#RebalancedMoons + Atlas
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(but you can easily do it using WeatherModExtendedConfig)
the second option is to set it to whitelist and leave the filter empty
it's not gonna be available anywhere
yeah, when setting up your Weather object replace Weather.Config with your custom instance
and that's it

and this'll just make the option show nice and snug under the entry in the WR config?
exactly
rebalanced manul
after some reconsideration I've decided I'll be putting a scene replacement config in the next update, but that's the most I'll be doing
sigma
Sugma
@crude valley any way to reset scene selections instead of just adding/removing to and from them?
other than restarting the game ofc
or is this just not doable
oh also batby im making a repo :3

here it is!!
no assets atm but at least the codebase is all snug in one place
your doing a really great job on this mod
Agree
@sinful jungle Seems like the HDRI skies are broken and throw a NRE
Turning them off fixes it
Maybe a compat issue with ShipWindows since it adds a HDRI Skybox
im pretty sure its not broken and only throws an NRE when it cant find a volume
in which case you can just ignore the error
i already fixed it
Okay
Land on embrion and look at the sky
i dont have screenshots of the embrion one on me
but i can show the snow one
blends with titan's fog a lot better
LethalResonance
Itβs just a list my dude
ya but im clearing it
it doesn't get the scenes by name does it??
you can copy lists π
Mmm elaborate
oh wait
ohhh i misunderstood oops hehe
it does just use the scene string
apolocheese
The list is serialised in editor but LLL ensures it always has atleast its own scenename when I setup stuff
alright sense a config exists i want a config for moving the facility into another moon
jk :TulipSmile:
BTW forgot to mention
chameleon compat will not work until chameleon's next update
so it might temporarily not work for now
Peak update π thanks for the configs
No it just turns off the external changes
So if you prefer to stay true to vanilla for Dine and Titan externally you can now disable that
Which I will be doing after tn lol
Doesn't Titan's change revert it back to being larger?
Cus I think Zeekerss made it smaller at some point
Could be wrong though
your options are use a config mod or uninstall cuz i aint doing all that
at least not for a while
i understand this mod does not fit everyone's use case which is unfortunate but i never rlly intended it to
the only reason i did this was bc as it stood there was no way to prevent my scenes from loading even with external tools
same cannot be said for stats so i cant be bothered atm
@sinful jungle btw maybe you could send Buttery the fix for the Titan wall for Chameleon possibly
Unless you wanna include it in this mod if the scene override is disabled for the Vanilla scene
I will say I don't hate the Rebalanced Titan though lol
I think my personal recommendation would be to remove the Fire Exit on the bottom hill, the addition of a Fire Exit with a jump gap is smart but the easily accessible one I would remove
This is the coconut png of Lethal Company
Just cus I feel it takes away from Zeekerss' vision too much, where as the jump gap one feels like something he would add
Also a fix for the snow falling weird with Snowfall and Blizzard would be nice
It only happens with the Titan Scene Override
The lower fire exit is fine where it is Imo, I don't wanna constantly walk up the stairs every time to get to both entrances
Fire exits are naturally dangerous since they don't have hazard safeguards like main, and considering where this one is anyway, being so close to entities is very risky
Fair
But also lemme post the issue with LethalElements with the Scene Override
I like the risk and reward of it; you're bought more time going to it, but you have a higher chance of dying due to everything surrounding it, both in and out
It's like it considers the skybox right there
It is so weird
The fire exit at the bottom is a bit overpowered.
Wonder if it shares the same stats as foggy in a way
I agree
Does fog on all moons have the same size 'n stuff?
I know it doesn't extend outwards to encompass the entirety of the moon
So it might be an issue on Voxx's end for using it as a reference maybe
I could honestly do without it
Ough
fire exits tend to generate right next to each other indoors so it doesn't even accomplish what i wanted it to
That's a march moment
idk, do you think i should yeet it terra
I might have some bias but I'd say it's probably for the better.
as for this i have no fucking clue what is happening here. this doesnt happen with the vanilla weathers to my knowledge so thats something id have to talk to the devs of.. whatever that mod is
I think you should yeet the bottom one yeah
I like the jump gap one
That one feels like a Vanilla addition
Generic was right when he said that I have weird mod tastes Ig lmao
Didn't you say these were enough π
i mean yeah but
The bottom fire exit feels way too safe and would just encourage everyone just using that one.
If it's more hellish work on you, just yeet it entirely if u rlly want to
I just prefer to keep the core Aesthetic of the moon and your redesign does well besides that bottom exit
as i said before im only comfortable doing config stuff for stuff u cant change with already existing config mods
u cant change my scenes with config mods
I was pleasantly surprised with the addition of the jump gap one
(Though i'm kind of a hypocrite because this is exactly the kind of strength v49 Dine has)
thats kind of my job
Dine is hell enough through and through, what...
One forest keeper at fire, and it's over
Well, practically over
Btw can you look into if Offense's Scene has an issue?
I had to pray to God multiple times for keepers camping at fire to not yoink me out of the car on my way back
Glitch told me he kept getting soft locked trying to land on Offense
Ok but look at this funny af screenshot I love Dine
Hmm? okay
(i'm sorry)
elevator w/ button outside the elevator and only on the bottom would go harddd
Also the Embrion rebalance is actually really nice I like that it's actually worth going to now
High risk High reward sort of situation
OH
It's okay I guess
I thought you meant v50
Did you implement the whole gambling idea?
maybe i just get unlucky
yeah
i did
lol
but i restricted it to 1 handed items, cuz jetpack
this is why ur my goat
iconic takes one after anotha
Actually yeah
I could see dopadream removing the Jump Gap Fire Exit and putting an Elevator there
You should see my stats
(Embrion is almost impossible now)
Offense loaded fine for me
But i did get an error with reverb triggers
I think I forgot to fix that
Yeah he was saying it might be a mod conflict issue
Oh yeah I also got some interact errors on rebalanced Dine earlier
oh yeah? where
Not sure but had these
Guessing when hovering one of the entrance doors
I just know when I checked my log it said I was on Dine when I got those
lol
this is coderebirth
Xu said it's not specific to CodeRebirth though
CodeRebirth is just in the error logs
What
:?
Why tf is it there then
Could be this
chameleon compat stuff only loads if chameleon is loaded
mm
Xu's words
Yeah, but why is it tied /w CR
okay ill look but im pretty sure this is not an issue on my part
I mean
CR hooks into a lot of errors for whatever reason
lol
It's a large mod

I don't really question it anymore
I don't use 99% of CR's features, so I see none of this
I don't think I've ever had bugs with CR aside from air control units tweaking
what mod adds snowfall
LethalElementsBeta
LethalElementsBeta
ok i guess ill ask whats going on there
I would imagine the same issue would happen with Blizzard too
Yw π I really liked the Rebalanced Titan outside of the really easily accessible Fire Exit
what if it was like.. a shitty pulley elevator
maybe wobbles a bit on the way up lol
That could be cool lol, I just know where the Jump Gap Fire Exit is would be the perfect place to put it
would be cool but the hole is supposed to be cuz the catwalk is broken
I also want to add a drop down/roll up ladder to vow
that u can use from the top
and then it becomes accessible
but I need to figure out how to do that lol
Titan's facility kinda looks to high-tech for that Imo? Perhaps a really degraded one instead, but same function as you suggested? It's been out in the blizzard for so long, after all
a weight limit elevator
Dude

just you wait
when i figure out how to make prefabs like that its over
why do some vanilla moons have reverb triggers in the sky where the ship lands
but others dont
i dont understand that
it seems totally random
I think that's v50 moons
yeah adamance for example doesnt
did he just start doing it in code
or something
v50 moons have a weird thing where they play ambience before they land
It's something with the scene
is it just this?
Idk
There's a reverb trigger that gets activated as soon as a v50 scene's loaded
Dine and Artifice have this
I believe Embrion does too
this happens on normal titan btw
OH
tysm
anyways
terra
what do you think would happen if through code i destroyed the 3rd fire exit door on round start based on a config option lol
would it like. still generate the door down there
maybe if im smart about where i inject it i can do it before the dungeon generates
If you can somehow do it before it generates the dungeon, it should in theory work.
You could probably just get away with deactivating it but I don't know if LLL takes decativated entrance objects into account.
π€
it wont find inactive objects
Ah okay that should be okay then.
Now I just gotta figure out where I can do it before the dungeon
oh alrighty
yippee
WTF
inzane
they exist per extendedlevel so you can listen to ones for a specific level or whatever is current
dungeons have em too
these events are awesome batby thanks
i might actually do some cool stuff with the apparatus event
like turning off the outside lights on titan if you pull app
Could be cool lol
lol close
just gotta switch up the IDs
so this doesn't happen
(it says fire exit #1 and #3)
but yeah thanks to batby's events this was super easy
@dense hull I made an option for the rickety bridge on march if you're not fond of it btw
I can kinda see how it would look out of place so idm
just thought it was a fun idea
@sinful jungle can we have a blank config like this but for the names of the rebalancedmoons? so we can just copy it there to paste it on other mods π€ . if its not possible, its fine. you can just pin a message with the names in this thread π
since yall wanted configs so bad im making CSync a dependency because this can happen if configs differ and theres no way im doing an rpc for this
csync π₯΄
That bridge on March is such a good addition btw
because people are dumb and mess with their configs a lot and desyncs like this are not something i want to deal with
speaking about configs, do I make changes to the Vanilla Level or the Custom Level ones for them to actually take effect? moons with a rebalanced variant seem to create a duplicate moon entry in LLL's config
this made me think of a moon where theres just no textures beside main and fire exit and everything is just blank as seen in 2nd picture...
i completely overreacted
its 8 am and i dont know why i am still working
i think this is a sign i should take a break
autumnis i apologize i dont know you well enough to say stuff like that i have just been a bit annoyed in general because i have felt pressured to do things a certain way to meet everyone's expectations and i kind of immaturely flipped my lid
im gonna sleep on this and then figure out what i wanna do regarding the config desync stuff
rebalancedmoons should be what YOU want it to be, dont let others make you do things you dont want to do or cant do
work on what your comfortable with working on
its alright if you dont want to do something others want
no need to feel any pressure
I agree with Shroud that if it's not too much trouble to have as an option, I personally like the bottom exit
it adds a new perspective since I'd otherwise never go that direction, and I find the monster spawns there being so brutal anyway that it's perfectly balanced imo
I just read above, take your time ofc
i did successfully make it an option. it just doesnt sync if you turn it off but the host has it on
and vice versa
Ohhhhh man I am behind mb lol
anyways so to compensate for this i proposed csync
autumnis said they dont see why its needed and i kinda overreacted and said they were annoying because they always complain in my threads which was a pretty bad exaggeration
i shouldnt take this stuff that personally
that's fair. was simply saying the stuff about the config syncing generally, not specifically about rebalanced moons. rebalanced moons is a good mod but i do of course prefer certain things over what certain mods do (but the mod also has really good features elsewhere that i want...)
yeah i understand
i think i might have just been overworking myself and i have been kinda bleh lol
Hm... I used csync once before, and it kinda messed things up with my config mod even in singleplayer. Not sure why but I had to redo my configs in LQ.
But yeah, about the autumnis thing, at first I also thought they complained a lot until I realized that they're kinda just like that. Not really complaining but either sharing any bugs they may find or just giving opinions, perhaps without filter.
Or I'm completely wrong. Autumnis I personally don't know you very well either, so apologies if I'm like, incorrect
Back to csync, I think a good practice for modpackers in general would be to all share the same configs in the first place tbh, idk if I'm naive to think that but I don't see any negatives arising from that. It's what I do anyway to avoid any desync issues
uhhh
i will say
csync is not touched by lq or vice versa
im thinking maybe you deleted your config on accident somehow
idk
im not sure lethal config and csync play nicely with each other
also
never looked into it but csync does something to network the configs that i wouldn't be surprised to learn doesn't work right with lethalconfig
huh
it works fine for me
even when changing stuff with lc
That's weird. I can try again, but I'm just iffy about mods that can control configs depending on how they work.
Spent 2 months on my thingy and got worried when I saw changes that I didn't change, but it happened once and it was apparently significant enough to make me remove it. Idk it's weird to me
I could try again in case it was a one off thing I just hope it's not a rare chance of getting silly sometimes
its always good to make occasional backups
changing configs mid game?
as the non-host?
what csync does is it adds a new configentry-like class that gets synced across the network
oh er no i meant before joining
the host reads their config file and sets those values but then they send all of their values across the network and clients use the values sent across the network instead of reading the ones from their own config file
if the host changes their config mid-game it will still lead to desync im almost certain
i think it only syncs on network join
if clients change their settings midgame it'll either do nothing or cause unexpected behavior
which is something you can and should do
?
I'm sorry but wym
rpcs
:(
yeah, i know π¦
it might be over tbh
i can at least understand why clients would have differed configs right
but why the fuck would a client be toggling the march bridge midgame
it's probably not a major concern
i was more bringing it up as a potential explanation for "using csync deleted my config for x mod"
yeaa
oh
wait what
oh
theres no way that's actually possible right
idk
I've never heard of that
Didn't fully delete everything (Thankfully) but let me just make a duplicate of my profile with csync installed to see if I'm crazy
Last time I believe it switched some values around here and there or something it was weird, possible that I didn't save something properly or was adjusting LQ while testing and downloading the presets.json too soon (during the game)
I figured nothing in there loads except for when the game initially starts but I could be wrong, I just know I used to do that and I was testing a shopping cart mod when the csync issue happened
Then again I didn't mess with any configs at that time... idk I'll just test
im using a newer version of csync for the record
not sure how much that changes
the one thats on the sigurd account
You'll ask yourself this question a lot for all your configs, the answer is that most people don't, and people shouldn't, if someone changed a config and a desync happens in my mods I just tell them "well you changed the config midgame and it doesn't match anyone else's, what did you expect", its not something you should be solving imo
I kinda like the lower fire exit on Titan. Better than just going up the stairs every time, I guess?
If itβs too strong, maybe move it further away from the ship, along the wall. Then thereβs more of a trade-off.
Tis an option now, I believe. Not positive the patch is released already but that was confirmed π
@sinful jungle Someone got an invalid scene error when trying to land on March with the scene override disabled for everyone
I'm suspecting it was trying to load the scene for them
even though it should have been off
Yeah disabling scene override is broken
Reenabling it fixed it
I'm guessing it's only disabling them for the host
lol
wat?
wait so were you able to land fine
it was just this person..?
but... batby promised me that wasnt possible 
he wouldnt lie to me. Surely
Both clients had the error happen
and we couldn't land
It soft locked trying to
ohhh ok
Yeah so hopefully @crude valley can help you fix it ^^
Any eta on the Titan update btw?
probably today
Ooo nice
i just uh
need to figure out how to do rpc stuff i guess sob
it sounds simple enough
i wonder if this works
Hope so
@sinful jungle for completely normal reasons any chance i could request a tiny hotfix
i will look into the problem above in return..
(this needs to check if your extendedmod isn't null)
[HarmonyPatch(typeof(TerminalManager), nameof(TerminalManager.GetExtendedLevelGroups))]
[HarmonyPostfix]
static void onGetExtendedLevelGroupsPostfix(ref List<ExtendedLevelGroup> __result)
{
List<ExtendedLevelGroup> newList = new List<ExtendedLevelGroup>();
foreach (ExtendedLevelGroup group in __result)
{
if (!group.extendedLevelsList.Any(x => rebalancedMoonsMod.ExtendedLevels.Any(y => y == x)))
{
newList.Add(group);
}
}
__result = newList;
}
u got it boss
was snoozing mb
NO SLEEP FOR THE MODDER
MUST MAKE MORE FREE CONTENT
MUST FEED THE FANDOM MACHINE
@crude valley i have pushed some stuff, also moved configs into its own file to keep things organized
you dont have to like fix anything for me or anything i was just wondering if you could push me in the right direction
like what could possibly cause this
well
since this i did add a thing that assigns the vanilla scene instead of just doing nothing if the setting is off
not sure if this will help
im only able to reproduce this when the clients have differed configs
in LAN
did you change your configs in-game or something because at that point i hadn't implemented anything to disable moon scenes after launching your game
but ye i verified the error happens when the host has the scene config on but the client doesnt
so ig it can desync
Nope everyone had the same pack and configs
And they confirmed the scenes were turned off for them
So probably a Multiplayer issue that doesn't repro in lan
gotcha
i suppose if i can prevent the error entirely it doesnt matter how or what causes it
this was a pain in my ass but i did it
by "it" i mean figuring out however the hell networking works
i figured out rpc :DDD
which means i can actually sync stuff now without syncing configs thru external libraries etc
i was going in circles trying to figure out a null reference error for like 15 minutes when i finally realized i forgot to apply the patches for my network handler
that was fun't
"my client claims oopsie daisy"
man you can't pass shit through rpc params
probably only value types
yeah it kinda fuckin suucks
some errors and stuff are being stupid and i gotta work that out so im delaying the update 4 later today
Just glad you're making progress 
no you can
just gotta be built diff
i never did end up looking into how to serialise stuff for putting it into rpc's, it's been fulfilling enough as is in hte context of modding what you CAN pass into it atleast
next lll will let u put extendedlevels in rpcs
this would be perfect 4 me
for what it's worth tho id's are unique
so you can pass id's and find the correlating level
ohhh ya
duh
idk why my peabrain no think of that
thats how they will be able to be passed through kinda and why you can pass in networkobjects into rpcs
since each spawned networkobject has a unique id NGO can implicitly convert your reference to a non network serializable object into just it's unique id
@sinful jungle also if you don't know about networkvariables and networklists
u should
99% of networking in lethal company mods and base game would be improved by using them lol
That shade on Zeekerss
No
That sunlight on Zeekerss
i am currently struggling
i have this network handler that gets instantiated on startofround.awake (i pretty much just followed what the wiki said) but when i close the server and reopen it this happens
annoying
idk why
show me how your doing it
i should push everything
Am I dumb, or isn't the vanilla skybox on your Titan supposed to not be there?
if apply skies is on no it shouldnt be there
but it could be fighting with chameleon changing titan's sky tbh im not sure
I'll disable Chameleon's Titan stuff rq to see
yeah try that
Yeah, it was
gimmie a min
ye
there's also this
can u try something like
internal void GameNetworkManagerStartPrefix()
{
if (NetworkManager.Singleton.IsServer == false) return;
ModNetworkHandler modNetworkHandlerPrefab = LethalLevelLoaderNetworkManager.SetupNetworkManagerObject<ModNetworkHandler>();
Instantiate(modNetworkHandlerPrefab).GetComponent<NetworkObject>().Spawn();
}
oh do i not use an assetbundle for the handler with this
you don't have to no
Wtf
Bro somehow made the console bluescreen
bepinex gui can highlight stuff
not in startofround awake
gamenetworkmanager start prefix
Are there any mods that currently conflict with it?
Nito noticed that there are many updates and improvements in support
this is very cool
oh, well, I don't use it.
not much else
Is it supposed to support Chameleon?
yeah
Displaying doors there is something
Interesting
names of hidden vanilla and new rebalance
they wonβt be confused if, for example, this one does a navigation breakdown event and transfers it to the old version of moons
although this shouldn't be the case if vanilla moons are disabled by default
im pretty sure this mod works with malfunctions
Malfunctions isn't even networked atm
neither is this mod
@sinful jungle >:3
You know what's actually evil? These two:
It does work without it yea
@sinful jungle did the thing work btw
how am i supposed to get the id of the extendedlevel bc i think im doing something wrong
selectablelevel has it
idk why but since i swapped to this method i get this error any time i try calling an event
it was not doing this before
but i also dont get the error i was getting previously
id need to see the code thats throwing
oh
try uh
DontDestroyOnLoad(modNetworkHandlerPrefab) in its onnetworkspawn
I'm so tired when 5-6 robots appear on the Titan stairs xD
And along with them, boxes from CodeRebirth and traps
But it's funny)
but now there is a fire exit from below
It's a W
i couldnt figure out how to get this working so i went back to my previous method of loading the network handler with an assetbundle
now im kinda back to square one where
taking a break for now because i caught a fever
i dont wanna vomit stressing about this further
apolocheese friends
no problem
no neeed to apolocheese
enjoy your break
yeah idk wtf is going around
it took divine intervention to get me off The Grindβ’οΈ
the grindset never stops
What about the shadows? I just came to Offense
I'm not sure what can break them xd
From the last thing I added to the build
def isn't my mod doing that
Maybe there was a Blackout before this
But there is no light there and shadows are not needed?
@cunning steeple what do you think?
id imagine its full darkness making the shadows fucky wucky but i cant say for certain
(ive never used it)
Well that's what I thought too
Although these shadows are not the worst thing, who even looks at them? xd
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thank mew
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Betrayal
not even a response π
revolt and allow LFG...muahahah
cough cough meow cough cough
Meow!
are you using another config mod to change interiors
cuz theres no reason that should be happening otherwise, havent had that happen with my group at all and nobody has reported so
im not
all of em, mostly march tho
all of them??
yeah
i only touch march and dine
weird
so theres something else awry with ur modpack i think
lemme double check a few tho, cuz i know it mostly happens on march
i could be wrong about the rest
annnddd my friend is asleep
can i have ur code
ye sure
the name stabalized is not living up to its name atm
01941b92-d8d0-6182-f191-620d211f4245
((modpack name lmao))
yeah im able to replicate this
which is strange asf because in my modpack of 170 this doesn't happen
ill look into it
k ty
apologies
before what?
hm
this started happening recently
yeah i remember having titan be an issue
DSKLJLFSDJKLFS I FIXED IT
@sharp finch I DID IT
it was literally just THIS π
in my defense the wiki does NOT say to do this
should be updated
I FEEL SO SIGMA
well
null propogation would normally mean Instance?.gameObject.w/e
gets skipped if Instance is null
maybe it is just not supported by the version of C# you are using
idk
at least it works now
anyways
if all goes well
the update should be out tonight/tomorrow
i am feeling "well" enough to not sulk in my bed all day
Donβt use ? on gameobjects iirc
yeah i think so because it wasnt happening to me before but i cant get interiors to sync now
im deprecating the package until i can find a solution
I think someone else said smth about an update starting it Some where around 1.2-1.4
gonna have to talk to batby about this because this is way above my understanding
i dont really know what i did wrong
Really doesnβt make much sense
i know what the error is
on the client its only generating the vanilla interior for march
which is weird, because im running the code on both client and server
so this is really puzzling
it literally used to work before so idk wtf happened
that explains the march desync in smxrez's modpack
yeah
i have deprecated the mod for now until i fix it
this shouldnt affect people who have manually set interiors to their stuff
rebalancedmoons
until i can fix interior desyncs for people who arent using config mods
NO...
tbf i haven't played lc in like 4 days ever since i got helldivers
lol
So people who aren't using stuff like LQ or CC are getting desyncs on your moons? Or the other way around?
yes to the former
i am working on resolving it today while simultaneously battling the flu(?) or something
but damnit ill get this done
why is this deprecated?
interior desyncs, and i was too sick to get a working fix out in time
but i plan to roll out a fix (and undeprecate) today
apologies for the inconvenience
All good, just dont forget to take care of yourself. I respect the dedication π
In the case it doesn't work out, I do use LQ, so if that means there won't be desyncs then I'll keep it enabled
@sinful jungle hey quick question
did you just have to ask zeekers for the lethal company piano soundfont?
i might have to consentually rob them of the soundfont they used for the old bird's song
I think it was just reveal in patreon chat?
ah
I was wrong
oh cool
i do indeed enjoy this piano
Just curious, has something like what had been discussed in #1322457363931992145 been considered for this mod? I think better Fire Exit generation in bigger moons is a pretty popular request
okay yeah cool i'll see if i can dm them abt it
Ive asked them before and I don't remember if they were keen on the idea
But if they ever do something like that, I would gladly incorporate it here
What is the argument against it? People just like having terrible March seeds?
but modifying dungeon logic is beyond this mods scope
Its not an easy thing to implement I'd imagine
that's pretty much it
ok nvm zeeker's dms aren't open
i'm trying to find the instruments for the old bird tune
oh
I figured since you were already modifying the exteriors it was not too much of a leap
It's totally beyond my understanding TBH
Fair
The most i can do is like, apply other interiors to march
and apparently i couldnt even do that right
hence the reason the mod is currently deprecated
Hmm, I can just put interior into LLLβs March config and it works fine, are you trying something more advanced?
I do some code to change the default values when the game starts
and it works fine
but it only works on the host for some reason
meaning, the clients dont get the updated values and therefore a different interior generates and they fall through the map
i think i know why and i plan to have a fix rolled out for it today
Best of luck!
Cool to see someone is making a proper rebalance mod, usually people keep their changes to themselves or in their modpack, which makes using them as a player difficult
Why is the mod deprecated
deprecation juice
the message you replied to is why
depression juice
OMG
i did this myself
apolocheese
its temporarily deprecated for now
probably until tonight(?)
damn right when i was gonna play modded with friendsβ¦
You seemingly can still play with it, just do not play March
@sinful jungle donβt be too hard on yourself
A lot of LLLβs side of this isnβt super robust because I was new to networking and the author of lethal quantities didnβt want to depend on LLL so i was somewhat limited in how I could do things
A lot of stuff on my end could be way better in hindsight
Iirc LLL still barely works when doing multiple lobbies in the same instance
Your struggling because itβs hard not because your bad
What happened to march?
interior desyncs
also should theoretically happen on titan and dine
which is kinda bad
hence the deprecation
yikes
it is updated yes
But unsubscribing at end of level
OH yeah i forgot to change that
its bc i used to subscribe at start of round
but it wasnt working
will fix
ty
Define start of round
like when you pull the lever
i mean
i think it was like
a generatenewfloor prefix or something
U want it to happen every time that happens
Like ur listening to that specific thing no
im new to all this networking stuff lol so idk if never unsubscribing was like
a bad idea
yeah
its just events
personally i would be conditional in the thing that gets triggered by the event rather than conditionally listening if that makes sense
also two nitpicks that doesnβt matter
In ur applysky you donβt need to load ur assets every time, can load it up at plugin awake or smth and save it for later
I'm pretty sure it only loads the asset again if its null
because i have a try catch
and ideally instead of FindObjectsOfType u can FindObjectsByType<>(FindSortMode.None)
FindObjectsOfType spends abit of time ensuring itβs in a consistent order (from top to bottom hierarchy iirc)) so u can be faster if you donβt care what order they are in
Ahh my b
Reading from phone
It happens lmao
oh good to know!! ty
for nowww
But whyyyy
been too ill to fix things
Fair, fair
I hope you fix it soon, I've noticed the vanilla facility just doesn't generate on them for me so I've avoided the desyncs
Custom Interiors seem to generate and the vanilla ones get ignored likely due to the issues
i hope to undeprecate it tonight but my immune system is telling me that's wishful thinking
I wish you the best and a speedy recovery
tyy
Can't you just rollback the most recent update?
You should probably listen to your immune system then
no bc i think it still affects the older version
Every version?
you can just use it while it's deprecated
if you are that insistent
it is really more like a "use at your own risk" warning
yeah
deprecating a mod doesnt change the functionality of the mod at all
i just dont want people to download my mod and have ruined sessions because of me :/
genuinely sucks so bad that this is a thing that can happen
why the fuck is the dungen implementation clientsided
he used an asset to do it and im not sure the asset supports networking to begin with
there is the possibility that it was just genuinely easier to use it as it is instead of modifying it
and in the realm of vanilla, barring very specific hiccups (pretty much only experienced during the challenge moon betas), "it just works"
i guess so
every client has the same moon data, every client gets the same seed, every client generates the same dungeon
for sanity's sake i think it would have maybe been a good idea to sync more stuff with the host
but it's not dangerous to assume every client has, for example, the same interior size when zeekerss is the guy setting the interior sizes and distributing it via the game's only official builds
it makes things annoying for modders but if it's a problem modders encounter it seems fair for modders to solve it
that has always been my view of things
the reason i say this is because sizable changes have happened to dungeon generation every so often
and it can cause official clients to desync between each other
usually zeekerss protects against that with the game version number check on joining a lobby
but you'd have problems if two people played on titan during the v50 beta before and after he shrunk the interior size, for example
ive heard people in wttdp say they've gotten "ghost" interiors where they fall through the map in vanilla and i can only interpret that as a desync
i have never seen that outside of the betas
though im not saying it's necessarily impossible
i could see another situation where this indoors size thing came up was in the v50 beta where he increased the size of rend, dine, and artifice
there's a bunch of math that goes into determining the actual size that gets fed into dungen and i feel like it would have been smart to calculate that value on the host and send it with the level generation RPC
since there are a lot of points of failure there for individual clients
99.9% of desync questions in basegame come down to him probably not being networkvariable pilled yet imo
And rpcs but like
more progress done but i dont have anything working yet, if anyone who knows more about transpiler stuff wants to slap my wrist because i did something horribly wrong lmk lol
https://github.com/dopadream/RebalancedMoonsPlugin/blob/6982a205a2d0ee47f4c856b462abea587a54c03c/Plugin.cs#L481
i must rest
i have fixed the desyncs
nice!
If it turns out theyβre not, Iβm leaving a primed landmine under your doormat at an undisclosed time
I don't think that's possible because I'm doing fancy networking shit to sync it
This took me like
8 hours
π
or something idk
I was just joking because I like making empty threats
ik im just keeping the record straight lol
The package might take a bit to become "undeprecated" but 1.5.0 is out now, hopefully fixing all the issues with desyncs. host configs are synced too! this update took me a LONG time and changed a TON under the hood, so please let me know if you run into any jank!! ive done extensive testing through lan and was not able to reproduce any of the issues anymore
@sharp finch hi bestie did u ever release that chameleon update for fancy doors compat
i never looked
it was a bit ago so u probably have already
1.4.2 was that update
okay ^^
huge weight off my shoulders (Hopefully)
mrov will be So proude of me
BTW - it is still technically possible to bruteforce a desync by turning off the interior overrides mid-game and then rejoining/recreating a lobby afterwards. dont be stupid!!
i will add a failsafe for this sometime down the line but for now i have no idea why you'd be doing this anyways
huh
no
march is like 2 in vanilla
its 1.8 here
idk what dine is but i dont change its size
this is it
Ig CentralConfig is tweaking
vanilla dine is also 1.8
Weird request, but could you consider giving Gordion a spawn curve
i just verified with LQ to make sure my mod wasnt tweaking
it is definitely 1.8
it auto generated like this
on both entries
Weird
also why
I want ogopogos to uncommonly spawn on it
it actually already has one for some reason
Since Gordion lacks time, do nighttime entities just not spawn at all on Gordion?
If you put them in its roster
idfk
Fair
Gordion doesn't have time
Doesn't have inside ai nodes
Or outside ai nodes
Or navmesh
NavmeshInCompany:
Which does 3 of those 4 requirements
There might be more but afaik that's all you need
i mean i could probably figure it out pretty easily
its just a bit of an odd request lol
does gordion straight up just not have time or is it always just 7am
i know in orbit the clock is 00:00
I think time just doesn't pass
I've never looked at the functions for when it does the spawning but it's probably just like checking time thresholds and then running functions for em
THE LOG HERE IS SO SQUISHED LOL
Have you never seen it?
Yeah
"Sound Behind the Wall"
I'm not sure if ogopogos will even spawn properly on Gordion since there's just so much water
Dopa..,
You messed up Offense's scene somehow, and now the player isn't emitting a faint light
Disabling your custom Offense scene brought it back
I'll send a log in a second
Seems to be just Offense though
ohhh
The Grinch stole the lights π
Ur good
i made offense harderβ’οΈ
anyways i was saying, have you seen that fuck ass ice cream truck theme i made
i did sample the roblox yum thing
It's weirdly fitting for the Tier X moons (Artifice and Embrion)
Ye
Wait, what?
The issue is actually still present, even with your custom Offense scene disabled
Pretty sure I did, but I'll do it again
The light literally came back when I disabled your scene, wtf
Idk why it's gone again
hmm
umm
I'll disable RM to see if that changes anything
yea do that
It's back now
alrighty
well ill look into it
say
do you know what the snowman chances are since halloween was removed
i mean
fuck
christmas
my brain
Are you Jack Skellington per chance
maybe
welcome to the average Full_Darkness experience 
It's enough to make a grown man kill himself
it's honestly so much better
indoors is actually scary again when you can't just rush everywhere without a light
need some additional mods to make it balanced though, like keeping flashlights on teleport otherwise inverse teleporter is pointless
and maybe reserved flashlight slot
It's scary yeah, but loses its initial charm when you realize the game is almost impossible without the faint light
yeah just balance that out with the mods mentioned above, also there's a scan-vision mod I use to make the scan give off slightly more like in case I find myself inside without a flashlight
What's happening
i cant find what the weights for them are in the current version lol and i dont feel like decompiling the game again
Are they causing the Offense issue, what?
Oh