Company Modding community has restricted the ability to share links to that specific platform. Please use modmail if you have any questions or this is an important link, mew!
😮
meow
Meow meow!
Meow meow!
DIE!!!
Something I thought, could there be an option to blacklist the ambient music from playing on certain moons, kinda like Eclipsed weather blocking them? Many custom moons have their own ambient tracks or are going for an eerie mood, which the ambient music clashes with
wouldn't that kinda be a problem with the moon?
It also happens with Embrion by the way. That moons has faint but nonetheless present unique ambience
experimentation also has a unique ambience, though only for the fire exit area
unless that's a different kind of ambient sound
no wait
yea no that's different nevermind
@meager ivy Any chance you can push a compat update for the cave stuff to work with Wesley's Expanded Mineshaft interior?
i also wanted to ask if the new v70 fake windows were gonna get a tweak too
i know buttery doesnt really wanna work in this mod anymore which is kinda sad :c
yeah im not exactly comfortable with "abandoning" it but i have felt absolutely 0 pull to work on this as of recent
lethal progress has been slow for me in general recently, but there is almost nothing i feel like actually working on here right now
purple already told me about wesley's manor and mineshaft stuff and i might get around to updating for it soon
depending on how involved of a process that will be
tbf I think your mods are in a pretty good place. I have suggested a few things to your mods I would like to see added, but nothing huge that is ruining the game
Up to date, good configs, fixes major and relevant game aspects, and runs well - a combination that is not true for most mods
this is so true
Can confirm aswell, im still using this mod to this day because of that
Also agree here; I count all of your mods, including this one, as extremely reliable and worthwhile ones. You did a great job making mods that simply tweak, fix, and detail vanilla ^-^
The only issue I can think of, and I could be misremembering or perhaps this got fixed, was at one point I think the fix for the facility door texture to make the glass show on both sides broke one of the doors in one of Wesley's interiors, or at least one of its variants. Again, maybe I'm remembering wrong or that got fixed, but I agree. Overall I don't think it really needs much more.
Oh, I might've just remembered I tried to make the mansion fake window be the broken version this mod adds but the moon name had a dash or space or something (Sector-0 and Starship-13 I think) and got a warning in the logs about not parsing that name correctly so it was skipped. Forgot to look into that more.
im not sure why my code would have issues parsing a dash
but worst case scenario, sector and starship should still be detected okay?
as long as you dont have multiple moons that start with those common words
I’ll check it again sometime
this is definitely one of my favorite mods
Dine being the Butler Murder Mansion (#1308174824505479290 message) has been cemented even further in v73
lol yes
i would still like to get back to that "noir-esque" manor variant for dine eventually
and a green manor variant just because i FUCING LOVE GREEN!!!!
unfortunately i also need to rewrite the windows patch and that sucks a lot of the fun out of manor updates
Save it until later and do it very slowly
with a podcast or something
Then when it inevitably doesnt get released due to the sluggish workflow blame the fact you lost the files or reiterate that you worked at blizzard for 7 years 
sounds oddly targeted but that (🏴☠️) must just be a coincidence
GREEN MANSION
HELL YEAH
you could probably reuse something like the giant sap sucker's feather texture for the hide rug
A green mansion could actually go hard, especially considering the plant rooms that are now featured
Certainly a nice variant to have
Subliminal messaging
@meager ivy hey buttery!!!! i hope you're doing fine
do you think maybe chameleon's option to have march always be rainy conflicts with weather registry's way of doing weather?
cuz I have a pack where I set a custom weather to 1000 weight on all moons, it works for all moons Except march
chameleon should have absolutely 0 effect
it doesn't even change march's weather
it just enables the rain particles as if it was rainy when there's no other weather types active
does it just add the rain effects to the scene or smth?
butterybalance has an option to actually add rainy weather to march
which you should probably disable if you're using that
if you're using custom weather mods you might also want to disable the "multiplayer weather scaling" setting or whatever i called it
just to make sure im not touching weather at all
sounds good!
Hey, just wanted to ask; Any chance currently that wesley's expanded mineshaft could be made compatible? That'd be absolutely beautiful. I for one won't ever go back to vanilla mineshafts with this premium experience
Surely this is something that’s on Wesley’s part and not buttery I’d imagine
Since Wesley’s mineshaft is a whole separate interior, even if it looks similar
Could be, idk how Chameleon does this. If so, I'd forward my request to him
i havent worked with chameleon in a while
wesley's compatibility is something "i want to do eventually" but i havent really felt the motivation to work with it right now
i think it's probably a problem on my end and not wesley's
i think all of my mineshaft stuff only applies when currentDungeonType == 4 because i didnt expect anybody would ever clone the mineshaft and add it under a new interior ID
which is, at least I assume, what wesley's expanded mineshaft is
a brand new interior that re-implements the original stuff and then alters it
That is the case
It is a new flow
Level3ButCoolerFlow X3
But that sounds like a rather simple way to make it work then, no?
i can maybe just check the dungeon flow name
but if I'm required to implement LLL then it's probably going indefinitely on the backburner
proper LLL support is also something i've loosely wanted for ages but I've just never felt the motivation to do it
That's understandable tbh. If you can just check the dungeon flow name that'd be awesome. If it requires messing with LLL I can completely understand if you'd rather not touch it for now ^-^'
disabling all giant skins in enemyskinregistry will ensure chameleon's giant skins work, right?
i have never tested it for myself, but assuming ESR doesnt apply any changes if no weights are setup, then yes, it should be fine
alr
yeah
I've found that they only work if the normal skin is selected
the enemyskinregistry ones go above chameleon
well the chamelon skin is dynamic
when a forest giant gets lit on fire, if it was snowy before, it switches back to the normal skin (like the snow "melted")
and then there's a charred black skin after they die to fire
i imagine those changes would probably take precedence over ESR, at least
since they happen after spawning
unless ESR completely clones and replaces the renderers or something
yeah I'm not sure if they would but I do know that I had the normal giant skin on snowy moons and it showed up as chameleon and on another moon it was the enemyskinregistry one
oo that sounds cool asf, I noticed they were darker but I never got a good look at em
do you happen to have those textures on hand perhaps?
it would be gnarly for an ESR skin
(not saying i'm gonna do it obviously but im just fantasizing)
vanilla, snowy, burnt
i just made these in paint.net with no respect to the UVs so it probably wraps kind of ugly on to the model
but the textures themselves are so rough i dont think it's a major issue
also if you want to use them to release something like this go nuts
i dont really care
I mean the basegame textures don't wrap all that well either
I could if I ever learn it, we'll see :3c
thank you!!
the thumbnail is good
congratulations
that's so peak
I had no intent on making this any time soon so ty lmao
how compatible are this mod's weather-related features with other weather mods?
what chameleon does is just adding the rainy effect without the puddles on march, having it on you may run into having actual rainy march and not noticing
i moreso meant the doorlightcolors and weatherambience features
weatherambience doesnt work with modded weathers
doorlightcolors works with modded moons but not weathers
damn
The absolute peak update dropped. Thanks a ton, @meager ivy ! It is an absolute blast to see this mod updated to work with Wesley's vanilla interior variants ^-^
oh that's so fucking awesome
Just a blessing for my vanilla-like modpack
The entire mod
And as I recently set it up to only spawn Wesley's variants (except manor) this is a godsent
Extra compatibility is always a win
crazy
@meager ivy recently a mod came out that add the pre-v70 mansion as a new interior and I was wondering if you could add compatibility, I presume it would be pretty much the same as the wesley's interiors one
this is the mod https://thunderstore.io/c/lethal-company/p/MBCollector672/OldMansion/
the interior is labeled as v62Mansion-Level2Flow