#Distinct Moon Variety
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moom
Work In Progress 4 (Retinue)
These are old photos but figured I'd throw in a bone, been a while since touching my projects. Aside from waiting for v80, very soon gonna be getting my associates degree in college so big things happening in my life, probably will still be a while until you hear from me but I'm still lurking. Hope everyone is having a good March.
looking good boss
Nice
hey @craggy merlin, would you mind if i added a Dull Aparatus charger to one of my moons?
if you're against it, i won't
Kinda would prefer you do your own thing instead
omg, its foliageslop (im just kidding lol but hope we dont have too many moons spam the new plants lol)
Ya that's so fair lol. I do love me some ferns though
did you manually place the grass?
Yes
lmao
ig i have to do the same
also um did you add diffusion profiles to your volume profiles
Not touched the volume in a long time but I wanna say no
add this if you wanna make stuff like translucent materials
say a waterfall like those on march
or foliage in general
exemple of translucent vs not translucent
Noted
This looks amazing
will the motion lights be synced or clientsided?
Synced, the lights stay on once somebody triggers it
Though motion lights would be cool if I changed the trigger.... ๐ค
mostly curious if itd be an easy sync, or better if only lit for the person triggering it
Oh it's an easy sync, it's just a check if any player is within a collider in front of the building
-# Thanks JLL 
Jacob Level Loader doin magic
hey @craggy merlin can u make it so Attenuation works during the flooded weather? it all works up until the part where u need to jump onto a rock
just either a little ramp or spot to get some stamina near that jump
The layout of Attenuation is kinda getting a significant change but I'll double check to make sure it's possible with Flooded
Thx
he could make the flood not make you drow at its highest level but still slow you down
More tweaking of Attenuation's volume and fog
It's pretty much 1:1 with the changes Zeekers made to Canyon moons in v80 (also the ambience is the new V2 one and uses the High/Low/Night Ambience system)
-# Didn't even realize he made a V2 of the canyon ambience until a few days ago
nice
one thing I hope this addresses with the moon, I have this issue with a good ammount of other existing moons, the building kinda looks like it was just plopped down a lil, like it doesnt have much surrounding debris or looks les settled into the ground
if you get what I mean
I think I get what you mean, looking back at old/current Detritus I think the building was the weakest part by far so this change has been a long time coming
like the building itself was fine, but how it was worked into the terrain
Ehh well the building specifically (like the bigger parts excluding the warehouses) was still a rushed job, it was just the very commonly used vanilla building model sloppily copy/pasted 6 times over
Could you give an example of what you mean on working the building into the terrain? I am still tweaking terrain before I mesh it again atm
best example I could find but having some of the terrain around the sides of the building, having it sunk in a lil and some releated debis around the area
feel as its been there a long time
(is the buidling built around the terrain over terrain made ot fit a building there inherently)
area surroudning building was kinda flat if I rememeber right
Behind the building it's pretty superflat (a bit of the front too) though the sides does have a bit of terrain surrounding the building (well more like clipping on the right side)
Debris would definitely be a nice touch
look about right
yeah for debris like a pile of beams that yk has been left there for years
some powerline(just throwing examples)
unironically one of the best visual representations of a abandond scrapyard or industrial facility is in thomas the tank engine XD
the modelwork really brings good atmosphere
This actually would be great inspiration for Retinue debris given the moon is oriented around trains lol
I appreciate the examples and visual representations, I'll take a note of this while my modding motivation is high
I always had a love for abandond derelict locations haah
that looks very cool
This is the last teaser
Peak
I actually do have on more thing I want to gauge opinions on through a poll ^
This seperate area would look something like this (this is just a rough example there's not much to it as is)
I'm a bit conflicted myself because I feel this may make the journey to Fire Exit a little too long and it kinda feels a bit unnecessary. But taking the fire exits out of the tunnels is the only way I know of to be able to fix the long standing lighting issues down there
sure!
In Retinue, how would you feel if I removed the Fire Exits from the tunnels and put them in their own separated area from the rest of the map? This area would still only be accessible through the tunnels, and would let me fix lighting issues inside the tunnels and not having interior night vision.
6
6
1
Yay
๐
it would be cool if there was like a railroad crossing sign scrap item on Retinue
DistinctMoonVariety v3.0.0 | The Spritz Update
General
- Updated for v81
- More parity with vanilla moons
- Added Dawnlib & UniversalRadar dependency (temporary)
- Removed custom story logs (temporary)
- Removed Clownhorn B, Airhorn B, Radiobox & Shroud Sample
- Overall optimization & balancing
16 Attenuation
- Terrain & Level Design revision
- Tweaked Volumes & Fog
- Added more routes to and from Fire
- Changed texturing/details to Main & Fire buildings
- Added another fence
- Fixed Extension Ladder clipping through the fences
77 Volition
- Terrain & Level Design revision
- Tweaked Volumes & Fog
- New tree & "cabin" models
- Reverted building models back to the ones before v2.0.0, with a revision on texturing and details
- Exterior lights are no longer tied to breaker box. They start off and turn on when approaching buildings
- Removed unique manor interior visuals
- Ambience inside is more soft and loops less harshly
- Fixed fog not covering the entire playable area
- Fixed the big trees having blocky shadows and weird leaves
24 Detritus
- New facility building model
- Added more debris/setpieces around the facility
- Fake Old Bird changes
- Incomplete Old Birds no longer spawn randomly and are static
- Complete Old birds now have scan nodes
98 Retinue
- New giant wall model & lights
- Added more debris/setpieces around the map
- Tunnel changes
- The fire exits are now in a new outside area seperated from the rest of map, only accessible through where they previously were in the tunnels
- Going inside the tunnels now properly counts as being "inside" (proper lighting and nightvision)
- Added lights in the tunnels
- The Eyeless Dog now spawns later into the day
An additional note on some things within the changelog
- As said, Dawnlib & UniversalRadar are temporary. Once LLL adds Terrain Footsteps and I make the contour maps both mods will be removed
- The scrap were removed either because I don't think they really fit anymore (Radiobox) or I want them repurposed into their own mod in the future (Clownhorn B & Airhorn B)
- The unique manor visuals for Volition were removed because with all the new rooms and materials from v70, the current method I used to do this has became even more tedious than it was before. I might revisit this at another point, but with a different approach and method to doing it
There's also probably a lot of other minor changes I simply forgot to put here because this update is long overdue and has been worked on since atleast March 2025.
Ermm if there's any bugs do let me know, I'm extremely sleep deprived
Aside from bugfixing, the big port to Dawnlib for all my skin mods will likely be the next focus in the future, so stay tuned
enjoy
aw i was hoping to see vr support in the changelogs but there wasn't R.I.P
Don't even know how I'd go about adding VR support so ๐คทโโ๏ธ
I need sleep badly and rebuilding the bundles will take a hot minute but I'll get around to it
bro
shut the fuck up ๐ญ
it's not even funny at this point you just go up to people and ask this 24/7 ๐ญ
you probably don't even play vr you're just doing it as a bit at this point 
I just played vr in the vc ๐
YES
are the unique mansion visuals on Volition ever coming back?
oh sorry I didn't see that
dang
honestly I'd rather have them affect just some of the rooms than have it entirely removed
since I really liked it
am I the only one that can't load on any of these moons?
tried with Retinue and Attenuation
Correct me if I'm wrong but I feel I've seen this error before and it relates to Lethal Performance
will check, it's kinda weird that this is the only moonpack that happens this :,]
And I have almost all of them
Yeah I've got no clue how my moons would cause an issue like this, nothing funky going on with the dungeon generator gameObject and the unity project is up to date (v81)
yeah, it's Lethal Performance :,]
not sure why
Is there a way to fix this?
Hope it's possible cuz Lethal Performance is an important performance mod :,]
Oh I see what's happening, my bad. Completely forgot I had to fix the components in the DungeonGenerator object for v80. I'll fix it when I wake up
DistinctMoonVariety | v3.0.1
- Added VR Support
- Fixed missing dungeon components on all moons preventing them from loading with Lethal Performance
- Fixed windows not having collision on Detritus
- Fixed a couple floating trees on Volition
yay
Finally vr support. big thanks from the vr players!
I pushed another small hotfix that removes Dawnlib as a Dependency now that LLL has Terrain Footsteps
Also, the moons now have ContentTags because I'm actually stupid and had been using the obsolete tag system in LLL this entire time and never realized until today meaning the moons have never had the tags listed in the readme
yay
Bug on Retinue
- The Drop Ship drop some items under the ground, making it unable to grab it.
Bought 10 flashlights, was only able to pick 5 of them
Pushing a Hotfix in a few minutes Fixed
not to bother or anything, but by any chance did you checked the other moons? :,]
Tested. The others are fine