#RebalancedMoons + Atlas
1 messages · Page 2 of 1
kills you
dopamurderer...
Well, I think it’s not so important, the exact location of the Main scan xd
FPS!
There have never been so many... I thought the limit was 250 xd
As I understand it, it ignores the vanilla meadow settings and uses custom ones with the probabilities of Interiors and other things, right? @sinful jungle
embrion has no biological life and titan shrouds are the stupidest shit ever cuz there's like 3cm between the ship and the catwalk stairs
It's logical, but I feel that regardless of the situation, it's always nice to provide some config. Everyone is after a different experience
tru, although like dopa said yesfox overrides it with its own config so there's no need
Yeah it'll work. I prob won't have the fox on embrion, titan is a maybe if the shrouds can spawn behind the ship. I would think so?
I guess it's not a big enough deal to me. It's prob both or neither the way its currently set up lol
My Embrion is different; it takes the fact that the natural entities live in cave networks underground on Embrion, and also slightly combines the devoid of biological life part, making them rarely surface
Every natural entity is on Embrion /w a weight of 1
ah makes sense
Also I just like kidnapper foxes being on Titan since it’s supposed to be a living hell, and the moons after Titan don’t get any better /w my edits lol
The duplicates are Dopadream's edits
Tl;dr: When you route to a moon that Dopadream edited, it redirects you to her scene instead, not the vanilla one
Well, it's the way Batby apparently told her to do it, so
batby told me to do it that way idk
Wouldn't it basically be a mess of bodygroups at that point?
i don't wanna do it that way because of how much i change on the existing scenes already particularly dine
the way i do it is an easier workflow for me and i like it better
which is best case scenario tbh
and i would
i just kinda don't feel like it
though
Seems too big of a downside for the one making the mod
Charge thy phone
idk how to feel about it tbh. i could refactor the whole mod and it would save a lot on filesize but does the 120mb matter that much? genuine question because idk how much impact that has being externally loaded, but ive had no performance issues with any of my friends
oh idek what that is
i guarantee if you just unregistered the moons from the terminal it would work fine ?
unless it works differently
i wanna do it in code
but
afaik its only possible through the config
i cant have it unregistered by default
which sux
so i just hide+lock it
I wouldn't exactly say it's easier rather than it is a more tidier solution.
it is definitely more ideal and i understand that
As of now, it's the only way to replace scenes directly aside from editing them so I understand why it was done.
however i primarily made this for use within my friends and we dont mind the filesize
man!
@crude valley lowkey how can i optimize the filesize of this? im already using blank references for all of the scrap/enemy types, what more can I do?
i want to change adamance's scene but this is already a staggering 120mb
probably not much
that's unfortunate
Changing vanilla moons could mess with vanilla files right? Or are yall doing copies cause it's easier to work with?
None of the mods mess with vanilla files.
Epic
yeah can't directly mess with them unfortunately
Dang
I'd love to see adamance's terrain next to the broken bridge edited and shaped the cliffs into inclines to create long but relatively safe route that would also serve as a cruiser route. Adamance simply does not have enough alternative routes. The long bridge is too fragile to haul scrap, broken bridge has limited uses and valley is dangerous and hard to travel via cruiser.
@sinful jungle Forgot the mention
There actually is one way
But it's like fucked
so you probably don't want it but
In theory you could load the vanilla scene and re-create all your changes via code
ah bet
if i did that i wouldnt need LLL
idk
i just like the luxury of getting to edit the entire scene and packaging it
Absolutely
LLL is super awesome for that
but like, rn, my mod has more filesize than distinct moon variety
which is
bleh
What takes most space in the package?
Its mostly textures
Not suprising
Couldn't you use the textures from the game itself instead of copying them again?
You need a ref to it tho
can i use blank references for textures
no
anyone can only swap stuff like that if they have access to the original
a majority of what your touching would only exist in the scene
which i can't touch until it loads
i see
Couldn't you load the original, reference the textures, unload and then load the edited one?
That is a viable route in theory yeah, Although you run the risk of tripping up mods that aren't expecting weird scene loads like that
Or you could remove everything once the map loads at the end and load the edited assets
I didn't mean scenes
Actually there could be problems with the generation in the 2nd method
I should mention that editing terrain of vanilla moons is possible but not as straight forward.
You have to export the terrain mesh and edit it in Blender, and editing the splatmap of the terrain is also very difficult.
Sounds like the file size just comes with the territory atp
@green terrace Out of curiousity how bad would it be to read the mesh info about an exported terrain and convert it back into a terraindata?
I'm imagining not the worst thing in the world right?
Yeah, as long as the mesh is terrain-like (e.g. doesn't have overhangs or caves), one could read the coordinates of each vertex and encode it in a height map for TerrainData.
In this context it's Zeekerss ones so they were exported from terraintomesh so they wouldn't yaa
Why wouldn't they?
sorry I mean they wouldnt be using overhangs or caves
because they were built using the same limitations re-verse building would have
The only caveat with vanilla meshes is that on some levels edges are cut down + he fucked up the topology on some of them and to map it back onto a height map some vertex interpolation would be required as well
mm
@crude valley This is what I mean by bad topology (left)
For a height map you'd want to sample vertices on a grid to map them 1:1 in the texture
yaya
well i have good news
i think my mod pretty much hit the limit at 120mb
i redid titans scene and it didnt go any higher than that
which means i pretty much didnt have to reference any more textures lol
would yall hate me for this lowkey
No
But tbf I have my Titan has Mineshaft already, so
I think the way you're revamping Titan will make the Mineshaft experience better anyway, lol
do you even use this nova..
uhh uhhh
No, because Mineshaft is cool. Especially with a rebalance.
i was supposed to add to the modpack today...
i forgot..
@gloomy moth thank you for telling me how to edit the terrain
lol
this might be overkill, but holy hell this looks so fun for the cruiser + a ladder maybe
THIS THING
update is out
Gonna be fr you should chill out with the quicksand spots on Dine
Idk what you did, but rainy is super tough on Dine now
They block off most paths to main/fire
Not sure then
The quicksand spots are determined by nodes iirc.
Might wanna check your Dine's nodes then, I suppose
No I mean like the pathing node objects.
Yuh
What I mean
Idk if it'll help at all but it's at least worth looking into lol
I've never had the same quicksand experience on vanilla Dine over Dopa's Dine
Dine's quicksand can be rough
I literally didnt do anything that would've changed how quicksand works on dine
Hm
LMAO
Bug /w only your Titan it seems: Dropship plays its music as it's landing, not when it's landed like it normally does
Aside from that, u cooked 🙏
Great job
Pretty sure that is cuz all the moons from "Rebalanced Moons" are a duplicate of the vanilla moon being made and modified on LLL. (This is an example of assurance being seen on LethalQuantities)
And all the custom moons have that bug that makes the dropship music plays while it's landing
they are almost the same except the vowels being changed
Vocals?
"a e i o u"
Vowels.
lol, my bad
Thought for a second that dropship music had vocals.
Yes, it was my mistake regarding my language, where I go we call vowels "vocales"
I see.
bother s1ckboy maybe?
nah these are my settings lol
it makes titan hellish but it's fun
Is titan supposed to be 0 credits or is that an issue on my end?
Is this mod, I had to change it with LLL
Thats so silly
Huh? Since when?
oops
nothing is configurable atm
did i make the spawn curve too steep? i barely touched it
its very slight
or should be?
needs more testing tbh
i just wanted less half on facility enter
I've checked the values on LQ, there's almost no change
ok well uh
idk how to make scene changes configurable atm
cuz i literally swap the entire scene
so idk
sorry
oh well
i guess i could make each planet configurable
like whether or not their scenes are replaced
would that suffice Lol
ok
Yeah, and I’m pretty sure you can fix that
Ooblterra and Bozoros did it
let me know if these are the changes from Titan:
- Changed diff from S+ to S
- Decreased size from 2.2 to 2
Yeah uh
this happens on every single scene I replace
I don't know ??
yup, it happens
I think so, but it's not a BIG issue
anyways
I did the opposite of this
but if there's a way to fix it, you could try
i also did this Lol
It’s pretty out of place considering every other vanilla moon doesn’t do it
But also
#1198545579765141565 message
Pretty sure that's adamance lol
i tested driving on it and its so good
they just have the water that came with the project patcher
idk if its any different
yeah
it came with water shaders
it is just an issue with the way the animation clip gets ripped by assetripper
you have to manually fix it in your project
that's why it's broken on like every custom moon
there's a music gameobject toggle in the animationclip
as for the water
you just need to turn that off until it lands
yeah it looks weird but idk why this is just
how it imported
does nomnom's have like
a fake water shader that it uses in place?
so that theres no pink shit
it's kind of funny
lol
hm
no i think this is correct
the texture looks the same
could someone do me a favor and screenshot vanilla adamance water
yeah
could you get me a SS
ok ty
maybe i can just download the shader
Hell naw they industrialized Adamance…
dude this is fucking hard
LEAN
IDK WHY ITS DOING THIS
its fine in editor
😭
auuughh batby from the skies help me
(Batby looking down in horror at the Unity spaghetti)
ye that'd be cool
I don't like the titan changes but the march water tower's cute
the fuck is happening
@crude valley can you explain this
its just flat with no texture
when i export it in an assetbundle
why is this
but the shader is loading because it like
has displacement
its just completely wrong
ok all the issues shoudl be fix now.
im not entirely sure what was going on with that water material so i used a different one that looks identical and its working now so. Ok.
Swagilicious
@sinful jungle yeah sorry
failed feature that i should mess with but just bleh
assetripper fucks up shaders as you probably know so LLL tries to do a asset replacement esque thing where i swap out the botched shader with the real one i get at runtime
the isuse is I wasn't aware that the shader zeekerss uses is from a free pack that other creators tend to use w/ adjustments
I would caution you with getting into the habit of config stuff because this community has abit of a problem with expecting everything to be configurable. might just be a little cynical on my part.
If you do theoretically instead of setting the scene selection list to what you want you can instead just add
the good part with LLL's scene selection feature is it works just like any other weighted system LC has so by default all moons should have one listing for their default scene with 300 rarity, whatever you add just plays into that decision
It's cool to see you cooking so much btw
If you want a fun idea to think about one vanilla revamp i've thought of and been a big fan of is making world war 1 esque trenches in embrion that would help prevent the robots from crushing you and/or helping obstruct the bulk of the missle impacts
And for a fun rabbit hole to dive in that I haven't had enough time to get results out of
This is a tool that looks into unity resource, level and assetbundle files way more than assetripper and can potentially modify them.
https://github.com/nesrak1/UABEA
The way Unity works is it builds level files for every scene in the game. Then it analyzes the content in the game, what scenes it's references in and what assets it's referenced in (scriptableobjects, prefabs, materials etc.)
It then builds in data into those level files to determines what sharedasset files need to be loaded when a given (or multiple) scenes are loaded.
In idea is that in theory there could be a way to manipulate these level files in a way to trick them into requesting certain asset files earlier than initially intended. Something like this would have a ton of benefits that range far outside of what your doing.
@ornate ocean @frozen jay I don't know if I sent this to you yet Zaggy but figured you would be interested just incase
There's possibly potential memory increase implications of course but depending on the use-case it shouldn't be a practical problem
For example if your fine making copies of things like what a mod like this might want you could load up vow, offense & dine on the initial launch scene, scrap that data and then let them unload once that scene is gone
Anyone who gets this working gets 3 features in LLL btw
w/ priority on development
i have used UABEA before and it is a good tool
im not sure if exactly what you want to accomplish is possible but you can definitely make alterations to cross-file asset loading with it
From my understanding we’d just need to request certain sharedasset files earlier by associating them with earlier scenes
nope
is anyone having issues with enemies navigating on adamance
Now that you ask, indeed I was having that issue
But it was for one modded entity so far, so a minor issue really
Heck maybe giantspecimens has just gotten overripe
oh that tool sounds useful, although my interest would probably be much more likely to be in finding a way to correct vanilla refs in asset bundles
if it does indeed allow edits, it could be very useful for testing such a concept
With this we could
were you trying to get the water shader out of the scenes? does the one in the mineshaft dungeon not work?
or are you talking about other shaders?
If we can get assets loading as early as possible we could export tiny versions of copies and replace
i think artifice should be the most dangerous (serious) moon
ohhhh i see..
so its like, 1- titan; 2- artifice; 3- dine?
in terms of difficulty that is
heres the new water shader btw
its not 100% accurate but you literally cant tell ingame
or at least, i cant
at the very least it is an improvement
update out
are there plans for anything that would make usage of the cruiser better on the moons?
Would require drastic changes I imagine.
i mean
every single moon doesnt need to be 100% drivable with no issue whatsoever
thats just not how the cruiser cruises
I literally just updated adamances terrain for that
oh
epic
yeah so as i was saying
there can be spots that are easy and hard to drive on even within a single moon thats just natural™️
The thing can fly, essentially.
throwing my hat into the ring for it.
a lot of the vanilla maps just have a million trees for no reason so its a pain in the ass to drive
how many trees can you hit with the car before it needs to be fixed?
you can drive from the ship to the main entrance on rend destroying every single tree along the light path and then drive back and still have half the car's health left
my group is a bunch of bad drivers but we love the cruiser lol so we hit everything on the way
oooh good to note
you can just drive between the trees on march and the least of adamance's problems is the trees
on rend you'd probably do good to bring weed killer just in case, if you want to use the car at main entrance, but you can "make do" without it
dine and artifice are good for the cruiser and have virtually no trees blocking the way
offense has no trees, assurance has no trees (but the terrain makes it kind of a pain to take it anywhere but fire)
embrion has no trees
etc.
ill have to give it a try since the cruiserable moon mod is like 300mb
i guess my group was traumatized by the one time we hit too many trees and we blew up. thanks for telling me that its more durable than i thought it was!
well, if you're doing nothing but ramming the car into trees, you can definitely destroy it
but again i really feel like that's only a problem on vow
but vow's bigger issue is the "hilliness"
crashing into solid terrain hurts more than breaking trees and rolling the car over just fucks it up
yeah the mod i used removed the trees near the bridge so the main problem is the hilliness and then made the bridge wide enough for the car
Only asking cause I'm keeping track of RB and vanilla moons in LQ. any new moons since adamance/titan or just bugfixes? (I'm assuming the latter)
1.3.5 = some changes on the Adamance moon.
If you've already made the LQ changes on that duplicated moon, there'll be no issues
Alr thanks man
o
Force of habit LOL
Col
these trees
Those evil trees
Oh I was just saying evil trees for the fun of it lol, I didn't even notice the Cruiser thing
this is what that area looks like normally
It it wheelchair acessible?
yep
life isnt easy
just hit them Lol
trees hardly damage the car if you didnt know
It's Cruiser compatible, not Cruiser friendly
its slightly more cruiser friendly
but i didnt make it a cakewalk
i did initially but the map felt really sided to the fire exit after i did that
so i added trees and wander nodes there
and made the route back from main a tad easier
to hopefully balance everything out
feels nice imo
that would be fun
so like on adamance loose boulders and stuff raise with the water allowing jump paths
Oh shoot I didn't realize there was a page for changelogs, sweet
Is changing the moon dynamically based on weather possible?
I guess in modding many things are
It's possible, though there's different ways of going about it
imo adamance (and flooded, by extension) is interestingly mostly because of the fact traversal paths are so limited
there's really no feasible path back to the ship with 15lbs+ before 1 pm and there are few ways to bring that to the building in the first place
the long bridge hard limits your weight and the small bridge cant handle more than 3 players crossing it, so you have to limit what you bring into the building
if you could cross the valley in other ways i think the jumps would need to be impossible when carrying more than a certain amount of weight, or it would kind of defeat some of the fun in the design
I don't really like that the most optimal path in Adamance is the fire exit valley thing, and not only that but how players go about it is very memey.
The map really feels one sided because the main valley is just hard gambling with the odds being against you if you enter it past 12:00 PM.
there are ways to cross on both edges of the valley and there are multiple different ways to approach the valley itself too
extension ladders are cheap, cruiser can be driven or flown across
3 people can cross over the broken bridge
you can use the fire exit valley to skip walking through most of the main valley even on the center path
It's just weird that the map kinda forces you into the very awkward routes if you wanna play it most efficiently
I mean the most clean way of doing it is using extension ladder in the valley near fire to transfer stuff but if you happen to do Adam on first quota, that's all you're gonna be bringing in terms of equipment too.
And Adam is very prone to spawning thumpers so you're kind of screwed if you don't find a stop sign or even a yield sign
Since you already have a custom Embrion scene, if u gave this boulder proper nodes so old birds that spawn on them don't get softlocked, that'd be baller
i do not have a custom embrion scene
there is a custom level
but the scene is the same
it just loads the vanilla scene
Ah
there are already AI nodes up there
enemies can only spawn on AI nodes
So why do entities get softlocked up there then?
If the rock's navmesh is separate from the ground's, the enemies will never fly off of it.
Yeah, what I meant
yes the issue is that the topology of the rock doesn't support a navmesh generating to get off the rock
it's probably pretty easy to add an offmeshlink but i dont know how kindly that will play with the old bird flight behavior
Isn't old bird flight behavior just noclipping from point A to point B?
no it moves just like normal along the navmesh
it just animates flying into the sky
at least, as far as i am aware
I'm aware, but they ignore all models/collisions until they pick a landing spot and land there
i guess that wouldn't explain how it's able to get on top of buildings on artifice
wow
and which one is rebalance?
I remember before that he replaced the original ones and there were no problems 0_0
you are using a mod that unhides moons
Exactly
i have to hide the duplicate moon entries
But when introducing the Titan terminal
How does he understand that he needs to take a card from rebalance?
or is it pre-written even if the vanilla moons are hidden?
I don't quite understand what you're saying but the way my mod selects the new moon scenes is just by changing the scenename to my rebalanced moon's scenes
im gonna have to talk to the creator of this mod and see if they can add exceptions for my mod
You need to unregister the Rebalanced ones from terminal in LLL.
can you
yes
in the config
i cant do it automatically in code though
which sucks
not that i know of anyways
dopadream
Some mods need to use their own blacklist though.
if the config can do it so can you 😛
what mod is that
doesnt sound like my kind of wording tf
i legit be forgetting parts of my mod now yippeee
i could force isHidden/locked
but idk how to unregister it from the terminal
i could probably look through LLL's code and see how it does it in the config
i just havent yet
lmaoo that is so cooked wtf me
if (isLevelRegistered.Value == false)
foreach (CompatibleNoun compatibleNoun in new List<CompatibleNoun>(TerminalManager.routeKeyword.compatibleNouns))
if (compatibleNoun.result == extendedLevel.RouteNode)
{
List<CompatibleNoun> modifiedNounsList = new List<CompatibleNoun>(TerminalManager.routeKeyword.compatibleNouns);
modifiedNounsList.Remove(compatibleNoun);
TerminalManager.routeKeyword.compatibleNouns = modifiedNounsList.ToArray();
}
i don't think it would even help in this situation
well at least it's something
its not tho
the legend who forgot her constructor 😅
what
batby would it be feasible at all to like
nothing, the translator is just letting me down
you made the display hidden moons mod right
yeah you can do some cooked shit one sec
oh
i was gonna ask if you could just make an exception Lol
but i guess it would be better to do it on my end if i can
yeah im def not updating for an exception sorry
thats fair
thank god im not working on lll when your doing all this weird shit
no dont be
im just glad i don't have to try and find you a good way
I think the semi cleanest hack is to actually postfix this lll function and remove anything you don't want?
https://github.com/IAmBatby/LethalLevelLoader/blob/d22dd31e9ecc0eb40c96a687ad9e18d1c63c6e61/LethalLevelLoader/Patches/TerminalManager.cs#L498
I submitted a feature request issue on the git for LLL for allowing developers to unregister their moons by default.
You can set your moon to be hidden by default but not unregistered.
does this work with malfunctions?
does malfunctions route to locked planets
it did but I think they added a blacklist to prevent that
so do I add the vanilla or your moons?
it basically depends on that
you should only be routing to the vanilla moons
as i just change the scene it loads when you land on them
got it
in the next update im gonna look into this so i can just hopefully remove my entries from the list entirely
if malfunctions routes to locked moons that is something they should look into TBH
that seems like an oversight on their part
You say locked, but what you mean is hidden?
So like Liquidation?
if you manage to type out the name with the unicode character it will give you an error like [moon is locked] or something
I think so
Because I don't think Malfunction routes to those.
I don't think it routes to hidden either.
Possibly didnt enable configuration for that moon in LLL?
I know I made that mistake a few weeks ago lol
Update is out fixing duplicate moon entries showing for mods that unhide/unlock moons
this is something I've been wanting to tackle for a while so huge thanks to batby for that lol
Oh shit I forgot to mention. I decreased the turrets on Titan from 35 to like 20 and also decreased landmines a bit. I'll amend this not being documented next I get the chance
Were the Titan support beams also included in this update
yeah
Coolio
W
meanwhile v40 titan not spawning any landmines or turrets
making it actually safer than rend
which is already laughably devoid of traps
Bouncing off of what Sorrow asked, what support beams on Titan specifically?
Ooh
Oh it's a 2nd fire exit I see
oh yeah that's been there
since this
Wait that might be a bit busted
If that extends out far enough, that might be enough for an extension ladder to reach out to drop items right onto the ship
I tried and I couldn't reach but if someone can figure that out then well idk gg
I do solo Titan a lot so I can imagine it being very useful to have that bit more reach at the top
idk you can already do this
Yeah but it's right at the top now rather than at the top of the stairwell
Either way i like
One thing that is kinda regrettable about Titan albeit I think it sets it apart is the lack of specific enemies
Titan only has gotten 3 new enemies since release.
I was wondering if possibly in the future a config could be made to disable certain moon rebalances since I tried turning off "Is Level Registered In Terminal" for the custom versions of the moons and they're still there
yeahhh i uh
guess i should do that eventually
its just kinda hard to push myself to because i dont really care to
ok
i mean
im not against the idea
ill probably do it soon
shouldnt be too difficult
i just havent been too worried about config atm since its in beta
yeah thats fair
my main problem is that the chameleon mansion doors don't work on most of them (besides titan for some reason) but thats presumably out of your hands
@sharp finch is there literally Anything i can do about this
this is like the 3rd time ive had people complain to me about it
like atp can i check if they have the option enabled and do it myself
i just need to change chameleon to look for your scene name in addition to my own
i wouldn't suggest trying to fix this on your end
you'd have to replicate all of chameleon's data and import the asset bundle from it
just sounds like a bunch of headache
guh
"data" being like positioning and rotations and gameobject paths and stuff
I didn't know that so many people complained about that
thats funny
Couldn't you take the assets for the fancy doors and add them to the modified scenes and then add compatibility and config checks in relation to Chameleon?
as long as you dont move the main entrance on any of them
about that
yeahh
i can just exclude dine
or you can take a look at how terraformer handled fancy entrances in tonightwedine
tonightwedine is in a slightly different conundrum because it just modifies positions in dine's vanilla scene
and finds the stuff i add with chameleon
after i get done adding it
so i still need to change chameleon to generate the stuff on your custom scenes
but then you can grab it and fix it
I used the old v50 fancy door position
oh right
so chameleon still identifies it and adds the door stuff
wait
why tf does it work on my titan again
legit no clue
thats so weird
unless your modded titan uses the same scene name
no
i couldn't explain that
movie magic
its like ReTitanScene or something
and the power of friendship
Looking at Chameleon
It seems it only looks at the level name but not the scene name
Well it refers to "TitanLevel"
Does Rebalanced Moons transfer the custom moons' properties onto the moons they're replacing?
Hmm, in theory Chamelon should still work then
Try to see if Chamelon puts out any warnings when loading one of the rebalanced moons
Did you actually enable custom config for those moons?
no matter what my scenes will always load
there is no way to prevent that right now
it hasnt been a priority of mine to make it configurable
They don't show up in terminal for me, which is all that matters.
Which is what the person I replied to was asking about.
I'm pretty sure they're asking how to disable the moon rebalance entirely because unregistering it from the terminal does not disable the rebalance
because yes, it does not
also, the last update i pushed fixed them showing up in the terminal under any circumstances
you dont have to manually unregister them anymore
You're right. My bad. I hyperfocused on unregister part.
I love this light being brighter but Imo it should've remained yellow for consistency /w the rest of the facility
Doesn't matter ultimately, just a small nitpick of mine because I'm bratty Ig
3 exit Titan has been really fun and a breath of fresh air
Love it
thats faaaiir i just wanted to try it i thought it looked neat
i will probably roll that back
its admittedly more intense in game than i wanted
Frutiger Aero is leaking
the sun is leaking
STOP talking SH1T about us
"Hm, why's my Titan so ass rn" -Me, a moment ago
My Titan's max turrets being 25:
Getting some curious results when combining this latest update with https://discord.com/channels/1168655651455639582/1237241662128918578
The number of available moons per selection (8 total in my config) fluctuates! So far the amount has ranged from 3-6 but still testing.
I actually like this as an unintended feature, only issue is I'm pretty sure SC dropped me on a moon that wasn't in the selection earlier. Will try to reproduce.
tbf mine is 20 which is still pretty bad
wtf? um
hold on
Yeah, definitely autoroutes to moons that aren't in the selection sometimes
@sinful jungle How does LLL config work with your mod? Let's say I want to edit some weights for March, do I edit the vanilla March or the custom March?
I had to edit custom with LQ, haven't tried LLL since that config is kinda weird with weights ig and I haven't gotten it to work right in the past (though I was an amateur at adding mods then)
The one time I tried it, LQ didn't work at all for some reason so that's why I'm using LLL.
How do you tell its the custom moon? I was trying to figure it out last night lol
in LQ
vanilla march iirc
Trial and error lol. I picked one moon to spawn some really out of place entity as a daytime enemy with a 100% chance.
If I land on the moon and imperium says it spawned in, then the one I edited is the rebalanced moon. If not, it's probably the other one. Then I add "RBM" to the preset name in LQ so I never loose track
Yeah, but for whatever reason when I was done, the configs didn't generate correctly, I just got this:
Anyway, LLL tells you if a moon is custom or vanilla lol
Oh wait, you're using the individual dungeon configs?
I think you're only meant to use LQ > advanced > presets.json or however the path was
an easier way to check btw
copy the planet name, paste it in google
if you get a word definition, then its probably the vanilla moon
if not, its probably mine
the goal is to edit the vanilla entry
this is because my moons use special unicode characters to replace letters in the name
I thought you set up the json file via the webui, paste it in the folder and then it generates the configs for the game to use
it did generate whatever those configs were, but nothing changed in the game
Yeah I'm only using the presets file inside the "advanced" folder and nothing else, and everything works as expected
I believe it mentions so on the thunderstore page as well
You prob don't need it if you're not going too in depth or LLL does what you need it to
I've spent hours and months working on my project with LQ lol 💀
how different are the moons?
ill get screenshots in a moment
just trying to confirm if I am on the rebalanced one or not
rend is the same
adamance's fire exit route is different and has rocks leading up to the ship from main path
rend isn't one of them ok
im trying to get screenshots but unity takes a millenia to start
can't tell anything different about assurance
assurance is also the same
the ones with different scenes are
march, offense, titan, adamance, dine
I was told Assurаncе,Mаrch,Offеnsе,Adаmance,Dіne,Tіtan,Embrіon
some of these are only stat changes
adamance,assurance,dine,embrion,march,offense, and titan are duplicate extendedlevels
those are the numberlessplanetnames so I can see that they are different, the Cyrillic letters are alphabetically all after the latin ones so its the second appearance that is the RM ones in CC
is this correct?
I cannot put the cyrillic name into the terminal
so I assume you are doing some route patch?
umm i cant rlly see the divot i changed but this looks correct yea
ur able to drive down there now
this path
lemme look
as for this
im doing the same postfix i showed you before yes
to remove my entries from the terminal
so typing them in theory should do nothing
when are you updating level properties
this gets patched into StartOfRound.Start()
yes, i know this code needs a function
i will do that eventually
that may override setting mods
it doesnt
i use LQ and it works fine, ive also been told this works with centralconfig
ummm
so v69 is a thing
not entirely sure if snowmen work
@sharp finch do you know if snowmen spawn like big rocks
and pumpkins
cuz if so then i have to update my shit
i don't know for certain
but i'd say it's like
99% likely
he didnt implement any unique spawn mechanics for them and they aren't on the enemy list
:с
i am working on an udpate
🥲
huge update coming today
accidentally deleted all my scenes so i had to remake them all from scratch; gave me the opportunity to optimize some things and the mod is 90mb now
which is almost half of what it was before

also snowmen will be in this update :)
How did you manage that?
I'm just a silly bunny
also @crude valley is this any better
i had to do some research for this cuz i dont know about action stuff lol
stop staring at me like that
Manul where?...
They're not in plain sight, right?
no
kind of oob yeah
I rlly dislike goofy shit like that so I was just hoping
yeah its pretty well hidden i think
actually i can just show you and if you want me to move him before release i can
lol
||He's right here on adamance, you have to walk behind the ship and around some mountains||
put him right above the main entrance
and scale him up 5x
Btw
replace the sun with it
I noticed that CentralConfig doesn't register the moons you edited anymore
and uh
will that be a problem
because I have my own edits of said moons
thats because impulsivelass added compat
Oh ok cool
you just edit the vanilla entries
infinitely appreciated
Yuh
actually
Dawg who sent me to Wutville 😭🙏 (Not on topic, but funny)
I believe so
it should
I didnt really go back and verify it
ok
Haven't been on any of the moons you've edited atm so Idk
Let me check like
rn
Yeah it works
GUH. :( so the scenes bundle was 90mb but the actual bundle for the assets seems to have gotten bigger somehow and its 120mb total. its still an improvement from the last version but not as much as I wanted
how does this work with selenes choice
idk let me check
like
compat was added for this mod specifically
but i added an entry for rend
so
Oh shit biodiversity might be compatible
Gotta check/test it when I get the chance
pushing a hotfix right now to fix fire exit entrance ids
all this really does is fix fire exit scanner mods showing the wrong number
but it bothers me
so
manul
Oh fuck i forgor
this update also fixes snowmen spawning on dine and titan i think
and the dropship is festive

hes pondering
why does ur game look strange
might be betterfog
Someone needs to make another moon like Adamance fr
definitely the best moon ive ever played, tech is really cool,, i dont fuck with artifice just because of the complete and utter lack of anything, its very bland so editing the terrain to be more wild would be super cool
maybe space out the warehouses a bit more, put holes in them or something to make the map more unique
change the fire exit to not be a straight shot from main, but have a stairwell leading up to it
artifice slander
moon sucks
adamance is the best moon in terms of layout in the game
you're completely ingoring the gameplay value of the warehouses
the existence of numerous old birds
and more
Art is just built different lol
not ignoring it, just the moon is too easy,, warehouses need to be adjusted
you learn how to trap shit and outside is free
we are playing different artifices
Though the "winding forest" description is a little misleading, seems more hilly/dry to me
It's still a cool moon and has a unique identity among the rest
idk i mean not to be that guy but it's easy for me (600+ hour count)
skill issue
I feel adamance is more comparable to vow and march
vow is a decent moon, but lacks the good terrain like adamance,, i feel like it deserves more
march is fine
Vow's aight for the first forest moon I think. Most hilly, more hiding spots from giants, dense trees
I do like adamance layout a lot myself
The variety is good
ive got a great video with adamance tech in it if ya wanna see it
its a guide
Sure
Extremely useful guide featuring new / old tech on the moon Adamance in Lethal Company! This video is made for beginner to advanced players.
MORE TECH I MISSED: https://youtu.be/H1ZKZ2xJEiM
its a bit silly at the start
intentional
I get that lol
You're good I'm 20 and feel like my voice got higher somehow 💀 could just be me though
theres another video in the description with more tech in it
Interesting tech yo
Absolutely not
As cool and quirky as Adamance tech is, playing on it is annoying, especially since I play solo most of the time.
maybe because adamance isnt a solo moon
it has a big interior
also i dont even think you know clipboard trick
it makes baboon hawks literally nonexistent, you can kill maneater on adamance easily at fire
you just dont know the moon
Relying on game breaking mechanics doesn't exactly justify a moon's balancing in the way it's intended to be played.
maybe im biased i have WR on adamance
And?
Both of y'all would give me so much shit for saying Offense is the best early-game moon lmfao
(Which I believe it is)
offense is fun and all but the indoor power is too much
The only thing holding Offense back is the enemy spawns being borked
And maybe the loot table being not so great.
yes
I don't find thumpers, especially coil-heads now in v50, that hard to deal with
It's only really them most of the time
ada does have more tech than any other moon in the game by a longshot
Did u not read their message
i LOVE tech on moons, intentional jumps you can do to make routing easier,, moons that arent just a learn then play are way more fun than ones that have a short skill ceiling
I mean yeah but it only has so much tech because you need to avoid the valley at all costs
but thas what makes it fun tho
If baboon hawks didn't have such bipolar mechanics and attack you for no reason half of the time, Adamance would be more fun
but its like saying artifice is the best moon because you can walk around the outside and avoid the middle
walking simulator
The sole problem with Adamance is baboon hawks being busted-ass entities
Also I'm bleeding apparently?? brb
lol
damn
Well that's mainly why you avoid valley.
Either that or there being a giant in the valley.
exactly
adamance has tech to avoid this issue though,, if it was just walking with 0 threats it wouldnt be fun but because ada has the threats of forest giants, you have to rely on game knowledge
my guy
clipboard trick
im not saying i like artifice
im not attacking you im just explaining
explaining to nobody
bro..
i like adamance, the tech is cool. but it shouldnt need the tech to be playable
its meant to be the hardest unpaid moon
Forest keepers don’t have mechanics that you can’t at least break down in your mind, so nah
They’re fine in the valley Imo
they always fuck up pathing in my experience and they just camp the bottom forcing you to go and use the tech
Them being in valley is actually the best outcome.
Since often times, giants like to spawn right next to ship on Ada.
Personally my favorite free moon is Assurance.
I like that the moon is kind of a triangle in layout.
And it's the safest bet for solo play.
you have bias because you play solo
lethal company isnt even meant to be played solo
Yes it is.
Assurance is kinda meh
I mean it's meant to be played both ways.
I don't have anything to say about it specifically, I just prefer Offense more
explain
Yuh, thas why there are diff solo mechanics after all
like butler hp
Basically what Shroud just said
(I love Offense's exterior so much... it's literally a safe haven lmao)
Lethal literally has a bunch of differences for single player
It'd be weird for a game to be multiplayer-exclusive anyway
The ones I know off the top of my head are:
- Snare fleas aren't as dangerous.
- Butler's have 2 hp.
- Mask hornets are slower.
- Baboon hawks are generally more afraid of you.
Sometimes people won't be there, yet I want to play the game I love most, so
Lmfao what
I like to imagine we gained more aura to baboon hawks just from us merely doing this dangerous job alone
Giant code also works correctly in singleplayer right? I thought that in multiplayer the stealth meter wasnt properly decreasing
Giants are generally just less broken in the latest versions.
But I still think they're awful enemies
Literal snipers on Rend
Speaking of, what do you think of my entity tier list, Terraformer?
(For barbers, I use their v55 mechanics, so that's why they're so high up)
I'd also rank kidnapper fox up to fine if I could, this list is pretty old
btw we should probably move channels since this is someone's mod thread >>
Where to?
lol i was thinking that
It doesn't have embed perms
to keep it relevant, if anything could be done to make Vow cruiserable like the bridge being wider that would be banging
I'm not sure if this would be too much of a change but I think the artifice main building should look a little more like the vow building and less like the snow moon concrete slab things.
maybe these things on the vow building could be added to the artifice one or something else?
Became a hawk hunter cause of this lol
Should be the optional sound effect lmao
lowkey agree with you bro lmao
art's layout is kind of piss easy when you're not trying to do the cruiser jump
