#RebalancedMoons + Atlas
1 messages · Page 3 of 1
i have 600
i saw
i could give you recommendations for stuff if u want
just hypothetically. what would they be
you should highkey make a new moon
like on ur own
yeah yeah ill get to that eventually, but i wanna finish this mod first
after making this tbh i feel kinda confident in making my own
might make a new interior too
can we vc in like 30m im going for wr runs rn
lmao im not home so no sorry
can i have context for this sound please lmfao
it being a concrete slab surrounded by actual buildings just sucks
Tbh I kinda wish Rend and Dine had better detailed buildings too
that isn't as bad since the blizzard obscures them
also theres no other buildings around
but on artifice you have 2 different styles right next to eachother
At the very least, I do think Rend can be improved by giving it's building the same detailing Dine's building has
and perhaps having a sloped roof
yeah
a sloped roof would be nice
one thing I really like about the mansions is that the fake windows (to me at least) imply that they wanted to see outside but the blizzard sucks so they made their own outside
I have a theory that the mansions were facilities designed for housing (assumingly important) people.
But in order to keep their sanity, they designed it with very human-like architecture.
And the windows are kind of a vain attempt to make it feel like there is an outdoors.
yeah thats kind of the impression i got too
esp considering zeekerss considered adding a manor security system
for the traps
I had another theory that because of how desolate Rend and Dine are, they could've been used as "prison" moons.
As in they would strand possibly political prisoners out on a moon with no way off it.
why is it blacked out
Because its not for a specific person but the plague that is mrapi uploads lol the cat reminded me of it
oh lmao
WHAT THE FUCK
BRO atleast use different icons 😭
Fixed this, update out now. Edited the terrain a bit on Dine too so lmk if any issues arise
@sinful jungle You should make March have a rickety bridge through the middle of the giant lake, risky to use but useful early in the day
just dont get lost!
I have an ogopogo in there lol 💀
yeah
Whatever you do, don't go beyond the rickety bridge...
ModelReplacementAPI
YOU’LL GET LOST!!
I have no idea if this has been considered, or if its easy/you want to, but has a config been considered? My best guess is its too much work, though I might be wrong as I haven't done lethal modding before
thank you for doing this! just went through again since some LQ edits and also LethalConstellations. saved me tons of time
this is considering yesfox is installed
to clarify
in which case, yes, they do
i had made it so they didnt but my prefix wasnt working so i just put it on the startofgame postfix and its working now
are all moons gonna be "rebalanced" with this mod sometime in the future?
i doubt it
if you plan to do them all PLEASE balance artifice
i swear to god that moon is so bad
after V60+
yes
that moon is piss easy
oh
this mod is designed to be used with rebalanced mineshaft so that might be where my standpoint comes from
mineshaft artifice is the worst thing in the game
once im in I NEVER find my way out
buy a spraycan or something if ur bad with pathing
yeah maybe I should do that
Artifice is mostly good but when its mineshaft
its wretched for me
Rebalanced Mineshaft is goated. Mineshaft slander shall not be tolerated. 
im sorry but when i get los
t
shit gets real annoying
singular sinister shroud spotted in the embrionic waters
alike to the dastardly herobrine
none can destroy what is undestroyable
v50 Artifice stats but with 75% Mansion, and 12.5% Factory/Mineshaft (with rebalancedmineshaft)
By the way, as I understand it, it won’t be possible to change the probability of dungeons like in LLL, because... They're already pre-written, right?
you can override them
Where exactly?
Does it affect all moons and custom ones from Rebalance and Vanilla?
you need to edit the vanilla moon entries in LLL's config to change stuff
or use a config mod like lethal quantities or centralconfig
Understood
It's possible to change a couple of the settings in LLL and LQ provides a bit more customization
However if you want to edit the nitty gritty of the settings and set things to be exactly a certain way, there isn't a mod like that currently.
Actually that got me thinking
Perhaps there can be a way to allow people to provide custom stats to maps via bundles 🤔
using like a weird system
This is bigotry against vain shrouds and kidnapper foxes alike…
It's planned, I think
dopadream...
rebalanced zap gun when :TulipEvil::TulipEvil::TulipEvil::TulipEvil:
time to backup my entire modpack again because i added 1 more mod yippe...
you wouldn't need to backup anything for this
all it does is patch an existing item
removing it after using it wouldnt do anything
i already installed the mod and did the stuf i needed to do so :tulipsmile:
download this shit rn
its peak times a million and a half
download or consider me your new e-opp 🤬
These are the only good changes Imo
its all configurable
Now they are?
yeah
well it has been for a while i assume
hasnt been updated in 3m
i like the butler changes
and the stormy changes
i could do without the other stuff though
Is the mask hornet's speed faster in singleplayer?
its slower in singleplayer
Oh sorry
but they can also open doors
so like
if u can trap them easily behind a door the speed decrease kind of isnt necessary
My butlers have 5 hp both multi and single
and kidnapper foxes have 8 hp, with a compensation of doing 90 dmg
They're surprisingly pathetic, even /w the buffs
WHAT
and considering you're gonna be switching moons like, a lot, they're almost a non-threat
download terras shit NOW!
That's DISGUSTING!
id use seektulip but i can't so my brain is trying to come up with something to respond to that..
They took my FUCKING TRUCK
@cunning steeple you still need to fix that mapper bug with terminal formatter friend :^)
the truck is still Gone
i have been refraining from asking bc yknow
weather reg
just reminding ya
I'm up registering my weather rn
killer zap gun sale 84 bucks :D...
I had it
Didn't find much use in it
Removed it
- zap guns are realistically more likely to short circuit tools/strengthen the power of circuit bees than to aid you in anything
it by default allowing blowing up of roaming locuts is kinda funny
Idk why that's a thing, same /w masked hornets
its weird yeah
My config was red locust bees and shockwave drones before I ended up removing the mod entirely
i can already imagine a + ENRAGED when you try to zap gun bees...
dopadream is the bee murderer
Let it bee
company really wants me to play music huh
i love blowing up locusts too
MEAN!..
alright i need to actually start playing the game instead of talking in discord LOL 😭
sitting in orbit for almost 40 mins..
His ass is not being a great asset!
when not knowing where main + horrible driving conditions combine..
NO
~~tbf I haven't updated in 3 months because I haven't had any bug reports or stuff to add 😭 ~~
oh i was just saying cuz they asked as if it was a new thing
but it looks like ur mod has had config stuff for a while
i should just use the jetpack its in the belt bag ...
Ye it's had configs for a bit now
😭 the purple hue goes away when it floods
i died instantly...
never driving the car here again.
Getting threesomed by flash turrets was not on my bucket list
😳
WHAT THE FUCK ARE THEY DOING BRO
i knooooow, it's coming soon-ish
just reminding u teehee
ive stopped using the mapper ATP because your bug actually inspired me to do #1313321395610062948 LMAO
What moon is that? And what mod adds the scrap count in the corner?
for scrap, clearance indicator the moon is baykal
I already downloaded it
looking at this I think you might have some assets that are not stripped naked
Scraps, enemies, hazards, ambience
All can be emptied out since you only need the name
What about the bottom part? Meshes and materials
i did not forget that either
Aight
Just double check if you are referencing the correct emptied out ones cuz you might be referencing the one in the game folder
Had that before for cave dweller only for some reason lol
Yeah those are coming from the enemies
You are probably referencing the wrong enemy assets
And i see the mine trigger too
You’d only need an empty prefab with the name
There are also easter egg, whoopie cushion so you might still have those not fully emptied
Headmask comes from maskedenemyplayer

sneaky bastards
Its alright these are easy fixes haha
Your rebalancedmoons.lethalbundle should be 1-2mb (id guess even less but i dont want to give you too much hope)
Scene can be as big as it is without losing any quality, the normal bundle tho is for referencing stuff vanilla moon has
One of my moon’s lethalbundle is 176kb and they usually only go up whenever I add my own custom scrap or something
have to keep in mind i also include the video clips for the vanilla moons
theres also all the ambience
oh and i gave offense a video clip thats like 1.8mb
i cannot do blank references for ambience can i
If you go in the selectablelevel
the scriptableobject
You can just copy paste it to a seperate folder and 0 out all things
i totally missed this thx lol
👌
lol apparently i made these somewhere down the line and just forgot to use them
:D
this is pretty sick
Niice
1 kilobyte rebalanced moon when :TulipSmile:
that's so fuckign omnimous
would be funny if you did something with the inside of experimentations building
1.4.7
Re-created the entirety of lethal company version 9 inside experimentations building
Just thought I'd drop this here - not sure when this started happening but I noticed last night before this latest update: The fog on titan seems to work strangely (maybe an imperium quirk, I just don't have the time to check at this moment since I gotta leave but I can check when I get home tonight)
Game log
I know this has been brought up before but i dont remember where it was left? But are there any chances for config to disable some of these changes?
I'll take a look
you're right its like not as thick
not sure whats happening here
I've had the same issue even without rebalance moons
huh?
wym
my mod clearly has different fog here
left is off, right is on
but all i did was copy the fog volume from the vanilla scene..
so i guess it decompiled incorrectly.. somehow? i don't know
comparing timeee
would it rlly affect it that much??
ig i could get a 1:1 time comparison
1 second
yeah no that's definitely not the issue here, somethings going on with how fog is calculated in my scene but im not sure wtf is going on here because it looks the exact same as the vanilla scene in my editor
oh cool discord bugged the video again
you can download it to play it
looks fine dw
oh alr
thats why i don't like testing in editor
check the uhh
lighting settings
idk how much hdrp shit uses em but
ive been dicking around with the fog start or whatever trying to get a similar look lol
ill look
like
I think the most I can do here is bake lightmaps for 10 hours
thought there might be some stuff in the environment tab but apologies if it's a bust
yeah i dont think so, its cool tho
i just need to modify the fog volume some
it doesnt have to be 101% accurate
i just dont want it to look completely different
lol wtf
Damnnn yeah I'm none the wiser either
yknow
looking into this i actually discovered an error with vanilla titan
it doesn't use the Snowy Fog volume
it just uses the normal sky volume
Oh fr? Thats kinda weird
yeah
thats why the sky is so bright
on titan'
its Probably not supposed to look like this lol
anyways hopefully i can make it look even a little nicer than vanilla titan?
I guess titan always did feel a bit diff from rend and dine's atmosphere, like it was just always foggy
Yeah I wonder how it'd look following the typical snow moon atmos
should i also fix the uvs here lol @rancid gale
im leaving this decision up to you
on one hand
Its funny
on the other
it looks odd
Another thing you can do @sinful jungle is copypasting the woodenplank base and normal for the testtrigger and testtriggerred materials and obliterate them (32 size), since noone sees them just you for reverbtriggers, interacttriggers, ainodes etc.
noted!
you wanna know what i did Lmao
i selected like every texture/material and just crunched them and instanced them in one go
i did not have the patience
Some audio things in systems also use these materials and so does the dropships killtrigger
it surprisingly worked well
Noice
i love titan being dark like this...
RIGHT
ITS SO GOOD
it feels like so intentional
i cant believe he missed this
wait a second
no
NO
FUCK YOU @dense hull
FUCK YOUUU
HOW MANY TIMES
Holy shot this will be a major life decision
HA HA
Btw do you touch up the layout of the maps by any chance? Havent really played your mod and Im 400km away from my pc rn
yes
I CARPET BOMBED YOUR TITAN /W VAIN SHROUD SEEDS
adamance has altered terrain and theres other changes
dine has 2 fire exits, march has a moved one, march also has a bridge down the middle now
theres a lot thats different tbh
Are you testing it with the All Moons setting off
YES LMAO
Honestly yeah, prolly fix them if its worth the trouble, I think it would look pretty good and save many people a headache lol
i fucked something up
The horrors
im lowkey
like
close to making a config option that destroys all vain shrouds after the level generates if the scene is titan/embrion
I actually wanted to ask for that lol
What did you change on adamance?
Was thinking Zeekerss really missed out on adding a cruiser way here ESP. since he added adamance with the cruiser update 
Peak
Wouldn't that make YesFox's All Moons config option not work
Cool
but only if i cant figure out why this isnt working
Kidnapper foxes haunt tuahing you rn
@uncut raven please im sorry for bothering but why isnt this working
How come Embrion only has one handed items btw? Thought that moon would have large axels and V engines and stuff like that since its the old birds’ moon
well
ill be honest
i did it because the route to ship is really far and i wanted it to be more jetpack friendly
i know it makes the cruiser less prominent there but also its kinda fun for me
so idk
have u tried adding debug logs to see if its setting it to false?
Aight just wanted to get some intel
ofc you can override scrap spawns
just with LLL i think
edit the vanilla entries
im pretty sure i did in the past but ill double check
i was just curious if somehow the mold is generating before this postfix
is that possible at all
mold increases on StartOfRound.SetPlanetsMold which is when the day changes (when you go back to orbit after each round)
well ur code would only stop it if they arent already spawned
ah nvm then
something is def wrong
grah
oh btw we did end up putting the light diffusion for vain shrouds in chameleon
it prob fits better
well YesFox just loops through __instance.levels and checks canSpawnMold (__instance being StartOfRound)
ill try iterating through this instead then instead of LLL's patched levels
nope they're still fucking generating nvm lol
whats going on
why is my ship scan node being moved under the map :V
😔
the coordinates are like this but its this in editor
sob..
wtf i dont understand its the exact same as vanilla titan :(
hey couldnt i just remove the textures from the material entirely :P
does it really need it
u can
will do
Oh yeah you can
wow
this looks kinda weird lool
@sharp finch look at this
Hell yeah
?
uh
it looks like this normally
i remember someone asking you to fix the uvs
and you said it was too much effort
theres a lot of stretched textures like this around titan actually
i went around and fixed them all
also
i just wasn't sure if that's what you were pointing out
i need to dm you about. something
because i missed a bunch of convo
@crude valley you inspired me to experiment a little with new hdri stuff
yippeeeee
i like
(the left one here is vanilla)
Did u forget about that light
no
i made it less blue
since that screenshot you posted
its just not orange still i like the blue light there
i cant lie this is cool as shit
what happened...
compiling just takes so long
prob cuz i also have "copy to streaming assets" checked
but bleh
Is there a preview of the new snowy HDRI skies?
ill record it rn
like in game?
does this play @gloomy moth
I'm not the squid boy himself, but it doesn't play for me
It plays for me
Hmm
I'm split on the new Titan look because I do like that you can actually see the "horizon" on Titan
but at the same time the added visibility kinda breaks the vibe of Titan
like just in general or here?
I kinda wish they felt more desolate and dark, I mean they are situated near white dwarfs
In general
Like imagine how unsettling it would be to be standing up at the Titan entrance and look out and just basically see nothing but the snow hurdling in your face
There's this one gif that kinda gives me the kind of vibes I feel like should be on a snowy moon (even though the gif doesn't actually show snow)
This gif
do you think i should try this distance or should i just make it completely thick like foggy weather
forgot titan can get foggy 😭
i would like to clarify
i still cannot get the vanilla volume to be 100% accurate
to vanilla titan
kind ofa shame but if i can get it to look even better than vanilla then im happy at least
i just hope it isnt a dealbreaker for some
Yeah, horizon fog seems like the way to go then
at the default distance, it kinda looks bad with that grey nothingness there between the sky and snowy ground
Actually I was thinking of doing something that changes the skybox texture for all the vanilla moons
i like the idea of snowy moons just being fucking dark as hell
but not blackout dark
Ye not blackout dark
@sinful jungle question, cuz i like changing prices, scrap etc manually for my modpack, and your mod enforces the changes to have priority over the ones i did. Will there be a config option to turn those changes off in the future? i absolutly love the map tweaks, but the moon price changes and scrap... yea, not too much.
it does, you're doing something wrong i guess
im able to change it just fine
probably try copying your LLL settings for the vanilla moon entries to the custom ones
Idk what you're doing wrong. 3 of my friends have been able to separately change the stats of my moons just fine
I really don't know what to tell you, sorry
What are you using to change moon prices?
LLL
(which i just verified doing so works)
welp, i do know it doesnt work for me so i wont be using this mod for now i guess
and i just hope anyone else wont have the same issue... cuz that would suck a lot
thx and have a good one
im probably gonna buff the bridge a lil btw
on march
its adamance bridge stats rn
which is
kinda cruel tbh lol
Let em suffer :dog_emote:
Do what you think is right lol, I thought march bridge would defeat the purpose of the lake, but it's a risk vs reward kinda thing that could result in death and lost scrap
And it kinda looks neat
yea i was just thinking of making it somewhere inbetween vow and adamance
bridge
but i may just leave it alone
Not sure if placebo or what but I've been getting pretty noticeably better performance on the past couple updates
which is very nice
i think the gpu instanced materials helped a lot
oh btw the yesfox "allmoons" option should still work
i didnt end up doing that other thing
Swag
LMK tho
kk
this is such a mod
Do you have a source on that? Is this really a mod?
Are you sure it's not a hallucinogenic?
Source is a 3D game engine developed by Valve. It debuted as the successor to GoldSrc in 2004 with the releases of Half-Life: Source, Counter-Strike: Source, and Half-Life 2. Other notable third-party games using Source include Vampire: The Masquerade – Bloodlines, Dear Esther, and The Stanley Parable. Valve released incremental updates to the e...
NOOOOO
I'd be willing to draw diagrams of the ice/hidden moons if that's the route you /w your previews btw
it would be cool if it had the same vibes of the antarctic expeditions
True
I was especially thinking of ||Artifice||'s preview being a homage to its concept art
yeah
I'm thinking the embrion one should have some distortions on it
CS:GO reference
Teamkilling zeekerss for a 24h cooldown
I'll redesign ||Artifice|| and ||Embrion||'s facilities a bit rn since you asked me iIrc, but Idk how I'd go about them both looking brutalist but also slightly detailed
I'm for sure gonna include some rot in the designs
These mfs have been abandoned for what
500 years?
Well
Actually
Not sure
Moons like Titan probably weren't accessible then
Since they were still in use
Idk
im gonna be honest you know more about it than I do
I tend to forget the details easily
so I'll trust you lmao
yeah
I think artifices building might look cool if it used a little bit of the brick colors from the vow building
I like it being on the roof
also the spot lights
I think embrions building should feel more derelict
I'm gonna make it look like something that'd observe a runway
Since the sector we go to was an area for testing old bird flight
the building definitely feels imposing
yeah
maybe have some sort of flight control tower thing that looks like the adamance tower thing
THIS IS SIGMA
indeed
I'm fine /w ||Embrion||'s fire, but not their main
The satellite dish would reuse the same model as the satellite dish from Vanilla Content Expansion (With permission of course) as a nice little homage to it
@sinful jungle Dopaicecream
What's the idea
what if the adamance tower thingy signals where the fire exit is
I was gonna do that, but it wouldn't make sense for a fire exit to be on a tower of all things
Especially one that's presumably used for overseeing old birds
I was just thinking it could be above it
OH
Yeah, that could be cool
It could also be a water tower since Embrion is hot as fuck
I imagine embrion would a lot closer to the sun than most other moons
Added a tumor to the side of it because it didn't look big and imposing enough like the og
Also you know how like ||Detritus|| from Distinct Moon Variety has randomly spawning old bird corpse decor
Embrion could use could some of those, with a hint dried blood over them, or maybe simply torn to pieces
cant wait for people to ask for this to be a config option
(Implication of forest keepers/earth leviathans duking out an old bird, and managing to come out as the winner)
How would that even work
fuck if i care
Oh my god my English is ass today
At least a couple old bird should've died throughout the 500 years they were abandoned, constantly fighting superhuman-level wildlife
yeah
also maybe have some fucked up prototypes
old bird with no arm cannons or a different head
Or they could've just only began waking up from the detection of human presence
if I remember in the bestiary it does say that they go into stasis for long periods of time
Yeah, seems more likely there wouldn't be any battle-scarred old birds here Ig
some might just break from decay
like falling over or a forest giant getting curious at this big metal thing
(accidently copy and pasted something for those who saw)
Lmao, that would be funny
also if embrion is where the old birds were made it could make sense that there would be prototype old birds before the design was finalized
Wrong reply wtf
Meant to say this was funny
I presumed that was what you meant
Yeag
these?
What
@sharp finch What do you think of these
Yeah
I meant to write Experimentation/Offense's doohickeys
I forgot Ass had the same storage units(?) as Offense
These lead to the ura route
What
Secret route
Ohhh
Secret route?
?
hmmm
what does their satellite dish looj like
Wtf I thought it had a body
You'd have to make the body yourself, but the head would be this
I only added it as a cute tribute, it's not necessary at all
Seems like my friend didn't understand what the screenshot on the left was pointing out, so here's this, which should prob help you get a better idea of what this dick sticking out of the facility looks like
Holy shot that's kinda fire
indeed
heh if we could even get in contact with the dev we wouldnt have to tribute the mod but would still have it working XD
Or do an original model resembling it Idk
hes radio silent on all fronts
(No pun intended)
chocolate content expansion when 😔
LOL
no github link is very stinky btw
the github is private rn bc its full of lethal company assets
it just hasn't been a priority atm i guess since its unfinished
your code shouldn't be tho?
its just all under the same repo atm
???
the fov adjust mod
well idk if it breaks fov adjust specifically
but my fov resets when rebalanced is enabled
i'll try disabling it
kinda confused on why the fov seemed fine after rebalanced was turned off
what even is that mod I'm kinda curious
it added hallucinations to losing sanity
it might just be that they both are fighting over adjusting fov or something
tho idk
@ruby crow can you check if sanity whatever breaks without rebalancedmoons
just in case
@sinful jungle Worst mod dev of all time /j
The fence here on your Offense lacks collision in one of the most recent updates
OOPS LOL
HAHAHAHAH
well im working on a patch rn
for the record; enemies cant path through it still
so enjoy this little exploit while u can
hellooo
patch should come out today
just gotta do some compat stuff with chameleon
Swag
Whoopsie daisies
silly me
To the gulag with you!
[23:17:32.0330596] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
RebalancedMoons.Plugin.ApplySky () (at <c0eb94a2f5544f3dbcc77c4c0e8d1788>:IL_00EB)
RebalancedMoons.Plugin+<>c.<Awake>b__16_0 (UnityEngine.SceneManagement.Scene <p0>, UnityEngine.SceneManagement.LoadSceneMode <p1>) (at <c0eb94a2f5544f3dbcc77c4c0e8d1788>:IL_0000)
UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) (at <e27997765c1848b09d8073e5d642717a>:IL_000E)
this pops up when loading.
null reference!
My fav kind of reference
yaya ik u can just ignore it
its not important
and ill have it fixed next patch
its just trying to apply new sky stuff before theres a sky
Add a config option to literally remove everything added to RM

I'm joking
99% of mod creators hate me anyway because I ask for the most niche things to have a config option lmao
config option that just uninstalls rebalanced moons
Config option that bricks your PC and forces you to buy a new one
Because I need to touch grass
ACUnit spawned on Titan last session. I have RebalancedMoonsBeta if that matters
what name should I put on there ?
si
gotcha gotcha
this is a bit awkward but ur gonna have to copy-paste this exactly lol
Tіtan
Zort if you'd like to add that to the default values as well I'd appreciate it
but then again it might be confusing for people not using it
so
in retrospect, using cyrillic names for my planet entries was probably not the best option, but hey it was batby's idea lol
chameleon compat update going well
WHAT THE
why did i not ask butterystancakes for the door object before she went to bed
noo ill figure it out myself
ill be fine i said
FUCK
HELP ME DOG
we're so back
Peak
manor wasn't having it
I have a quick question:
Are there plans for making a config to disable certain rebalances? If not/not soon, is there an alternative for me to disable some in that time?
You can just edit their stats via LethalLevelLoader/CentralConfig's configs
ty, ngl forgot I could do that 😭
I have no plans to add configs at this time, but I'm not completely opposed to the idea in the future. You can modify scrap spawns and enemy weights etc through like LLL's config or CentralConfig/LethalQuantities as Shroud said
I would honestly appreciate if a moderator pinned this bc I'm kinda tired of answering the question
i didnt think it was an already asked question sorry 😔
yikes
/pin-bot pin:#1308174824505479290 message
🤭🤭🤭
ah! ty!
now i can just say check pins :D
im doing silly compat stuff lol
oh ya @river ferry its rlly this simple lol
no extra dependencies needed
oh wack
yeah i dont really know how all that stuff is handled so i just use jll lol
what mod is blackout from
weather tweaks
its the beta
oh the beta
you only need to check objects in the level scene rather than all but idk if that matters
i dont have beta on my test profile
oh ya i suppose
oops
internal static List<T> SearchInLatestScene<T>() where T : UnityEngine.Object
{
List<T> returnList = new List<T>();
foreach (GameObject sceneObject in SceneManager.GetSceneAt(SceneManager.sceneCount - 1).GetRootGameObjects())
foreach (T component in sceneObject.GetComponentsInChildren<T>())
returnList.Add(component);
return (returnList);
}
generics go brrr
i also didnt return
🤭 🤭 🤭
i still wanna do a PR that disables all the glowing stuff during blackouts
I would be super grateful for that 🥺
i will get to that after i release this
too dumb&lazy to do it myself 😅
oo glowing stuff
for the "disabled" textures?
ya i was gonna just make an "off" material
👀
what goes brrr
if (mat.HasFloat("_UseEmissiveIntensity")
mat.SetFloat("_UseEmissiveIntensity", 0)
then maybe fuck w/ the colour
i think uhh
hm
ill try that again but i feel like i did that before and it didnt work
can you really do that 😳
i'll check that rq
im not doing the same thing you want but im touching the same things
flick emissive off for starters but then you maybe wanna grab the emissive colour and set the base colour to that
and possibly tint it?
theres certain keywords i know just dont like being changed in runtime
so far theres literally only 1 usecase i've hit a wall with
and idk for how much longer that wall is standing
me and buttery were having the issue of not being able to change doublesided on runtime
and Zagster told us we can't do that
so we had to package a material
oh i guess that is another wall
if you ever actually need another shader you might need a bundle
googling says otherwise but i trust zaggy
can i have this : 3
oops
did you fix this already
no 😦
ok
so
how are you iterating through the emissives
show me
i think i know how you can fix it
GetLightsInScene determines the emissivity?
or rather what gets disabled
i see nothing in here pertaining to materials
foreach (Light light in AllPoweredLights)
{
light.gameObject.SetActive(false);
}
ye
ur just disabling the gameobject mrov??
why not do this
yea-ah
Lights != Materials
im specifically asking what they're doing to disable the material emissives
nothing
but mrov should probably be turning off the light rather than the object
im sorry i think im misunderstanding the issue
isnt this supposed to be lit
isn't that what you're talking about
i'm actually doing both - disabling the gameobjects and the vanilla thingies for handling the light turning on/off
but some stuff aren't designed to be "off" (such as lamps outside on Rend/Dine)
i think i'm just too far for it to be enabled visible
o
the lights are on - the weird shapes next to them are the light cones
what am i supposed to be looking at
oh i see
this is weird though i never noticed that the flood lights dont "glow" ?
is that normal?
they have the LED lit material in their object
is it just not used
might give me an excuse for a new chameleon feature Lol
if it isnt working for whatever reason
ohhh ok
i guess it just looks odd at a distance
neveerminds
yknow @cunning steeple
something that wouldn't hurt to try
if you're not doing something similar already
👀
you could use the snowy sky volume profile for a darker sky
artifice uses it already
so it like
Works outside of snowy situations
loll
i don't think i can get the sky darker than that 😅
I kinda wanna take advantage of the cool stuff mrov has been doing to do a cool vanilla style "blizzard" weather for this mod
nothing too fancy
if you got anything i can help you with, let me know 😅
well
does ur api have stuff for doing weathers based on content tags
fat chance just wondering
LLL ones?
maybe
sure
hmm
I just realized, aren't configs for this mod entirely unneeded? Can't you just deregister RM's custom scenes via LLL's config?
can you? i doubt it
Yeah, there's an option for that
what? really?
Yeag
for example LLL uses Tundra to match some vanilla levels
Wdym
to target levels with that tag, use $Tundra wherever it's resolving strings into levels
yeee was thinking of this
which was why i asked
$ in front
It says only in the terminal, but Idk how true that is
Oh
I dont think this will do that no
I can probably do a simple config for disabling scene replacements
but that opens the path for desyncs and ugh
Also yeah if you do revamp the ice moon's blizzards, please consider it as a config option because I like the ice moon's blizzards where there are, and Idk how far-off yours will be from Zeekerss' style
at least i think it would
oh no it would be
Cool
oh yeah, better don't
(No pun intended)
ik plenty of other mods already do blizzards
so
i dont wanna step on their shoes
it will absolutely be optional
rebalanced manul
Lethal elements my beloved
Where's the design is very human guy when we need him
i dont think it can desync in terms of what level actually gets loaded for what its worth
lll does the cool thing where it can't desync what level is loaded because i literally do not care about anyone who isnt the host
i was thinking of just doing a config to disable the scene replacement code
niceee
sounds good ig i can try it
just depends on if your shit checks what did get loaded and isnt assuming if that makes sense
nothing in the code really relies on my scene changes
i need to get a repo setup soon
anyways if level desyncs are absolutely impossible then i have no issues adding a scene config ig
but not the other shit i lowkey dont care enuff for it
assuming i didnt fuck up the weird scene selection stuff ye
Oh I think you misunderstood what I'm doing
I'm planning on adding a new snowstorm weather using WeatherRegistry
If you didn't know, wr already has a handy config for manually disabling weather types
I don't really have to add an option for anything now that I think about it
Oh, okay
well, yes and no
if you're talking about this, it's a weathertweaks exclusive:


