#RebalancedMoons + Atlas
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oh god is march at negative credits LOL
Who fucking made this
stan did
Peak
seems it is
only happened this one time lol
wtf
that osunds like selene choice being weird
but idk
anyways
yes so the weather from the cyrillic named planet will never load
its not supposed to
this is intentional
otherwise weathers would mismatch
you mean the other way?
the one i have selected in the text editor there, with foggy, is using the normal a
normal march has foggy and its being chosen, and it was gonna give me money
yes and the terminal says fog
the one with cyrilic is theone on blackout, that wasnt chosen in the terminal
i dont see what you're getting at
it routes to the vanilla moon
but the vanilla moons scene is replaced with the scene from the cyrillic one
and thats intended?
yes
oooh
ok assumed it worked differently
that you disabled the vanilla moon and put your clone in its place
alright this mod wouldnt be at fault then i take it
for the free money
naww
the only thing i change is dine's price
in regards to the terminal nodes
alr awesome
I only installed this mod with its dependencies and it seems like that the vanilla moons still get loaded. Like there is no bridge in March or the water tower in Offense and March is missing. Am I missing something?
i dont really know what could possibly be causing that tbh. sceneselection has been giving me a lot of jank
It always picks the vanilla moons. I don't know, if this happened to anyone here, haven't really found someone pointing that out, or I am blind
ill get a patch out later today regarding issues with interior selection with the setting off hopefully
I'm pretty sure this is more foggy?
Wth
What was that cool elevator music?
b side
hhumanoid music
Ah
this was on embrion btw
can you test again with the hdri skies setting off
sure
doesnt require restart i thinks
i kinda dig it tbh
maybe you could make a mod that makes the fog event like that
yeah
i wanted to make a less dense indoor fog mod
because i hate the mod that just flat out removes it
the fog event is a cool idea its just not executed that well
tell them i said hi
Same
it was defogged
it could be fun for it to be kept on embrion at least until the fog mod exists
I'll see
this bug should also theoretically affect that
Agree
thanjk you
I rlly like these songs because they sound like something out of LSD: Dream Emulator
and it's one of my favorite games of all time
I thought I saw it on offense once before?
but then I checked again and it didn't exist
the thing is I know its somehow related to this mod since I've only seen it on the scene replaced versions and it only showed up after downloading it
I wanna say again that both of these building redesigns are really cool
oh wait that reminds me, you should complain about not having the modder role again since it was taken away for no reason
GIVE ME THE ROLE
amazing
Hey
was embrion also changed somehow? @sinful jungle
I'm generally the most problematic person here with my modpack, I've noticed the desynchronization of the dungeon on this planet, but it's not the fact that rebalancemoons is to blame π₯Ί
just help me study the logs, maybe they will point to something.
jeez all the problems are with embrion now
not only the embryo, but also other rebalance cards, and maybe not rebalance, I have no idea.
I just had a problem with Out of Sync and without rebalance, but rarely, and now I decided to add them to my modpack, because the theme is cool.
Damn it, I'm drunk after the holidays and I'm trying to report this mistake. π
π©LETHAL_LONERS: 019426a0-d4c0-e71f-f34b-3abb0dcd10f4
It was all on this build code for the last time.
It is funny though how despite many people complaining about the filesize (which is what happens when you just copy paste the games assets), noone else has made a smaller mod yet
i didnt notice it until terra pointed it out
but new dine is just old dine's terrain with a couple more hills added, the ship rotated 180 degrees, and then he moved the dropship and fire exit (and removed the path of lights)
you can copy and paste a single scene without it being 100+ megabytes i promise
i thought zeekerss intentionally modelled the fire exit hill in new dine before he moved it elsewhere
but its more like he just never removed the fire exit hill
i made a smaller mod
i have copied 5 vanilla scenes and they're all like 65mb in total
i am genuinely curious how the scene can be so much larger
did you use crunch compression in ur mod
the whole mod is 80mb because of other assets i included in separate bundles
yes, 1024x, also they probably didnt use blank references
Show me your ways
what did you use for that? All I did was duplicate the scene in Unity and then put it all into an assetbundle and lethallevelloader bundle thingy
textures are absolutely huge
limit texture size where you dont need higher fidelity (you can set a size limit in import settings) and enable crunch compression on "just about everything"
you have to make blank references for every scriptable object used in the level
and remove the dungeon flow from the system object
or it will tank your filesize
Yeah I figured that I could just delete the stuff that should already be in the game
iirc crunch is bad for stuff you are loading on the fly, but if you precache everything that doesnt load with the scene itself it shouldnt cause hitches
but I don't know exactly how to do that, how to remove references without removing the scripts themselves
then yeah
LLL already replaces enemies based on name so you dont have to include dupes in your bundles
Is there some list where you can see currently existing scripts so that I don't have to go through every single object and check?
you cant remove the scripts but those arent causing you issues to begin with
scripts are fine
im talking abt like
the references to enemys, scraps, etc
the problem is referencing enemy types, interiors, etc. beczuse it has to pack all of the related assets into your bundle
all the stuff that spawns in the level
Yeah I know how it works like that, but I don't know how to systematically remove the references without having to manually go through every single object to find them
giant rocks, pumpkins etc
oh
i did it manually lol
i have no idea
i just was really patient
When I made the mod I was kind of banking on someone else making a better version (since I was already kind of annoyed that noone had made one in the 2 months since the update), but it never really happened
theres the TonightWeDine, but it instead mixes the old and new by manually placing objects
and it replaces the moons, while the one I made adds the old one as a separate moon
Is "Audio Knight" starlancer
the demand is just "a way to play v49 dine in v50+" and your mod addresses that demand
the only thing that can be improved is technical optimization (like decreasing filesize, as discussed)
And also the v60 dropship thing
and i dont think anybody is going to reupload an identical mod just with optimized filesize
which idk what to do with since the mod should be able to function in all versions (which it currently does), but if you want to use it in recent ones then the separate dropship mod is needed
the dropship is just missing some references because zeekerss added new stuff to the prefab in v55
but when unity compiles scene it automatically unpacks ("flattens") prefabs into gameobjects
Yes
He goes very in depth on what exactly you do need and don't need
its a very comprehensive video and saved me major headaches
the fog :o
is this compatible with MapImprovements?
anytime i try loading in Dine (even with this mods dine turned off), it errors and breaks the game
does not happen with any other overlapped moon, like adamance (both this mod and mapImprovements modify Adamance and they work together just fine)
the error originates from MapImprovements but i cant seem to find a thread or anything to troubleshoot that particular error
Don't use RM rn anyways
If you're playing multiplayer, that is
Dine, and I believe(?) Embrion causes interior desyncs
good to know π
But yeah, I also have the same problem with MapImprovements and RebalancedMoons
Idk why MapImprovements force loads Dopa's Dine scene
Which sucks, because I love her other moon scene changes
I thought it was patched though? Or was it just march
Not released to Thunderstore yet
@sinful jungle so there's a bug with Rebalanced Titan lol, seems like clients can sometimes see the 3rd fire exit inside when it's off but it can't be used lol
yeaa i know π i figured that out and also im pretty sure i know why, ty
MapImprovements now utilizes LethalLevelLoader
Could u consider compatibility between your mod and it?
I mean you could probably just see if it works with TonightWeDine if you really want a different scene, there is no reason for compat between the 2 to be added since this mod already improves a handful of moon scenes
It's better to use MapImprovements for the ones that aren't covered in this imo
Both of them have their quirks, and it'd nice if you could mash them together since MapImprovement's Dine main entrance and Dopa's lamps and second fire exit work together pretty well
If you ultimately can't use both at the same time, I'd also just want to use Dopa's March scene without Dine shitting itself in general π
I personally disabled the March Scene but kept the bridge
Btw is it intended that March never seems to spawn the Facility now?
It's always Mineshaft
Sometimes Mansion
lol
I think so
I was wondering if maybe it's a bug due to the size change
Yeah, I don't see a weight for March in the Mineshaft's stats here
Experimentation:3,Assurance:40,Vow:250,Adamance:135,Rend:50,Dine:140,Offense:200,Titan:115,Artifice:213,Embrion:44
I'm not sure if it's a mod incompatibility, but when I updated past 1.4.9 this happened...
What moon?
Actually lemme test the other moons
What
no it's there
Shrug
I heard from Terraformer that apparently Mineshaft is on average 2.22 times the size of factory so I hope that has been accounted for 
Mineshaft March will give you v49 Mansion Titan flashbacks
That's unfortunately true
It's abysmal, I tell you
This is how I nerfed it
From 18-22 down to 13-16
The instant I heard that I went into Cent Config and made Mineshaft have a 2.0 size debuff similar to how Mansion has a 1.5 debuff in vanilla for my modpack
Based
+6 scrap is not gonna fix that π
How Zeekerss did not nerf its size when the provisions for doing so already exists is crazy
IDK
He does some backwards-ass bandaid fixes for some reason
First with barbers, and now the Mineshaft
if it changes scenes then no
sorry
Thereβs a method to his madness I tell you
anyways im working on that fabled update now
sorry for the waait
also
blanca
as someone who now understands what its like to work with these things
cut zeek some slack man π
you always are complaining about how he does things but consider he has the entirety of the game's codebase to maintain as a single dev so sometimes shit just gets overlooked or he chooses the easiest option and moves on
Ok, so:
(After 1.4.9 in my modpack)
-
Experimentation (Desync) β
-
Assurance (Desync) β
-
Vow (Fine) β
-
Offense (Desync) β
-
March (Desync) β
-
Adamance (Fine) β
-
Embrion (Desync) β
-
Rend (Fine) β
-
Dine (Desync) β
-
Titan (Fine) β
-
Artifice (Fine) β
titan should also desync
Whether this is because of LQ present I'll have to find out after eating
wait
exp
what
i literally do not touch experimentation with a 12 foot pole
thats something else on ur end
im sure of it
Yeah imma keep digging
Yeah I only had the desync on Titan
yeah its a bug with the sceneselection thing in LLL i think
it tells the client that they're on the modded moon but the host they're on the vanilla one
prolly today
i just wanna fix up the function so that it overwrites the vanilla interior selections only and not modded ones too
so that its all seamless
Fair lol, I was wondering why my modded interiors essentially stopped showing up
yeah that wasnt necessarily intentional
Also March seems to never wanna spawn the Facility right now as I mentioned
it seems to prioritze Mineshaft
Yeah
I wonder if the size was reduced too much
Cus I know if you reduce the size by a certain degree some interiors just fail to generate
Hmmm, well if there's other moons that use 1.8 and generate Facility that should fix it
I meant the current build on thunderstore uses 1.8
and there are, yes
Ah yeah it could be something else then
anyways it Sucks that this happened while i was sick lol
has slowed things down a bit
Also you should probably update the readme to saay that XD
mhm i will
Getting sick in general is never fun
yeah i got some bs flu or something
right on new years too lmao
happy new year you're bedridden
Btw I was thinking
Since Blizzard can happen on March, I wonder if the pit terrain could be adjusted a little with the scene override to make it manageable to get out if it knocks you onto the Ice Lake
Cus I've had people get knocked down there with no way out
Lmao
blizzard?
oh yeah
hmm
i mean, wouldn't that happen on march anyways if you just fell normally
regardless if the bridge was there
i feel like thats something the creator should've thought about xP
like maybe the ice breaks after a while or something
Lol could be funny
anyways, i could try to look into that, couldn't hurt i suppose
The trusty extension ladder does work
yeah reblanced moons is kinda just
not working for me rn
there's an error i'm getting involving chameleon though
I think the problem's that the compatibility code added for it is conflicting with that fact that I don't have the mod to begin with
wtf
yeah
oh noes
remember it is just a guess though
i'm bouta test it with chameleon to see if it works now
no yeah you're right dw
you dont need to test
this error is bc cham isnt installed
which
shouldnt be happening
the code should just not be running
i think its because i did using Chameleon.Info; in the compat class
idk
I agree that he needs to be given some credit, hence why I only critique him in cases like this where his solution is truly baffling
Instead of reusing the solution he made for Mansion Titan in v50 he codes a new, less effective mechanic. He is doing more work for a worse result. A few parts of the game kinda feel like this, working harder but not smarter
Yeah it's unfair to be harsh on him, everyone has different experiences with code and the game is also still Early Access
I'm sorry but this is just false
when mineshaft was new the majority of the feedback he got in the discord was "theres not enough scrap"
so he added like, a two line code to add more scrap to mineshaft
its not that deep bro
Mineshaft is fine and if you don't like how it is in Vanilla you should just use RebalancedMineshaft which improves it to feel just a little bit better by allowing some scrap to spawn outside of the caves
Idk how to feel about that when it kind of sours my experience with the base game
What
if it sours the experience for you then use mods or play something else
because there are a ton of people that love the game for what it is
so obviously he is doing something right
Instead of reusing the solution he made for Mansion Titan in v50 he codes a new, less effective mechanic.
also to be clear it's not like he forgot it existed
I guess I can't have an opinion on a game I'm passionate about??
he intentionally set mineshaft to use a smaller tilesize than 1 (which actually makes it larger than the other interiors)
you absolutely can but the constant negativity has become a tired joke at this point
i have never been too sure why but my guess is just that some of the cave tiles are so small he wanted to compensate for it
even with the tiny bugs the game has words cant explain how astonished i am that this game was made by one person
even though it results in the tunnel sections and some of the larger tiles (like the massive split with the ramp) making the overall size pretty huge
I wouldn't say tiny, but it's still impressive and high-quality despite that. Things could've been just done better
I think the game is fine as it is
and you should stop being negative and nit picking
zeekerss has a lot of stuff he has to take care of to make the game get done, and i don't like how often the community piles these massive expectations on top of him, especially if they are deep within the modding community and able to fix those problems themselves
at this point you dont even really need to develop mods to fix things cuz almost everything major has a mod that already exists to fix it
to be clear this is not just an issue blanca is responsible for
also
it is kind of an annoyingly common sentiment
Yeah
I just think people shouldn't be so harsh on Zeekerss
Stuff like this is why games as good as this rarely release nowadays too, devs don't wanna deal with all the negative feedback
i have my personal gripes with some of the stuff he has/hasn't done
and im pretty sure im not perfect either
Yeah everyone will have some gripes
i probably let my sarcasm show too much when im talking about offense/dine balance for the 5th time
But constantly being Negative doesn't help anything
but i think there is this weird dev vs community thing going on with lethal company that has absolutely harmed the game before and i don't like feeding into it for that reason
the kidnapper fox being (most likely) perma-scrapped did not happen by coincidence
the streamline jetpack feature existing at all kind of leaves a weird taste in my mouth
yea what a shame its gone
hopefully some day zeek becomes comfortable enough to re-add the fox
The Kidnapper Fox could have been fixed so easily and it annoys me to no end the community hated on it as much as they did
zeekerss commented on patreon his "highs" for the year were the mineshaft and embrion, even though community response to both has been generally quite negative
etc.
The issues with the Fox were always how the shroud system worked and how it just had a habit of ship camping too much
i think the mineshaft is decent even without rebalancedmineshaft
both would have been fixable
anyways sorry for soapboxing in your thread dopadream
i just woke up and got a bit carried away
the layout can get just a bit annoying but its overall a decent interior
adds more variety and has a nice theme
I agree, RebalancedMineshaft just kind of fixes a few glaring issues with it
mineshaft is definitely not perfect and i think it's fair to criticize it for the flaws it presents
what just irks me personally (pet peeve, i guess) is a statement like this
my favorite part about it is the theme its going for
i really love the empty abandoned style and zeek perfected it
I mean it feels like something that could have just been modded into the game and if it was a modded Interior people would shit on it way less
People only dogpile on it cus they expect better from Zeekerss
I agree Mineshaft isn't perfect but that's why mods came out to change it
the fact that zeekerss reused the tile size variable he used to scale manors means he was aware that it existed... the +6 scrap thing was an intentional decision and acting like it was an accident or lazy substitution for "a proper fix" frustrates me a bit
feels like a lack of parity between developer intent and community expectation being conflated for malice
anyways for real im done. sorry
embrion is amazing
"Embrion is amazing!"
Embrion in question: /j
war
I remember when v50 first came out and I saw the "listen for the old bird's call" and I thought that we were actually gonna go to a warzone type moon
This will happen to him
synced?
ye
i quite dislike how vanilla dungen branches into one main path. i want to integrate dungenplus into vanilla dungeons sometime down the line but that'll be a different mod
RebalancedInteriors coming soon? 
that would be cool
does it not already have support for this?
No
It's just an api
i see
even with rebalanced mineshaft as good as it is
on march with 1.8 interior size its quite long
same size as dineshaft
and the +6 means a lot more for march, which has a much smaller base loot count
and there are 3 fires
march is kind of chronically empty though
Dineshaft..,
so i feel like this is kinda "what's new" at the end of the day
Much like my brain
@sharp finch @sinful jungle I want to say now, I am sorry for kicking the hornetβs nest with my remarks about the Mineshaft.
I figured us all being here meant us loving the game was a given, but I guess not. I never meant to be a cynic or hater, but I suppose I do mention ways the game can be improved more often than things it does well. I will keep it in mind and try to be more constructive.
To clarify my stance, my only problem with Mineshaft is it being oversized, everything else is fine imo and I think Terraβs mod swings too far in the other direction. Zeekerss is not lazy, in fact he is putting in way more effort than needed, effort I argue was put in the wrong place. He obviously is talented and motivated, but simplicity does not seem to be his strong suit
huh
lol
well
soapboxing aside im not angry at anybody
it is a pet peeve of mine and i did want to voice it but i don't think it's that serious
it's true
I have a tendency to take things seriously, I guess I misjudged the severity of the ramblings today
and i think it is kinda easy to get swept away in it
like i said, i dont think im perfect about it either
it is something i just try to be conscious about, and i think it's a good step forward to try and be more conscious about it
anyways, no hard feelings about it
Sounds good
i suppose it did get a bit heated but i hope no-one walked away from it feeling worse for wear
on a more related note i am still having the small issue of a ghost fire exit appearing inside on titan for clients but not host
which is odd because its all done through one clientrpc so it should be happening for everyone at the same time
I want to give my 2 cents on this, it is an interesting insight I did not know. It is good to see Zeekerss was aware of the issue and tried to fix it, but it feels like a misdiagnosis.
The low scrap count was likely due to Mineshaft being extremely buggy in launch and often not spawning the proper scrap amount. Aside from that though low scrap density could be an issue with the map being oversized as I said
Oh my bad, was just finishing typing when you posted. I will be done now
The low scrap count was likely due to Mineshaft being extremely buggy in launch and often not spawning the proper scrap amount.
yeah this was definitely the main issue
and i think it's possible some of the reasoning behind +6 was temporarily resolving that issue
i kind of expected he'd decrease it to like +4 after fixing the spawn bug
(+6 happened in v61, tabletop fix happened in v62)
be he did cite "mineshafts give +6 scrap to reflect their high risk" so i suppose it's possible that's not the whole story
They definitely are designed to be the hardest interior it seems. Confusing and demanding (water pools and pits) caves, elevator being a choke point for transfers, and traps being clustered in tunnel portions
man fuck
@sharp finch are the fire exits in interiors also named alphabetically
im about to just say fuck it and query for that one too
Just say it is a feature not a bug 
liek
wdym
yknowww like
Players hallucinate false fire exit while they are going insane
they're gameobjects right
yes
what else would it be if not a gameobject out of curiousity on your thought process
sorry
well
im not sure what you are asking
still
but like
the way that fire exits work
doorways have either doors, doorframes, or blockers in them
right
on the dungen level, i mean
most interior blockers contain a prefab containing a fire exit prefab
and that fire exit prefab contains an entranceteleport object
nah, they're entrance teleports, so they have an entrance and an exit point
what buttery's about to say basically
or well
they dont contain it
they have a SpawnSyncedObject that spawns an EntranceTeleportB
object
once all clients generate the map the host sends a request for everyone to spawn synced objects
afterwards
all clients run a function i think called SetExitIDs
what does SetExitIDs do?
and that iterates through all the active EntranceTeleport objects
including all the objects placed in the exterior
the one parented under the main entrance doors
and the ones parented under all the active fire exit prefabs
although, actually, i dont think the entranceteleports are technically parented
i think they get parented to mapPropsContainer since they are spawned by SpawnSyncedObject
anyways
it connects the main entrance teleport objects
so each one's entry point is the other's exit point and vice versa
and then i think it connects them to fire exits in the order that they were found via FindObjectsOfType
oh that only happens when a player uses an entrance teleport i think, not on load, atleast from experience π
i think when a player uses an entrance teleport, it runs a function to find the exit point, if it doesnt exist, it finds it and fills it in the entranceteleport script
so by default if no one uses any entrance teleports its all null π
well unless you iterate through em all and run FindExitPoint();
what's your goal btw
oh my god you're right
Lol
it was a statement
okay well it only links the IDs of fire exits in this function then
as in, they're gameobjects so they must be named
if you are just trying to connect a fire exit on the interior to the exterior
then you can definitely do that
anyways uhhh
i have a config setting that disables the 3rd fire exit (on the exterior) on my titan pre generate floor
it prevents the 3rd fire from generating inside only on the host for some reason
even though its all done through one client rpc
because SetLevelObjectVariables -> waitForMainEntranceTeleportToSpawn -> SetExitIDs runs at the start of the level before the ship finishes landing
if you can't find a way to solve this
oh
hm
i was about to say something wrong
actually
it is going to be way easier for you to stop that exit from spawning in the first place
long story short
it will get messy if you try to remove an exit that already exists
because you will have to connect the EntranceTeleport object in mapPropsContainer
to the fire exit prefab that's undernooth the dungen hierarchy somewhere
so instead of removing the exit i should be instantiating it
which is pretty much not going to be possible outside of a raw distance check
although that would work
i just dont think it's a very elegant solution
this is one approach
but you need to instantiate it before SetExitIDs, in that case
or you'd need to run your own code to link them
i think that map improvements mod did this in their code and people were saying it wasntworking lol
not sure if they've fixed it by now
what is the problem with changing the spawn count?
?
like
did you try the thing zaggy suggested
to try and override LLL's patch for setting the fire exit count
wha
by postfixing with a lower priority
did i miss something'
i dont remember this
its okay zaggy is a person to forget π
did you confuse them talking about blackmesa's fire exit shenanigans lol
this is my rocket to insanity
@sinful jungle okay well i have no idea what i am referring to
apparently
sorry lol
but my thought process is that you probably want to change the fire exit count
i've spent enough looking at ponies for today π
and i thought i remember seeing a message where somebody said "you should postfix LLL's behavior or use a postfix after LLL to change the fire exit count based on the value of your config setting before the dungeon gets generated"
and i thought i remember thinking that was a really good idea
so anyways
I recall the discussion regarding Map Improvements and Central Config from earlier today π€
i would see if there is a way to do that because it will probably be less headache to just change the number of fire exits spawning in the first place
instead of going in after the fact and trying to disable one of them
LLL's been controlling the fire exit stuff since vanilla hard codes it right? im sure its somewhere controllable there then
though this wouldn't be impossible, just annoying
ye im trying to look 4 that
rn
yes, LLL has some functionality to search for the number of fire exits in the scene, and then override the dungeonflow's prop count for fire exits
how do u knooow
since vanilla hardcodes 1 fire exit prop to spawn
oh yeah i forgot lol
worst case scenario you annoy the devil who made it @crude valley
and march uses an interior with hardcoded 3 fire exit props

Beat me to the punch about that March comment lols
oh
i beat u i win
Not sure why he hard-codes just 1 unless he has no plans to make any additional map with multiple fire exits
in any case
ty hehe
specifically 1231 is the ID of fire exit props
and where he is setting GlobalPropSettings.Count
that is the part actually changing how many spawn
@sinful jungle okay
it looks like he is running this logic in a prefix for DungeonGenerator.Generate
which means there is not really any room for you to insert a patch in between
unless you postfix his patch
im fine with doing that
or, i suppose you could do another prefix for this function
nah ill just postfix his thing
and just set a priority so it runs after LLL
im already patching into one of his methods
i see
well
in that case
probably cleanest to postfix PatchFireEscapes
and just check if it's Titan + your config setting is off
well, 2 if you recount
i figured you'd just do like
count = (count.min - 1, count.max - 1)
oh
whatever you like
lol it's fien
βI forgot I can just do thatβ coding in a nutshell
I wasted so much time in coding class trying to make solutions to problems when one simpler one already existed
I mean I've done the same too
anyways i doubt anyone cares but i fixed the desyncing by repurposing this old code that i made way before there was any config and just optimizing it and throwing it into a client rpc
in the previous patch i was doing this through an event
which only works on the host for some reason
which event?
i guess it doesn't really matter if you figured it out
was just curious if i could troubleshoot
ah
uhh
well i can show you
so on quick menu manager start, i would call this, which would go to a client rpc, which calls that event
i hate discord screenshot formatting actually die
oh wait i screenshotted the wrong event on the last one oops
but yeah you get the idea
i also tried running InteriorServerRpc(); in a generate floor prefix etc etc
no matter where i executed it, would only work for tha host
anyways, dont bother
even if i did get this working im not interested because my current implementation doesnt interfere with modded interiors
which is exactly what i want
i see
man
i wanted to patch into LLL to remove this line but i think its done through a bundle (?)
because its not true with my stuff
i believe alice tested it with vanilla interiors, but it wasnt actually made into a mod to make them work like that
only used as an example
Make sure ur networked rpc happens before the dungeon request
Sending it out doesnβt mean it happens instantly incase thatβs relevant
it probably is
regardless i did end up getting results i wanted
and it looks clean
π
i just realized the typo here too lol
out of curiosity is this not terminal formatter doing this
im not super familiar
i think it is
???
unless LLL also does it and terminalformatter just has this for compatibility
damn this is the thanks I get π
@cunning steeple im gonna do a little transpiler or something to yeet this when both terminal formatter and this mod is installed if thats ok with you
also buttery you may be right that I mentioned priority but I also don't remember where lol
because simulate march works fine here
that's ok you dont have to pity me
seriously though, that was a frankly bizarre situation
lol I pity my own memory too
LLL has a comment about this - it displays config data instead of used data, which is stupid
i spent 4 hours weight painting afterwards, vertice groups were just bad, but i appreciate ur help up until that point XD
oh by the way, in case you end up needing priority stuff, if you absolutely need to run after a specific mod's patch, you can find their Harmony GUID and put a [HarmonyAfter(GUID)] to guarantee that you run after regardless of whether their priority changes
I'm displaying config data with the description that it's not used data
wait really? they couldn't transfer over?! :(
i forgot to mention harmonyafter so that's my bad
but 100% agree it is better to use that, here
well, it is used in this case
some did, but 90% didnt, but it's fine now, atleast im getting paid lots... 
the percentages are literally accurate to the weights i assigned
and it works ingame
I had to do it at one point because I had to run after a patch in GI that was set to the absolute lowest priority lol
i'm like 99% sure you need to use the harmony GUID, though, not the plugin GUID
so you need to double check how the plugin you wanna patch over uses harmony
for all of my stuff i just do new Harmony(PLUGIN_GUID).PatchAll() but that won't be the case everywhere
it's tricky business painting weights for clothing, so probably good to give a lot of poses a test to make sure you don't have too much clipping
that's good then
yep exactly
for vanilla it's not, I asked batby at some point and didn't investigate further
yea, thats why it took so long, especially since i couldnt symmetrise the weighting π
OH I SEE IT NOW π³
hehehe
this is emmbarasing π€
sigurd wrote it
also I found the LLL stuff I told you about: https://github.com/IAmBatby/LethalLevelLoader/blob/main/LethalLevelLoader%2FComponents%2FExtendedContent%2FExtendedLevel.cs#L212-L224
π₯²
im not sure if this is why it has special handling still
but at one point, march's interior type was inaccessible in any scene other than march
i might be stupid and misunderstanding :P
so it literally required special handling
stoopid code π
at one point zeekerss added level1flow3exits to march's selectablelevel
and i guess batby hasn't updated to account for that
i think that change was as recent as one of the v64 betas
it is really recent
batby also had to ask zeekerss to add level1flow3exits to the roundmanager list of interiors at one point
but i think he did that in v50
iirc
my bet, on this, is that this code was necessary before this change
because what used to happen with march
is it would run the code to randomize the interior
discover march's interior list was empty
and then fallback to the one pre-assigned to the DungeonGenerator object in March's scene
which used to be the only reference to Level1Flow3Exits
but this caused a problem in v60
because this fallback code would not reset the "currently selected interior" variable (i forget what it is called)
and that variable was checked when applying the maneater's increased chance, mineshafts' +6 scrap, etc.
which would cause you to get increased maneaters and scrap on march if you visited it immediately after leaving a moon with a mineshaft
or would cause march to have haunted factory doors (Lol) if you just left a manor
and would cause march to use mineshaft ambience as well
anyways that got reported and zeekerss fixed it by adding Level1Flow3Exits to march's selectablelevel
so, at this point, i believe the special handling no longer is necessary
all it does is add Level1Flow3Exits with 300 weight to march after it assigns everything from the config
by the looks of things
which probably causes buggy behavior, when you look at it that way - i assume this makes it impossible to remove factory from march
and artificially inflates the factory chance beyond what the user has assigned in their config
i wont bug batby about it but that is likely something worth investigating
at some point
nope
i was able to
well
i replaced level1flow3exits with level1flow
to clarify, i mean with the config
if you're patching LLL's logic (or patching after) then you have a lot more freedom
that's ok
i was unclear
my guess is probably just for parity
oh yeah prolly
level1flow and level1flow3exits are technically not identical
the biggest change is the increased fire exit count
but i think level1flow3exits also generates more shelf props
it was like
some really random minute change
Lol
lol?
but say zeekerss adds a new room to only level1flow3exits
then it would be missing in LLL if it made the leap to level1flow
if he makes it spawn like the apparatus yeah
rather than the scrap table
depends how he goes about that
anyways IIRC it was these
one kind of strange behavior (that i might be misremembering, but i think it's correct?)
the dungeon type has the maximum count of these shelf props set
and im pretty sure there's no multiplier based on dungeon size
so larger maps like titan have the same number of props as smaller ones like experimentation
but spread out over way more interior area
i wonder if zeekerss was aware of that and intentionally increased prop counts on march since it always has a giant interior and has the dungeon flow all to itself
but that is possibly me forming patterns where they dont exist
it's also possible he just cloned the factory
then made a change on the original factory and forgot to port it over to march
What's wrong with it?
idk i just like mineshaft and manor more
they just feel
more fun
i cant put my finger on why
since march uses the same tilesets as the original factory
im pretty sure he wouldnt need to manually add the new tile (from v47)
so it's feasible any changes since the split was made have just been lost in the sauce
i think the problem is the bulk of factory is the maze
i love the themed rooms in factory
like the mazes in factory can get kinda boring i guess idk i wish there was more like visual
uhh
but exploring caverns is way more exciting and fun than exploring rectangular halls
and in the manor the rectangular rooms at least have more definition
strange sizes, doorways, and rotations
i wish there was more visual differentiation like how the caves in mineshaft look very different from the tunnels that connect them
it's literally a straight grid in factories
I take no shame in march stuff it used to be very fucked yeah
ohai
hello IAmBatby Lethal Company
John Batby
Nah probably not
for clarity, zeekerss added Level1Flow3Exits to March's SelectableLevel in one of the v60s (im like 99% sure it was v64) to fix a bug with mineshafts
and i assume this is just a relic from before that change was made
but at this point i think it is, at best, unnecessary, and at worst, probably causing issues with user config
Did not remove that stuff
well yeah, it was fetchable in the scene (and you take advantage of that in this snippet), but as of the v64 change it doesn't require a special case to assign it to march's list anymore, i mean
it's already assigned in vanilla now
Yaya
99% of this comes down to this community having next to no users who can program who are actively fucking with anything LLL was designed to mess with so Iβve never needed to care about any of this
i like factory the most out of the other 2
i think mineshaft just spoiled me
the atmosphere of it is really nice
i wish factory was less maze and more rooms
but it makes sense
so idk
i still thirst for offices because red44_satyr44 brainrot (and also the intro scene + artifice environments + alpha experimentation are so nice)
like it is The "maze" interior
urghhh yeah i love lc office sm, i just wish it didnt uh
have issues with traps
but i think mineshaft makes it kinda clear zeekerss is probably more interested in tackling major divergences from the existing stuff and not just "new room themes"
office is my fav modded interior
i am curious what that glass interior he alluded to forever ago is
also those trap bunching up made me think it was my modpack issue didn't know office had issues with those traps..
eh idk its not that far out there tbh
there was a mineshaft interior on thunderstore before v60
like i think it was one of the more requested ones
i remember seeing suggestion posts for mineshaft interiors
Speaking of, that interior is getting overhauled
into what?
well to clarify i dont mean different from mods
Better quality
as a lethal company interior
i just feel like he'd probably not do offices because he could just add office rooms to the factories
I meant the modded mineshaft
or something like that
was responding to buttery srry
but yeah
lol its cool
no specifics yet
since it just started
Prob will be different
if its possible
im suprised nobody has made a mod to expand vanilla interior rooms
BSL has gotten way better since he made that
heard devs say its harder than making a new interior lol
dopadreams Expanded interiors mod...
probably just because you have to write custom code to extend the original stuff
whereas LLL expedites the process down to mostly "make an asset bundle and put your shit in it"
prob best bet would be to make a copy of them with the new rooms and have them auto replace the og
nah lol i can do it trust
dopadream has been writing custom code to overwrite vanilla stuff already in this mod so im sure she will figure it out
i have peeked at some stuff b4 i think i could
nice
time to copy every interior then just add onto it..
I would. not do that
Say, did anyone ever figure out what FacilityExpanded ever exactly added?
it didnt even have assets lol
Wha-
π
it was pretty much a uncompiled unity file with no assets
Did they just forget to include it from what you can see?
Or was it really just in a, "blank canvas", state, per say?
they forgot to even pack the mod up so it wouldnt be possible to run even if they did have the assets
its like packing for a trip and not closing the suitcase and expecting stuff not to fall out
Lol, that's a funny analogy
oh btw
@sharp finch i made a funny oopsie woopsie and the current build of rebalancedmoons doesnt run without chameleon
Lol
forcing people to make their games look good
KA-BLOOEY
speaking of chameleon the foilage on the ground seem to be gone idk what mod causes it
thats not sigma
yea i think a seperate mod is causing the issue
LOL
Caption this
i honestly really want to know how zeekers made the mine part of the mineshaft
somehow they did it in such a way that all itβs tiles can fit together perfectly without gaps
smth like that which looks like it was (probably) made with terrain is honestly pretty crazy
despite how organic it looks it all technically fits into a grid
and every tile just connects via the same symmetric "doorway" shape
id imagine the model overcompensates, so gaps would get filled better
Yeah, that's what I thinking
yeah itβs just crazy how much it doesnβt look that way
Every tile shares the same coupler layout
like you canβt really notice the bounds of each tile
triplanar shaders were used to make the walls tile without UV seams being obvious
it is an extremely convincing illusion
and TBH it doesn't really ever unfold unless you're looking at the actual tiles
im more bamboozled by flesh interior
i enjoy exploring the mineshafts now that i recognize the tiles but i think i'd still be garbage at it if i didn't see the pieces separately
lol
the flesh interior is the same deal
possibly even more so
you can barely notice the bounds of each tile, if you even can
with mineshaft thats just part of the interior, with flesh like 90% of the rooms seem to flow naturally
(Not to mention the textures were apparently hand-made)
btw hope you make a waterridge port haha
Waterride
in time
A hat in time
now that I think about it more upturned stuff could be sick
def could rip the assets from it
office already did
with shrimp our beloved
tbh maybe someone SHOULD remake shrimp
hes always been jank
:TulipSad:
id love to see the wild west floor be turned into a moon
it vibes so hard
i don't play upturned so idk what that is
yeah totally.
PLAY IT
Its like mario 64 if it was directed by tim burton
W h a t
OK I WILL soon i swear!
here is what I was referring too
oh god i just remembered how many modding threads im in again....
i like it already..
What in the fucking fuck happened to that tulip snake?
Just low res one lols
you think this mod also have interior desync with rend?
we have desync on rend earlier session.
SatouTurashi(Me) host seeing vanilla factory and the rest of the clients they're seeing gray apartments
and they said the doors are submerged and can't get out
idk it doesn't matter just wait 4 the update that comes out today
im not using the same code anymore
I think when lethal company first released 2 loot rooms couldn't spawn right next to each other and they had to have a hallway (either catwalk or maze) between them.
I didn't see anyone talk about that but I think in either v55 or v60 made it so they could spawn with no hallway (this also includes loot rooms right next to the main entrance)
I did notice how starting with v60 some factory tiles started spawning closer to main
Mainly loot rooms like the server room
yeah
I think zeekerzz probably changed some slight stuff with the factory like how he changed the mansion generation a little bit in v45 to have more variety
(though not as much)
@sharp finch help
?
i did this
and it technically fixes the issue for clients
but it makes the host also generate one less fire exit
so now the host is generating 1
lol
should i jusst manually input a number here
i suppose
Can someone confirm if the desyncs are real or not
