#Distinct Moon Variety
1 messages · Page 2 of 1
That's strange, because as of recently, I've consistently gotten vain shrouds on Volition
Get this, while I was debugging on a fresh save file earlier today, I had a cornfield of vain shrouds spawn on Volition
Day 1
I'm especially curious since Volition's exclusive scrap is the Shroud Sample, so I'm wondering if this is just some gimmick with the moon where it's themed around vain shrouds
While I've always imagined Kidnapper Foxes being a good fit for Volition (hence making the Shroud Sample), the moon has no gimmicks or higher spawn chance for vain shrouds
Like Dopa said, the only thing I could change from my end is if the shrouds spawn at all or not
Funny fact actually- back when I was making and testing the Shroud Sample I ripped from the Shroud prefab to put it into the container but it still had the mold spore tag on it, so whenever the scrap spawned in the map the fox also spawned in the interior lol
LOL
did the fox work in the interior?
Nope, the Fox just stood still in place wherever it spawned
I take it you didn’t try it with StarlancerAIFix
That might’ve worked
Whether you want a fox inside is another story LOL
didn't think they'd be that uh, persistent 
do you have the old bird's condemned stamp as a solid PNG by chance?
lmao
if a dog hears a noise with maxxed aggro, they will go to where they heard it always
if theyre just investigating they can stop before they reach the area
also I don't know why it didn't notify me that something was posted here
what map is that
volition
I don't think volition has that bridge
either its a new map or volition is getting an update
it looks like the same map as this image
That is Volition, I confirmed it later down
Volition’s building is getting a redesign
cool
And yes the dangerous bridge is being added as well. In the moon’s WIP phase there was meant to be a bridge there but that idea eventually changed to just adding a little spot where people can put the extension ladder to go between main and fire, but when I widened the pits and changed the terrain in that one update a while back that idea became finicky (not sure if it’s even possible anymore)
I think the outhouse thing by the ship should either be removed or redesigned since I don't really like the orangish wood it has
a recolor would be enough
That is being redesigned and relocated somewhere else, mostly hidden
i want more moons to focus on bridge mechanics
cause a lot of people just copy paste vows bridge without changing the multipliers of what deteriorates its health
cool
I do think that moons should have more spots like pre v50 adamance for extension ladders
I meant dine
how did I mess up dine and adamance
attenuation has extension ladder usages
detritus as well
Attenuation and Detritus have usage yeah, mainly to get to places early
Should add onto this that this’ll also apply to some Detritus stuff too
Some things I put in the moons are my friends ideas or little inside jokes but their presence I think should’ve been hidden a lot more
yeah I think that generally fine
Like the outhouse, money mattress, or rusty’s poster
I think it might be interesting if you hid something within the broken cruiser
add granny
On Attenuation a pumpkin blocked the way into the main entrance, is this a known bug or is it intentional?
Definitely not intentional, seems like a unlucky random map prop
I'll probably look into it
thank you
thankfully it wasnt our first moon so we had ladders but it was some shenanigans to get in lol
spawn blockers time (?)
@craggy merlin We still getting that optimization update sometime soon? 
Yeah it'll come eventually. I've just been sidetracked because motivation is a little waning and I've been really hype to play Monster Hunter Wilds this week
Still need to fix some stuff that broke from transitioning projects and also do a balance pass on all the moons
Lucky, wish I could but my PC's too old for it lols
DistinctMoonVariety | The Optimization Update (v2.0.0)
- Did a lot of optimization throughout all the moons.
- Overall filesize has gone from ~120MB to ~73MB
- Removed CustomStoryLogs as a dependency
- Logs now uses LLL's ExtendedStoryLogs
16 Attenuation
- Moon Redesign
- Opened up map playable space
- Added new intertwining routes
- Extended the tight crevice section
- Fence to Main is now destructable via Cruiser
- Added more general structures, rocks, and debris
- Removed Broken Device from Scrap spawn table
- Adjusted overall balancing
77 Volition
- (Standalone only) Volition will only have the SOS hint if Detritus is also installed
- Turned the radio boombox into it's own item, the Radiobox
- It has worse audio range and lower volume than the normal boombox
- Added the dangerous bridge in the pit between Main and Fire Exit
- Redesigned Main & Side buildings
- Replaced most of the mushrooms in the ditch with different foiliage
- Adjusted Fog & Volume for Stormy & Eclipsed Weather
- Added very low chance for Factory interior
- Added new exclusive Insanity sounds
- Exterior lights are now tied to the Breaker Box
- Adjusted overall balancing
24 Detritus
- Recolored the Crane
- Trimmed the Crane's ladder (no longer climbable)
- Sunken Old Bird at the Main Entrance now only has a very low chance of being activated upon landing
- Reduced the value of the Mech Apparatus
- Added more LOD to objects around the map for performance
- Moved & Rewritten the Log
- Added Broken Device to the Scrap spawn table
98 Retinue
- Touched up on all the shipping crates, moved them around, and overall decreased how many there are
- Added LOD to a lot more objects in a effort to improve performance
- Added low chance for Mansion interior
- Raised chanced for Mineshaft interior
- Adjusted overall balancing
DistinctEnemyVariety
-
Added 4 new skins for Detritus
- The Prototype (Nutcracker)
- The Crystalized (Hoarder Bug)
- The Corrupted (Eyeless Dog)
- Graffiti Relic D (Old Bird)
-
Added 1 new skin for Retinue
- Shepard (Eyeless Dog)
There was gonna be more additions to the moons but I'll hold off on them for now as to not delay the update any longer. There was a LOT of moving and editing stuff so please let me know if you encounter any bugs, I tried fixing as much as I could.
Anyways yee enjoy the update and yadayda yayyyyyy
What is the Factory interior?
Whoops. Fixed that
Also I'll update the imgur eventually, here's just some random shots for now of the new skins
what the fuck
if it works for you it might just be that I manually downloaded it
No that's a fault on my end. I know exactly what it is
same for the main entrance
Yep, 100% what I assume it is
Pushed an update to fix this. Any other bugs found I'll save for the end of the day or tomorrow so I'm not constantly pushing tiny updates
LMFAO
this is probably the funniest issue ive seen a moon have
but its hard to beat the time siabudabu accidentally spawned red pill from daytime power instead of red locust bees
I LOVE DISTINCT MOON VARIETY
The Attenuation changes are great
Also love the broken Adamance bridges on Volition :3
I’ll need to reinstall it to see the optimisation changes. Some of the moons like Attenuation ran quite poorly on my friend’s devices (they don’t have great graphics cards). Are there any major changes?
Detritus & Retinue had the biggest optimizations. Volition & Attenuation only slightly
Mainly a lot more LOD for objects around the place
I’ll check them out tomorrow! Thank you for your hard work I’m quite excited to see the moon changes
i am neutral about distinct moon variety
I fucking love harvest moons
i actually didnt add these to my modpack because i forgot
i might see what i can do 👁️
if anything, since beanie wants to add more lore to their moons i might just move desperation/veld and replace them with attenuation/volition
put those somewhere on canyon/jade
there we go
@craggy merlin would these placements fit?
attenuation/volition in bramble (vanilla+)
retinue in crater (desert)
and detritus in onyx (industrial)
hmm, yeah I think those relatively fit
do lods even do anything
ive been thinking about removing lods from the vanilla moons in rbm and just making them cull when you're really far away
i feel like lods make next to no difference in this game bc the models are already low poly bc art style
@strange willow im actually curious you seem a bit more competent than me regarding these things, does it actually matter
like the lods for giant rocks and trees etc
maybe it depends on hardware?
Most of the Lods I put just cull whenever far away. Any objects with actually fully set lods Zeekers puts (rocks, trees, etc.) I leave as is
I don’t bother making low poly meshes since, like you said, most objects in LC have very low poly and I assume it wouldn’t make a difference
Oh yeah I was just curious and you adding lods had me thinking
i wonder if zeek just did it just to be safe ig
i wonder if it actually makes a difference having so many lod groups
like trees usually have 2
or 3
2 iirc, low poly then like a flat plane one
Those I can maybe see making a small difference in performance, but the giants rocks like on the canyon moons? Ehh
they definitely matter and quite significantly so, please don't remove them D:
the lod groups rlly matter?? r u sure?
i assumed it would be fine just "high" poly > fully culled
it of course depends on how many polygons were removed compared to the main model and the quantity of renderers with lods (they play a bigger role if there is a huge amount of models, for example - vanilla trees)
I don't see the SOS hint here and I'm using the non standalone version
also I think lightning goes through the ceiling on the Volition interior
Will look into it
But what do you mean by lighting going through the ceiling?
Ah
Oh my peak
Didn't it also have/used to have extension ladder spawns as scrap
yes
I don't know why that was so I'm going to assume it was an error like red pill
yes
im definitely going to download these moons
theyre like wesleys quality of the vanilla version's desert moons
i like the destructible fence feature
no, wesleys dont really fit vanilla at all
for various reasons
these do wayyyy more
wesleys quality
in terms of like the effort and unique things in them
im just tryna say they're nice lol
Imo this is only because of the simple shapes he uses to make them
If they were more detailed, they would be in line with Zeekerss' artstyle
ah i see
i have a massive modpack with only 25 moons using wesleys moons 4.0
im gonna add this moon pack and generic moons, then spend a weekend configuring them
do you have any high quality moon suggestions
idc if they fit vanilla
but like
no overly goofy shit like the circus moon or the oobleck thing with the blocky aliens
yk what i mean
im tryna stick to the vanilla industrial feel
the interior is really hard, but i just cant really justify the exterior to work in my head
like, matt and pacoito really did a good job making sure it didnt pop out as much as other immersion breaking things
i might give it a try idrk
i hnavent heard of them
ill try that one out
Are those ones really good? I saw them in TS but the lack of photos generally make me hesitant
i just checked them out, i get the same feeling
i can see how someone would find a few basic
does he have a thread
but i love yearn and adoration
no
i suggested one in his dms but it never came
I have all the moons laid out like this in the terminal
groups of 5 separated by price and difficulty
im not trying to have like
20 in the first section yk
are imwehhs moons like somewhat hardcore
or do you have some hardcore moon suggestions too
do you use centralconfig for content configuration
I use LLL
adoration is the hardest one they have in that case
moons just take a while to add, because I manually check out the moon and assign custom skins to them
then I need to also configure atlas, chameleon, the interiors, ect
and the interior is manor dominant
that could be fun
interiors dont rlly matter for me
I assign them all based on what im feeling
desert moons usually have an industrial interior set, and green earthy moons always have like a manor, museum, or toystore interior
stuff like that
but ty for the suggestions
there are props, just none really around the ship
Did you take screenshots of it?
im gonna implement distinct moons and then generic moons and ill try those after maybe
Yearn
give me a moment ill get more screenshots of both
I feel its primarily your lighting which is making it look weird lol
ill give them a shoit
shot
yo
outpost 31 any good?
made by the same people
havent seen
Yuh
Not sure if it holds up now, but when I played it near Lethal Company's initial release, it was fun
alr
@craggy merlin Wtf is this 😆 I was trying to get 1 then suddenly like 9 others appeared https://www.twitch.tv/lunxara/clip/BigBovineQuailMrDestructoid-qoyrZ4qjI7TIEMhB
That shit was a fucking Time from my pov, someone else had just pulled the appy and I was just talking about how weirdly devoid the trip to the ship seemed to be of old birds when uh.
Watch Dogs on the Old Bird Moon and millions of other Lethal Company videos captured using Medal.
that reaction 😭
But yeah, that is my fault. Checking now and Dog spawns are way too jacked for some reason (more than old birds(???))
LMFAO I was gonna say ain't no way that balancing was intended
10 dogs suddenly showing up was wild
😆
Yeah I just went into lll config to see for myself and

There's guaranteed more at play than just the weights no shot there wasn't a single old bird
I'm not really sure what else could influence it but I'm gonna check for myself to make sure. I'm gonna get a bugfix patch pushed today when I can, and it's gonna start with reversing dog/old bird spawn chances for sure
DistinctMoonVariety Update (v2.0.2)
- Revised outdated README info
- Rebaked Occlusion Culling for all moons (forgot to do so for v2.0.0)
16 Attenuation
- Fixed missing girders in Main Building
77 Volition
- Fixed Ship reverb triggers using the wrong reverb type (Alley instead of Outside Forest)
- Fixed Fog not reaching low enough for certain parts of the map
- Fixed odd material on exterior lights when turned off
- Fixed Radiobox house not being locked
- Fixed missing SOS decal in the main mod version
24 Detritus
- Reverted some Offmesh Link changes on Ship from long ago
- Raised Outdoor Power
(20 -> 23) - Adjusted Indoor Spawn Curves
- Reversed Old Bird & Eyeless Dog spawn chances (and reduced Eyeless Dog spawn chances even further for good measure)
98 Retinue
- Fixed absurdly low Daytime enemy spawn curve (for real this time)
did you re-add flooded to attenuation 👁️
Jesus christ Distinct calm down you’re overfeeding us 🙏
I readded that a while ago
It’s reverse like Adamance
so good dawg
it's so good
I just got the worst fucking attenuation visit ever though
fire exit and main were two feet away from eachother and the only cave entrance was locked with no key
only scrap that was available was a trash can lid 😭
but the new layout.... oh mama...
@silent wigeon Is this is this is this is this this is you is this you is you this you is you you this? !.
what
@
IS THIS AN ACTUAL SCENE IN THE MOVIE
WHAT
The newest trailer
Is
Is that Baldi
IT IS BALDI
the evil fucking spoon keeps staring...
that's clearly the evil fucking spoon
I can never look at cereal the same way again..
The cereal killer...
Was bored.. (not for DistinctMoonVariety)
how you doin that
JLL Components
sick
oh no...
Is it coming back?
am i out of the loop on smth
This looks really cool whatever it is
Mu when are you not out of the loop on stuff?
I'm out of the loop on whatever distinct is teasing at the least
I can be in the loop for other stuff it's just idk what this specifically is meant to be
man i can't believe i've just accepted people calling me mu now
i guess so
me when
that's from it steals, I recognized it instantly, that's so cool
zeekers made it, really great horror game
I know that much at least
This fucking ROOCKS
Faulty Booster
dude this is fucking AMAZING
Attenuation's main doors are significantly smaller than the player
Make it so you need to crouch to enter the building
Unless you have the steam ID of my short friend. I can list it if needed
I’ll fix that when I can (by making you require to crouch to enter)
Should be good now, turns out the doors were just partially submerged into the ground (also caught Retinue having broken lighting for Stormy & Eclipsed, fixed that too)
idk if it's the height maps on the concrete on retinue's first fire exit but the doors and light and ground look separated from the concrete wall by a little bit
this fire, right?
yee
though it might be the really strong height map
also i love the moon... it's super cool :3
Nah you were right, I changed the wall material and it was ever so slightly seperated. The rotation of the fire exit and building was off by a tiny amount (i'm talking in the decimals)
oh i thought you were just infatuated with the depth map because you were staring very closely at it
oh yeah blaze
I found that next to the fire exit on detritus there's a fence that goes like this
So funny thing is
there is no version of that fence with both sides closed off
Ya, in most vanilla moons that have the fence they are usually connected to terrain that hide that part
I assume you're talking about the fence next to the staircase near fire where it's most blatant
ahh makes sense, didn't realize it was a vanilla asset
yeye
CS:GO
1 way door? .3.
Do the fruit cake and skull marked skins not work now
They're not appearing
Wait wrong thread
Whatever
Same dev
Checked real quick and they seem to work fine?
Wtf
Was thinking maybe it's cuz they didn't use materials which has been problematic in the past but I also checked the project and they do use materials 🤔
It's not The Playplace since other entities' skins work there just fine
It's exclusively these two
Mind you they're in the daytime roster
Do you know if those two can spawn in any of their skins?
average aggressivematerialfix L
lol dw
Does Playplace normally have Spiders and Fleas in their daytime roster?
Cuz I don't see them in there through LLL config
no
Hm. I guess it wouldn't matter anyways because I doubt it has to do with them being in the daytime roster
Other skins work
Brackens are in Cosomocos' daytime roster and they spawn with their skin fine
Could you maybe raise the LogLevel in SkinRegistry's config, spawn them and send me your logs?
Maybe that can point to something, cuz otherwise I have no clue. I'm spawning them with Imperium too and they work
Will do
Bro
You can'
t
choose all of them
😭
I'll send warn, then info
Info is the highest, it'll also show warn and error
So...
SkinRegistry is recognizing the enemy and makes an attempt to skin them
but... it just does nothing??
Like here for the nutcracker it applies sucessfully
why specifically for the playplace
this is one of the most bizarre bugs for any mod ive ever seen
See but I'm testing it myself and they do work on playplace
so
Yeah, they're enabled
Wack
Yeah, didn't work
It's exclusively these two anyway
I'll try redownloading the mod then
Nope
Didn't work
I'm not reinstalling Gale for this 😭
Yea Detritus’ hint doesn’t appear if you install it and Volition on the standalone versions
Thankfully downloading the main pack didn’t override my edits, so no issue arose from that
I'm not on the stand alone
also it was working last update (v2.0.2)
but I'll try to narrow it down
what the fuck
OH WAIT
Alzheimer's
I went back a version and saw it was working and I thought I was crazy
but this is v2.0.2
Urgh, that’s just me forgetting to swap game objects before bundling
There’s one version with the mod check and one without
Like the 3rd time I forget lol
at least its easy to fix
oh hey you actually dropped the dependency for story logs!
i never noticed
thats nice :>
Yeh
Was very easy to figure out once I looked into it
tbh i think they should change the population info from "alive" to "thriving" since that would fit more
Hey is like the embrion based moon supposed to be hidden??
Yes
ah okay gotta fix that
@craggy merlin were you able to get the heat wave effect from embrion working somehow?
my project patcher always decompiles it like this
Nope, I just made my own heat wave effect
ya im about to make my own xd
afaik the project patcher just doesn't decompile it correctly
what texture did you use D:
im struggling to get it to look good
I saw you figured it out already in your channel but I used this for my heat wave
lol
i dont like how scale by distance works
it makes it get more intense the closer you are
which is like
the opposite of what it should be doing
:/
I don't think I use scale by distance in mine, mine kinda has the opposite effect and looks more noticeable from further away
trying to figure that out rn
"CC Detritus might be my most fun moon so far"
CC Detritus just a second later:
Also, naturally-spawned missiles float
I'll look to fixing that later today among a few other things I've been meaning to fix
among
DistinctMoonVariety Update (v2.1.0)
- Remove unused custom scrap (Volatile Grenade & Pin Flashlight)
77 Volition
- Added a unique Mansion visual pass if its the chosen interior
- Open to feedback on this
- Many minor fixes around the outside
- Fixed Radiobox having no icon
- Fixed the Main mod version not having the SoS Graffiti (again..)
- Balance Pass
98 Retinue
- Many minor fixes around the outside
24 Detritus
- Fixed naturally spawning missles floating
- Balance Pass
What I gotta check those two items out
I'm curious now
They're broken and can't be spawned anyway, but the model n stuff were still in the mod
They straight up don't exist
Imperium's displaying nothing
Unfortunate
What do they look like at least?
They were really nothing special, just recolors of the Flash Grenade / Pro Flashlight before they were scrapped. They were meant to be "alternatives" to the original items that could be found in a place on Retinue I planned on making, but that whole idea was canned because I wasn't really satisfied with it. Radiobox was also originally from that idea until it was repurposed for Volition instead
Volatile Grenade was a damaging Flash Grenade without the stun and the Pin Flaslight had longer battery life with a more narrow light
here's an old video I sent of the Volatile Grenade to show friends
Do you think it would ever be possible to upload the volatile grenade as a shop item mod?
I don't think there is a (currently working) mod at all that adds a simple timed damage grenade.
I used to use this a while back, but was never updated and doesn't work anymore
https://thunderstore.io/c/lethal-company/p/Garf/FragGrenade/
I could, though I'd need to remake it again and it did have some minor bugs before I stopped working on it, like being an instakill instead of a varying amount of damage
Happens with dull apparatus too
I checked those and they don't appear to be?
wha
you fuck with this? @craggy merlin
I fuck with it haha
love a good eject button strat
thats peak holy shi
I couldn't land on Volition
wait
let me get on a separate instance
did one with only Distinct Moon Variety and it still didn't land
Hm...
Maybe it's because I literally forgot to bundle Volition's scene into the mod
(pushed a fix right now)
(ᵃⁿᵈ ʰᵒᵖᵉᶠᵘˡˡʸ ᵗʰᵉ ˡᵃˢᵗ ᵈᵃᵐⁿ ʰᵒᵗᶠᶦˣ ᶦ ᵖᵘˢʰ ᵗʰᶦˢ ᶦˢ ˡᶦᵏᵉ ᵗʰᵉ ᵗʰᶦʳᵈ ᵘᵖᵈᵃᵗᵉ ᵗᵒᵈᵃʸ)
cool
HOLY SHIT
THIS LOOKS SO COOL
this is like exactly what I suggested for a forest moon mansion in chameleon
@unique grail not sure if I should ping you but you might wanna look at this?
Hi
So
Mineshaft's stinger played outside on Detritus upon exiting into the mech apparatus' fire exit
What the fuck lmao
0195d671-a518-c913-20e7-044b9144704d
???
There’s no Water on Retinue? You're looking at the trainyard's turntable
As for this, I can't seem to recreate it even on your profile. The only time I can make it happen is if you go in without interacting with the doors (like using Inverse Teleporting) then exiting through any of the doors
In which case that doesn't seem to be a moon issue since I can recreate that on any moon
God I’m so fucking stupid bro
The turntable's material is super stretched in so I can see how you could mistake it for water (I was confused at what I was looking at for a second seeing that picture for the first time)
I should probably touch up on that like how I did for the Volition building
this appears to be my fault
looks like i forgot to check if you are going through an entrance in revisitstingers
i just never tested with inverse teleporter
i need to update revisitstingers to integrate lobbycompatibility anyway so this is a good excuse for me to push an update
is it just fog?
the window is even different
i would probably start simple and just add color variants
manors have green, pink, and tan walls (depending on the tile)
an all green variant would look good on forests
not sure how all tan would be look, probably a bit too bright
Ah I see, makes sense
It's the moon's fog that changes the looks of the light's colors, which yes changes on weather (Stormy & Eclipse)
dark and twisted mansion
indeed
I think something around this color could work for a desert moon one
i have fixed this now
i was about to publish with a fix for this bug (checking if you are using an entrance door before playing the stinger) but then i realized it would actually make more sense to implement stingers when you inverse teleport
so that became a new feature
Good stuff 🙌
Wtf
I hear an iconic horror ambience on Volition
Like
one you'd see in a top 10 creepy [x] video
I haven't heard it in YEARS
and it's surreal to hear it here in a video game I love
Why is foggy Volition is dark 💔
Cheese
Cheese Mansion
Oh christ I just realized it's only 6:31 in that photo
That's worse than I thought
its bad the entire time
but i memorized the map already
narpy has lockers spawn outside on volition though
so i couldnt use the scanner to have a form of light and scan the ship for a moment
outside lockers in the fog is devious bro
That is the point lol
They work so well on Volition due to its natural darkness
but before the most recent update, them being in the fog was fine
It's super dark now soo
ooo I think I know why
a while back I gave Volition a unique stormy volume but I think that volume is also used in other weathers
Could be that for foggy
Did you notice the interior lights being tinted blue on that day?
Yes
Okay then yeah I need to change how the volume is applied like how eclipsed does it
Can look into it after my LC session with friends tonight
DistinctMoonVariety Update (v2.1.3)
77 Volition
- Readded the terminal video (didn't realize it was missing)
- Changed how the unique Stormy volume is applied so it does not apply to other weathers that also use the Stormy volume
- Adjusted Stormy & Eclipsed volume fog & darkness
- Adjusted outside enemy spawns & curves
98 Retinue
- Fixed inaccurate mesh colliders
- Fixed certain Reverb Trigger errors
- Changed Trainyard Turntable material
cool
Does Detritus not have any way to spawn daytime creatures?
I don't really know the name for it but I think its called spawn nodes? because in my modpack detritus always has the blackout weather so I was gonna have daytime lockers
Did you make sure that the Locker was part of the spawn pool in the configs?
yes
I was presuming that there might not be since the default has nothing spawning during the day
Rarity might have something to do with it...
I made it so its the only thing that can spawn in the day
and I've used other vanilla enemies to test if its only the locker and they don't spawn either
while I haven't tested the locker on other moons for during the day I've heard in this thread (here:#1281903801623777371 message) that someone else had them on other distinct moons
I use CentralConfig and I haven't had issues spawning custom entities outside on Detritus
Namely shockwave drones
huh
My guess is a Quantities issue but Idk
during the day?
Yes
Tho I do have the spawn curve increased a bit
So you might have to fiddle with that if you can
I think Quantities allows you to edit the spawn curves themselves
what is the spawn curve for during the day since what you have there is night time curve I believe?
also I did more extensive testing a couple months ago its just that the locker stuff was brought back up before in this thread and I finally decided to see if I could get it working again
No
It's a general spawn curve for all of them
oh
Idk why, but yeah
okay
I'm gonna just delete the config I currently have for detritus and try to start over then because maybe me messing with the configs when it first came out broke something
This is Detritus daytime curve, 0 probability range
dunno if that helps to the above discussion but y'know
ya
0 probability?
What does that mean
Spawn Probability Range
Or specifically Daytime Enemies Probability Range in the context of the above message
probability ranges should probably be atleast 1, or things might not spawn
probability range of 0 just means there will be no variability in day-to-day spawns
this curve spawns exactly 4 enemies at 6 AM and exactly 1 enemy at 12 AM
with linear interpolation (rounded down) between those two points
every day
on my moon prominence, i have a probability range of 0 for nighttime and interior enemies. no nighttime or interior enemies spawn on prominence
what is their spawn curve?
Even if that meant that, Detritus has no daytime enemies anyways. And the normal Spawn Probability Range is 4
and do you have any daytime/nighttime enemies defined on prominence?
as an example
public void SpawnDaytimeEnemiesOutside()
{
if (this.currentLevel.DaytimeEnemies == null || this.currentLevel.DaytimeEnemies.Count <= 0)
{
return;
}
if (this.currentDaytimeEnemyPower > (float)this.currentLevel.maxDaytimeEnemyPowerCount)
{
return;
}
float num = this.timeScript.lengthOfHours * (float)this.currentHour;
float num2 = this.currentLevel.daytimeEnemySpawnChanceThroughDay.Evaluate(num / this.timeScript.totalTime);
int num3 = Mathf.Clamp(this.AnomalyRandom.Next((int)(num2 - this.currentLevel.daytimeEnemiesProbabilityRange), (int)(num2 + this.currentLevel.daytimeEnemiesProbabilityRange)), 0, 20);
GameObject[] array = GameObject.FindGameObjectsWithTag("OutsideAINode");
int num4 = 0;
while (num4 < num3 && this.SpawnRandomDaytimeEnemy(array, num))
{
num4++;
}
}
if DaytimeEnemies is null or empty, the function returns immediately
or if daytime power exceeds max daytime power
yes
daytimeEnemiesProbabilityRange is just part of the num3 calculation
just a ramp from what i remember
with 0, it does random.next(num2 - 0, num2 + 0)
which would just return num2
with no adjustments
as is standard for random.next
a ramp starting and ending where though
if y is always below 1 on your curve, then with 0 spawn probability range, the curve would never say "spawn 1 enemy"
because it would always calculate a number less than 1 through Evaluate, which gets cast to an integer (and thus truncated to 0), with 0 added or subtracted
negative numbers would get brought to 0 by Mathf.Clamp
i'll open unity to check
i can double check vanilla's behavior with the values you post
if everything looks like it's hooked up right, there might be some mod interfering with spawn behavior, which might be a concern
prominence interior. inside power is 12, list is SandSpider, Centipede, Blob, SpringMan, Crawler, HoarderBug, Jester, Puffer, Nutcracker, MaskedPlayerEnemy, ClaySurgeon, CaveDweller
and prominence supports indoor spawns, yeah? thought we were talking about daytime/outside
nighttime and interior
oh i misread your post initially
whoops
does prominence generate an interior that spawns vents? indoor spawns are also canceled if no vents exist in the scene
also i forgot to mention earlier but outside ("night time") spawns have a hardcoded probability range of 3
it's not customizable on a per-level basis outside of mods that change vanilla's behavior
just generates vanilla facility (and very rarely mansion)
ah
then why don't they spawn?????????
well
i still dont know what the outdoor curve is
if outdoor curve never returns a number greater than -3 from Evaluate then even with probability range 3, you'll never get outdoor spawns
also wont get outdoor spawns if the list is empty or outdoor power is 0 or less
nighttime power is 6, has MouthDog, Sandspider and Springman and the curve looks like this
oh I like how you used all the non hyper oppressive roadblock enemies for the outside, that's neat
you are being sent to thalasso
ive never gone there!!
Question
does violition get refrence in other logs?
as I don't like that moon (mainly like I love the fox enemy but I wish he was more fair/fun to fight against)
but not have it be weird and refrence it still
How do i view the tapes/story logs i can find on the moons?
I've never actually been able to read any of them and they don't show up when i type "sigurd'
put them in a log translator, type sigurd in the terminal
I want to add the other moons but besides violition but can't due to || detrius's code spawning in violition as I want to set that moon to hidden||
So any ideas?
Sorry i barely know anything, but i thought if you installed the moons individually it did not add those codes?
it wouldn't be hidden on its standalone i don't think
i know but beats the purpose of it being a hidden moon
On standalone just use a config like quantities or central to hide the moon
tons of mods do it
you can hide moons through LLL then i think
you just have to set this to true
I know I was like just saying-
How would one find them
I know how to do that-
hidden moons don't usually work like wesley's hidden moons if that's what you mean
you just type the name and you get the moon
unless you want people to discover the moon?
you can just use a custom story log then
lmao chill

fire emote
what the heck is a log translator
Never heard of that before
Tried to look up what it was...and got nothing.
(and yes i have found several like the one on Attenuation but then i type "sigurd" and nothing shows uo)
There should be one in the entrance of galetry, for an easy-to-access one
At least for the audio logs
You can use that to put them in under sigurd on the terminal + unlock any relevant moons
so a "log translator" is a seperate thing you have to find to be able to access the tapes
Oh as for the tapes
Galetry also has a tape player
There's a lil projector all the way up the stairs inside that you can view the tapes on
I found one behind a cruiser wreck on Attenuation and i have no idea how to use it
Attenuation isn't one of wesley's moons
I thought it was damn
I'd assume that's just plain "check sigurd and figure out where the log is"
yeah...that doesn't work
I actually find that kinda odd that you found a log/tape on there since to my knowledge distinctmoonvariety doesn't have any lore logs/tapes to speak of
we are on the chat room for this mod
We are, come to think of it
which is why i was asking for help on how to read the logs from THIS mod not wesleys
Idk why the log translator got brought up since that's a wesley's moons feature 💀
this is on the mod page
and yet the logs dont seem to work or require something else to use or something
i want to read them but they dont ever show up in the terminal after i find them
If it's just smth you pick up and it gives you a notification it should be as simple as just picking them up and checking sigurd
Since that's how the vanilla logs work
You'd think so
🤔
Though ever since i picked it for the very first time quite some time ago, even on new saves it doesn't even give me the notification i picked it up
That. might be a bug then?
Maybe.
I love the idea of new lore tapes but ive never gotten to read ANY of them.
yea lore is cool, i had no idea this mod added logs until just now myself
I guess i was the only one who read the mod page lol
maybe ill do a fresh reinstall of the mod.
Because currently i cant read any of them.
mayhaps
(though i admit the only one ive found is on Attenuation)
Esp since the vast majority of mods that add some form of lore keep it to just doing it like how vanilla does it
And I don't see why this mod would have smth extra involved
Yeah i don't know why Wesley would change things so drastically, seems like a lot of really unnecessarily complex steps just to read some lore.
You know of any cool mods thst add lore?
(Thst isn't a pain in the ass to obtain)
no one really cares about lore or expanding on sigurds story
that is to say, i dont think any other mods have lore or expand sigurds
maybe demonmaes moons have lore but im not really 100% on that
The lore and the means of getting to moons in that mod are pretty deeply intertwined
So you have a reason to seek it out and listen to it
It's dope
The mod's lore is split between video tapes, audio logs and lil bits of paper you can read
Ik rosie's moons have more traditional logs, maybe when those update you could look into that
Weird, they should work. I did a quick test and it seems to be working fine (can open the log and everything)
(and i just noticed the logs have errors in them while testing this... maybe they are due for a bit of a rewrite)
Is Detritus meant to be hidden? (as there is S.O.S writing on Volition) or is the S.O.S for something else on Detritus
Also the Volatile Grenade and Pin Flashlight sounded cool af, hoping they get finished and added back one day
Detritus is meant to be hidden, yes
pongroma...
This issue is still present
So I tested this (again) with that interior this time instead of vanilla interiors and I can only find it floating like this when it spawns on a table like this
I just don't know why specifically there tho
Yes it's specifically an issue /w the Gay Apartments
theres probably other interiors this happens
idk if id really bother trying to figure out the issue
I don't think this is an issue /w the interior since the rest of the scrap spawns just fine
I see what you did there
the apparatus in vanilla does have weird properties with how it spawns if it were to spawn via spawn weight
Gay Apartments my beloved
Hm
E.g. shroud samples, broken devices, and missiles
heres a very old video when i first discovered this https://cdn.discordapp.com/attachments/1199882664367378462/1255856704978157568/2024-06-27_06-57-10_-_Trim.mp4?ex=68019773&is=680045f3&hm=610033ff98628a14481c0155fd6c312d77d199a51cc9c4973ff47b5f09772cfa&
its only the apparatus that does this
I was thinking it could be something I didn't put in the scraps but looking into it nvm
Been a while since I opened up the unity project
foggy on retinue doesn't cover the whole playable area
it cuts off abruptly near main entrance
embrion:
i fixed that shit 9999999 years ago
zeeker was kinda stoopid with fog volumes theres a lot of moons where it just mistakingly doesnt cover everything
like uhh titan and vow
the fire exit valley has a fog cutoff
in vanilla
titan has it near the scaffolding thing
the weather or the natural fog
cause the natural fog does the same thing at rends fire exit
idk abt the weather cuz i use weathertweaks and it fixees foggy
i meant the natural fog
i made the fog there fade out
instead of cutting off
it looks nice
was a pain though
I’ll fix later today when I’m free 👍
nice
i actually dont know if it was the local fog volume or the foggy weather volume tbh but im pretty sure it was the former
also, could i write a script for you that gives the players a dim light inside the fire exit on retinue? like the one you have in the facility? its pitch black and you can just get stuck if you have no light
If you want to, sure! That was actually something I tried seeing if I could do before Retinue released. Originally the outside fire exit telepoint would set you "inside" but it lead to some weird jank behaviors
Eventually I kinda just bit the bullet and only made it set the inside lighting and figured it was fine-ish as is. I could've just added lights in the tunnels but I really like keeping the tunnels dark and spooky
I'm honestly not sure why they can shoot through??
Those crates definitely have colliders, I guess turrets don't care about that..?
maybe it's like the layer they're on that makes it so they cant shoot through?
Do projectiles or hitscan indicators like bullets have a separate collider for them?
I know games like TF2 has that so explosions don't bleed through the walls and kill people in Spawn
This can happen
Not sure if it's something you can fix though
Attenuation doesn't lacks the BigMachine ambience
Checked in editor and there's a navmesh surface in that rock when there shouldn't be. I'll clean that up
@craggy merlin https://www.patreon.com/posts/modelling-and-126199593
Heads up about the Volition Manor
TL;DR: Its textures are likely going to get borked in the upcoming v70 update due to all of the Manor's models getting changed
Ya I've seen the post when it first released. I imagine what'll end up happening is that the materials just won't be replaced since they'll be changed
Eitherway it should be easy to fix the changed existing materials once the update is out, the trickier part will be the new rooms and new materials
Volition car will be real in 12 dollars
TRUE
I hope the Volition car looks interesting
it will be volTASTIC i tell you
If another moon gets made it would be cool if it got another interior pass like Volition
I've kinda humored the thought of giving the other moons an interior pass with friends but idkkk
Like giving Attenuation unique mines visuals or Retinue unique factory visuals
are the props clipping thru ship when you leave retinue a known bug? it happens on both the full pack and the individual moon
unique factory for Retinue would be amazing

Now that v70 is out I'll finally continue working on the update I mentioned lol... It's going to take a a bit longer due to the new v70 radar and needing to update the unity project but I'm working on it
I'm excited to see what you do to the Volition mansion ||(I hope the green house has some vain shroud like things inside)||
I love this a lot!!! looks super nice
I wonder if now that the radar's display is very easily customizable if people will make the outlines have diff colors or smth
I'm curious about how far you can go with it too, seeing how Zeekers makes the company building look ominous in the radar and such
Definitely can be messed around with the right stuff
I hope this room is fucked up and evil in Volition
does it look any different?
behind the wall is a dark red static effect
do we know if the new v70 addition will be added to at least one of the moons?
Likely will be low chance on Volition & Retinue, but we'll see when I actually get to it because I need to think and see about where the nest can spawn
yeah that's fair
yeah
I have them set to spawn on Retinue right now myself, doesn't work too well. The map has too much surface area so it almost always spawns too far to be worth it. I think it works well on Volition though.
I think it could work well if its set to specific spawns
They can spawn on Assurance so I assumed it’d be fine yeah
Thinking about it more, yeah Retinue probably wouldn’t be best. It’s a very flat moon with wide open areas so the Sapsucker could just rush you down with no way of delaying them
I’m not really sure about Volition either because I’m imagining it could be possible they spawn on the pathways to main/fire which would make them very hazardous obstacles
The pathways are sort of tight
Only really good if you want players to use the cruiser to run it over or lightning from stormy weather to shock it imo. Big maps in general are very unreliable for it as there becomes both a smaller chance for the player to run into it the bigger a map is and also trouble with surviving it without killing it first. Small maps such as Vow work well due to the ships proximity always being a sprint or two away regardless of map distance with it being so "enclosed"
But yeah do be considerate of it potentially blocking paths too. But as long as the paths aren't taking up like, 50% of the map space it usually is fine.
They’d still be a rare chance on Volition since Tulips and Bees are the main focus for daytime spawns so probably it’s fine, and there’s still ways to enter if it spawns in a pathway
It would be cool if I could give them set spawns but it’s seed-based so probably not possible
d eltarune...
but march has trees
actually 🤓
if it spawns on a moon with no tree, it'll just walk around for a few seconds and then go sleep, that's it
🙄
when another moon comes out there should be an enemy skin but it should be for an enemy that doesn't spawn on that moon
Extension Ladder falls through chain link fence on Attenuation. Was that an intentional change?
Definitely not. Detritus has the same issue with the lower fence at the facility if you put the ladder too close and both will be fixed
Though honestly speaking I’ve been lacking progress wise and things are going slow cuz Volition and a bunch of JLL components across all the moons broke during the transition of moving stuff to a updated Unity project and it’s a very monotonous process
at least it prevents you from being lazy and just going around the problem lol (jetpack still exists tho)
First of all, that's the whole point of those tools. Second, it doesn't. You can set up ladder at the end of the fence, by propping it up against the hill.
hope that can be fixed some day :,]
It was kinda annoying
Volition's old building model is back (with better materials oooh)
Also this is an alive check just to let people know yes I am still alive and yes the v72 or whatever update is still coming smiley face. I'm going over the moons and doing touch-ups and fixing here and there, i still don't know when the update will come out if i'm brutally honest.
The lethal burnout was very real
Also turns out doing countour maps is just not fun!
yes
YES
YEEEEES
this but with a smile saying yes (i couldn't find the gif)
this looks fucking AWESOME distinct...
it is not! fuck that shit
So peak
Yay!
I'm excited to see if there are any changes to the interior pass
I hope the car at least is a different color
Are there any plans to fix the extension ladder that goes through the Attenuation fence?
Already fixed internally for Attenuation & Detritus
gotcha!
was it a layer issue?
I never tried using extension ladders on my moons so idk if they work properly
make sure you check if all 40k mods work properly on it too :)
LOL
I mean that's a separate issue
I suppose they're talking about vanilla extension ladders and not that mod that adds 30 of em that reach from the ship to march main
Nah, I just had to mess with the collider on the fences, they were paper thin
Not sure if the vanilla fences are just like that or I made them like that by mistake, this has admittedly been a very old bug iirc (why did it take me this long to fix? erm... glurp)
ahhh okok, makes sense
mon
whar
what would you even have as achievements
oh
wait
i thought this was your skin mod forum post LMAO
I'll add an achivement to witness every skin in one save file :trollface:
Also I'm only curious, absolutely no guarantees regardless of results
my friends will hate this for my mod packs
"guys we gotta do this for clout trust"
the 3% skin of almost every monster spawn:
Seeing every barber:
i'd like to know what you're thinkin of before voting but rn im indifferent to it
Think of like, just doing specific niche things in the moons (Secrets, Easter Eggs, etc.) like powering a dull apparatus in Detritus
All the moons are getting a little sprinkle of new things and some revisions next update
oh
then maybe ye
if dawnlib has a setting to disable the achievements/achievements menu i'm totally down
You could add them same way i did
Just an achievement for landing on each moon
imo I would want the achievements to be ones that require more player effort
Not just "stand here" or "go here" and get a free achievement (in most scenarios)
Dawnlib took a bit of time to understand
But imma be so fr
The customization for it was way better than LLL and a lil less confusing
I feel it'd be pretty cool
Oooo
I'm excited to see
Work in Progress
is this your spooky moon
Yes, I even put a little freddy fazbear near the main entrance
But no, this moon's idea came from the snow moons and Artifice
immersion breaking bad
That looks so cool
Not exactly sure what's going on with the talk of updating unity and such but just to be extra precautious I am backing my stuff up on Github
Thoughts on Achievements (via Dawnlib)
10
18
1
Yes
Work in Progress 2 (Attenuation)
Nice
Still hoping to see this someday
saying that like it was posted a year ago lol
I hope I get to see this before I die of old age
Still very much being worked on lol just been a bit slow and keeping progress to myself for now, all the moons are getting additions + changes one way or another
nice
Work In Progress 3 (Volition)
Glad to see some progress ❤️
Not gonna lie, been kinda sidetracked lately enjoying Look Outside among working on other things aside from this mod
But progress is good, progress is good. Only major things left are Detritus and the new moon
Don't wory, I at least will be waiting galdly for your progress :]
What would you guys think if I might possibly need to add LethalSponge as a dependency in the future cuz some new trees leaves I got do that awful thing of sticking out of the fog and I honestly got no clue why. LethalSponge’s method of shading fixes that problem conveniently and I’m kinda considering it
Given the shader from that mod will eventually be added to vanilla lethal, if my update comes out before then it would only be a temporary thing at least
Given the shader from that mod will eventually be added to vanilla lethal
huh????
Yes that is correct, Zeeks is accepting help on the shader
He talks about it in his latest patreon post
Thinking more about it I don’t think anyone would mind me adding Lethal Sponge as a temporary dependency anyways. I assume probably 90% of people use that mod anyways given just how useful it is
I didn't use it until they made the shader 1-1 with basegame
it absolutely fried textures before
but rn I probably wouldn't super mind
Nice
Recently finished my first run and this game is a real gem! I really wish someone would make interiors based on the game, i think it would work really well.
wait i just got a look at this... are these custom trees
The tree is from Sketchfab but I edited the textures to fit more with LC
I don't understand modelling in the slightest lmao (I wish..)
I mean its basically custom at that point
the main thing is that it works with the game
I like the new trees
they look cool;
@craggy merlin would you allow me to make a fork of ColorfulSuits to add prices to them?, full credit given ofc
Talked with the others and we're all okay with it. Feel free!
how has the update been going?
Probably obvious atp but my projects have been on pause for a while. Finals was this month and that ate up a lot of time, I also decided that when I do have the time again I would prioritize helping Beef with their skin mod update
Truthfully I don't know when I'll pick up the project again, it's pretty low on the priority list and with another LC update possibly on the horizon I might just wait until then to update my projects and continue then. Apologies that this update has probably taken far longer than expected
thats fair
maybe with the v80 update you could use some of the stuff added from the New March/Vow
I think the biggest benefit will actually be the new fullscreen pass with the shaders, means I don't gotta use mesh terrain probably which will significantly reduce the mod size
Also some of my new trees have weird lighting issues that would be fixed with the new shaders
cool, also could you try fixing navmesh issues on detritus that causes monsters to spawn into walls
I'll keep that noted
I didn't think about that, that would be pretty useful
Just wanted to let everyone know that Distinctblaze ate the moons
They're gone because he ate em
Me waiting for update so we can have
