#RebalancedMoons + Atlas

1 messages Β· Page 6 of 1

cinder jackal
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oh god is march at negative credits LOL

charred turret
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stan did

dense hull
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Peak

brave lotus
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only happened this one time lol

cinder jackal
sinful jungle
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wtf

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that osunds like selene choice being weird

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but idk

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anyways

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yes so the weather from the cyrillic named planet will never load

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its not supposed to

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this is intentional

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otherwise weathers would mismatch

brave lotus
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the one i have selected in the text editor there, with foggy, is using the normal a

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normal march has foggy and its being chosen, and it was gonna give me money

sinful jungle
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yes and the terminal says fog

brave lotus
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the one with cyrilic is theone on blackout, that wasnt chosen in the terminal

sinful jungle
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i dont see what you're getting at

brave lotus
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did the terminal choose your version or the vanilla one

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just curious lol idk shit

sinful jungle
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it routes to the vanilla moon

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but the vanilla moons scene is replaced with the scene from the cyrillic one

brave lotus
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and thats intended?

sinful jungle
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yes

brave lotus
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oooh

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ok assumed it worked differently

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that you disabled the vanilla moon and put your clone in its place

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alright this mod wouldnt be at fault then i take it

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for the free money

sinful jungle
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the only thing i change is dine's price

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in regards to the terminal nodes

brave lotus
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alr awesome

warped timber
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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?

sinful jungle
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i dont really know what could possibly be causing that tbh. sceneselection has been giving me a lot of jank

warped timber
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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

sinful jungle
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ill get a patch out later today regarding issues with interior selection with the setting off hopefully

dense hull
zenith dust
dense hull
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What was that cool elevator music?

sinful jungle
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b side

zenith dust
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hhumanoid music

dense hull
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Ah

sinful jungle
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wait wh

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oh i had my volume too low

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lol

zenith dust
sinful jungle
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ya it is bside

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OH FR

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i might know why then

sinful jungle
zenith dust
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sure

sinful jungle
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doesnt require restart i thinks

zenith dust
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also this is suprisingly cool

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the fog

sinful jungle
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i kinda dig it tbh

zenith dust
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maybe you could make a mod that makes the fog event like that

sinful jungle
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yeah

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i wanted to make a less dense indoor fog mod

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because i hate the mod that just flat out removes it

zenith dust
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the fog event is a cool idea its just not executed that well

dense hull
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S

zenith dust
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indeed

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hhumanoid is my friend btw

ruby crow
dense hull
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Same

sinful jungle
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yep

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my bad

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ill fix that, sorry :P

zenith dust
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it could be fun for it to be kept on embrion at least until the fog mod exists

sinful jungle
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yknow

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could you show me how it looks on titan?

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mineshaft

zenith dust
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I'll see

sinful jungle
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this bug should also theoretically affect that

fierce stirrup
sinful jungle
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πŸ₯Ί

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i love ur minecraft music

fierce stirrup
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thanjk you

dense hull
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Ice cream one slaps the most Imo

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It's too great

zenith dust
dense hull
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I rlly like these songs because they sound like something out of LSD: Dream Emulator

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and it's one of my favorite games of all time

zenith dust
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gonna leak Globoids 2 extended again

sinful jungle
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i must be a special kind of stupid

zenith dust
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I thought I saw it on offense once before?

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but then I checked again and it didn't exist

sinful jungle
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i don't change volumes on offende

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offense

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only emby and snowy moons

zenith dust
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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

zenith dust
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I wanna say again that both of these building redesigns are really cool

zenith dust
# fierce stirrup Agree

oh wait that reminds me, you should complain about not having the modder role again since it was taken away for no reason

fierce stirrup
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GIVE ME THE ROLE

zenith dust
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amazing

olive plover
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Hey

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was embrion also changed somehow? @sinful jungle

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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 πŸ₯Ί

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just help me study the logs, maybe they will point to something.

zenith dust
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jeez all the problems are with embrion now

olive plover
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not only the embryo, but also other rebalance cards, and maybe not rebalance, I have no idea.

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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.

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Damn it, I'm drunk after the holidays and I'm trying to report this mistake. πŸ˜‚

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🚩LETHAL_LONERS: 019426a0-d4c0-e71f-f34b-3abb0dcd10f4

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It was all on this build code for the last time.

full pelican
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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

sharp finch
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i didnt notice it until terra pointed it out

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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)

sinful jungle
sharp finch
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i thought zeekerss intentionally modelled the fire exit hill in new dine before he moved it elsewhere

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but its more like he just never removed the fire exit hill

sinful jungle
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i have copied 5 vanilla scenes and they're all like 65mb in total

sharp finch
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i am genuinely curious how the scene can be so much larger

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did you use crunch compression in ur mod

sinful jungle
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the whole mod is 80mb because of other assets i included in separate bundles

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yes, 1024x, also they probably didnt use blank references

sharp finch
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ah

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im willing to bet crunch compression makes the difference

tawdry spruce
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Show me your ways

full pelican
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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

sharp finch
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textures are absolutely huge

sharp finch
sinful jungle
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and remove the dungeon flow from the system object

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or it will tank your filesize

full pelican
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Yeah I figured that I could just delete the stuff that should already be in the game

sharp finch
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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

full pelican
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but I don't know exactly how to do that, how to remove references without removing the scripts themselves

sharp finch
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LLL already replaces enemies based on name so you dont have to include dupes in your bundles

full pelican
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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?

sinful jungle
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starlancer has a section on scene optimizations

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in the how to make a moon video

sharp finch
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scripts are fine

sinful jungle
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the references to enemys, scraps, etc

sharp finch
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the problem is referencing enemy types, interiors, etc. beczuse it has to pack all of the related assets into your bundle

sinful jungle
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all the stuff that spawns in the level

full pelican
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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

sinful jungle
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giant rocks, pumpkins etc

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oh

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i did it manually lol

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i have no idea

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i just was really patient

full pelican
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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

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theres the TonightWeDine, but it instead mixes the old and new by manually placing objects

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and it replaces the moons, while the one I made adds the old one as a separate moon

sharp finch
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well

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there's not a lot that can be done to do it better

full pelican
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Is "Audio Knight" starlancer

sharp finch
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the demand is just "a way to play v49 dine in v50+" and your mod addresses that demand

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the only thing that can be improved is technical optimization (like decreasing filesize, as discussed)

full pelican
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And also the v60 dropship thing

sharp finch
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and i dont think anybody is going to reupload an identical mod just with optimized filesize

full pelican
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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

sharp finch
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the dropship is just missing some references because zeekerss added new stuff to the prefab in v55

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but when unity compiles scene it automatically unpacks ("flattens") prefabs into gameobjects

sinful jungle
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He goes very in depth on what exactly you do need and don't need

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its a very comprehensive video and saved me major headaches

cinder jackal
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the fog :o

vital tree
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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)

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the error originates from MapImprovements but i cant seem to find a thread or anything to troubleshoot that particular error

dense hull
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Don't use RM rn anyways

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If you're playing multiplayer, that is

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Dine, and I believe(?) Embrion causes interior desyncs

vital tree
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good to know πŸ‘

dense hull
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But yeah, I also have the same problem with MapImprovements and RebalancedMoons

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Idk why MapImprovements force loads Dopa's Dine scene

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Which sucks, because I love her other moon scene changes

rancid gale
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I thought it was patched though? Or was it just march

dense hull
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Not released to Thunderstore yet

mental breach
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@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

sinful jungle
dense hull
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MapImprovements now utilizes LethalLevelLoader

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Could u consider compatibility between your mod and it?

mental breach
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It's better to use MapImprovements for the ones that aren't covered in this imo

dense hull
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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

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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 πŸ’”

mental breach
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I personally disabled the March Scene but kept the bridge

dense hull
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I like the new decor and the eastern fire exit moved west

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Feels a lot less one-sided

mental breach
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Btw is it intended that March never seems to spawn the Facility now?

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It's always Mineshaft

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Sometimes Mansion

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lol

snow kite
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I think so

mental breach
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I was wondering if maybe it's a bug due to the size change

dense hull
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Yeah, I don't see a weight for March in the Mineshaft's stats here

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Experimentation:3,Assurance:40,Vow:250,Adamance:135,Rend:50,Dine:140,Offense:200,Titan:115,Artifice:213,Embrion:44

rancid gale
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I'm not sure if it's a mod incompatibility, but when I updated past 1.4.9 this happened...

dense hull
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What moon?

rancid gale
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Gonna try to disable LQ out of curiousity

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This is assurance

dense hull
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Wtf

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No idea

rancid gale
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Actually lemme test the other moons

dense hull
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What

snow kite
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It is officially mentioned

dense hull
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Shrug

snow kite
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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 concern

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Mineshaft March will give you v49 Mansion Titan flashbacks

dense hull
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It's abysmal, I tell you

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This is how I nerfed it

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From 18-22 down to 13-16

snow kite
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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

dense hull
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Based

snow kite
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+6 scrap is not gonna fix that 😭

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How Zeekerss did not nerf its size when the provisions for doing so already exists is crazy

dense hull
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IDK

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He does some backwards-ass bandaid fixes for some reason

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First with barbers, and now the Mineshaft

sinful jungle
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sorry

kind horizon
sinful jungle
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anyways im working on that fabled update now

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sorry for the waait

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also

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blanca

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as someone who now understands what its like to work with these things

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cut zeek some slack man 😭

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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

rancid gale
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Ok, so:
(After 1.4.9 in my modpack)

  • Experimentation (Desync) ❌

  • Assurance (Desync) ❌

  • Vow (Fine) βœ…

  • Offense (Desync) ❌

  • March (Desync) ❌

  • Adamance (Fine) βœ…

  • Embrion (Desync) ❌

  • Rend (Fine) βœ…

  • Dine (Desync) ❌

  • Titan (Fine) βœ…

  • Artifice (Fine) βœ…

sinful jungle
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titan should also desync

rancid gale
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Whether this is because of LQ present I'll have to find out after eating

sinful jungle
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wait

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exp

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what

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i literally do not touch experimentation with a 12 foot pole

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thats something else on ur end

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im sure of it

rancid gale
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Yeah imma keep digging

sinful jungle
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but yes, im responsible for like

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offense march and dine

mental breach
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Yeah I only had the desync on Titan

sinful jungle
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yeah its a bug with the sceneselection thing in LLL i think

mental breach
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any ETA on the fix btw?

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Ah I see

sinful jungle
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it tells the client that they're on the modded moon but the host they're on the vanilla one

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prolly today

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i just wanna fix up the function so that it overwrites the vanilla interior selections only and not modded ones too

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so that its all seamless

mental breach
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Fair lol, I was wondering why my modded interiors essentially stopped showing up

sinful jungle
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yeah that wasnt necessarily intentional

mental breach
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Also March seems to never wanna spawn the Facility right now as I mentioned

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it seems to prioritze Mineshaft

sinful jungle
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rlly πŸ€”

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i feel like ive noticed that

mental breach
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Yeah

sinful jungle
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will look into thanks

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and thanks for all the feedback too

mental breach
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I wonder if the size was reduced too much

sinful jungle
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i appreciate it

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you think so?

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i increased it a bit

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to 1.8

mental breach
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Cus I know if you reduce the size by a certain degree some interiors just fail to generate

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Hmmm, well if there's other moons that use 1.8 and generate Facility that should fix it

sinful jungle
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nah i dont think thats the issue

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ill figure it out

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i think i know why

sinful jungle
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and there are, yes

mental breach
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Ah yeah it could be something else then

sinful jungle
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anyways it Sucks that this happened while i was sick lol

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has slowed things down a bit

mental breach
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Also you should probably update the readme to saay that XD

sinful jungle
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mhm i will

mental breach
sinful jungle
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yeah i got some bs flu or something

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right on new years too lmao

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happy new year you're bedridden

mental breach
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Btw I was thinking

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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

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Cus I've had people get knocked down there with no way out

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Lmao

sinful jungle
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blizzard?

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oh yeah

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hmm

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i mean, wouldn't that happen on march anyways if you just fell normally

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regardless if the bridge was there

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i feel like thats something the creator should've thought about xP

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like maybe the ice breaks after a while or something

mental breach
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Lol could be funny

sinful jungle
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anyways, i could try to look into that, couldn't hurt i suppose

rancid gale
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The trusty extension ladder does work

tawdry spruce
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yeah reblanced moons is kinda just

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not working for me rn

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there's an error i'm getting involving chameleon though

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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

sinful jungle
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wtf

tawdry spruce
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yeah

sinful jungle
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oh noes

tawdry spruce
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remember it is just a guess though

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i'm bouta test it with chameleon to see if it works now

sinful jungle
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no yeah you're right dw

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you dont need to test

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this error is bc cham isnt installed

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which

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shouldnt be happening

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the code should just not be running

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i think its because i did using Chameleon.Info; in the compat class

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idk

snow kite
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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

mental breach
sinful jungle
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when mineshaft was new the majority of the feedback he got in the discord was "theres not enough scrap"

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so he added like, a two line code to add more scrap to mineshaft

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its not that deep bro

mental breach
dense hull
sinful jungle
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Me when steam has different games

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that u can play

dense hull
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What

sinful jungle
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if it sours the experience for you then use mods or play something else

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because there are a ton of people that love the game for what it is

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so obviously he is doing something right

sharp finch
dense hull
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I guess I can't have an opinion on a game I'm passionate about??

sharp finch
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he intentionally set mineshaft to use a smaller tilesize than 1 (which actually makes it larger than the other interiors)

sinful jungle
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you absolutely can but the constant negativity has become a tired joke at this point

sharp finch
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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

ruby crow
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even with the tiny bugs the game has words cant explain how astonished i am that this game was made by one person

sharp finch
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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

dense hull
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I wouldn't say tiny, but it's still impressive and high-quality despite that. Things could've been just done better

mental breach
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and you should stop being negative and nit picking

sharp finch
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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

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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

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to be clear this is not just an issue blanca is responsible for

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also

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it is kind of an annoyingly common sentiment

mental breach
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Yeah

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I just think people shouldn't be so harsh on Zeekerss

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Stuff like this is why games as good as this rarely release nowadays too, devs don't wanna deal with all the negative feedback

sharp finch
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i have my personal gripes with some of the stuff he has/hasn't done

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and im pretty sure im not perfect either

mental breach
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Yeah everyone will have some gripes

sharp finch
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i probably let my sarcasm show too much when im talking about offense/dine balance for the 5th time

mental breach
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But constantly being Negative doesn't help anything

sharp finch
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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

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the kidnapper fox being (most likely) perma-scrapped did not happen by coincidence

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the streamline jetpack feature existing at all kind of leaves a weird taste in my mouth

ruby crow
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yea what a shame its gone

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hopefully some day zeek becomes comfortable enough to re-add the fox

mental breach
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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

sharp finch
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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

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etc.

mental breach
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The issues with the Fox were always how the shroud system worked and how it just had a habit of ship camping too much

ruby crow
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i think the mineshaft is decent even without rebalancedmineshaft

mental breach
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both would have been fixable

sharp finch
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anyways sorry for soapboxing in your thread dopadream

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i just woke up and got a bit carried away

ruby crow
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adds more variety and has a nice theme

mental breach
sharp finch
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mineshaft is definitely not perfect and i think it's fair to criticize it for the flaws it presents

sharp finch
ruby crow
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my favorite part about it is the theme its going for

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i really love the empty abandoned style and zeek perfected it

mental breach
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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

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People only dogpile on it cus they expect better from Zeekerss

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I agree Mineshaft isn't perfect but that's why mods came out to change it

sharp finch
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feels like a lack of parity between developer intent and community expectation being conflated for malice

sharp finch
dense hull
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"Embrion is amazing!"

Embrion in question: /j

zenith dust
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war

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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

sinful jungle
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finally

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its all working properly

snow kite
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Congratulations

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I will probably look at this, it seems cool

dense hull
zenith dust
sinful jungle
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ye

rancid gale
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The masked are freaks fr

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Always goin in for a kiss..

sinful jungle
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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

sand rivet
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RebalancedInteriors coming soon? peepoCoffeeShake

zenith dust
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that would be cool

sharp finch
sinful jungle
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No

sharp finch
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i thought that you could set this up in the config

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that's unfortunate

sinful jungle
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It's just an api

sharp finch
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i see

sinful jungle
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even with rebalanced mineshaft as good as it is

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on march with 1.8 interior size its quite long

sharp finch
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same size as dineshaft

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and the +6 means a lot more for march, which has a much smaller base loot count

sinful jungle
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and there are 3 fires

sharp finch
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march is kind of chronically empty though

dense hull
sharp finch
dense hull
snow kite
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@sharp finch @sinful jungle I want to say now, I am sorry for kicking the hornet’s 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 Terra’s 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

sinful jungle
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huh

sharp finch
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well

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soapboxing aside im not angry at anybody

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it is a pet peeve of mine and i did want to voice it but i don't think it's that serious

snow kite
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No you are right

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Over-criticism is a problem for most games

sharp finch
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it's true

snow kite
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I have a tendency to take things seriously, I guess I misjudged the severity of the ramblings today

sharp finch
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and i think it is kinda easy to get swept away in it

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like i said, i dont think im perfect about it either

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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

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anyways, no hard feelings about it

snow kite
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Sounds good

sharp finch
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i suppose it did get a bit heated but i hope no-one walked away from it feeling worse for wear

sinful jungle
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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

snow kite
# sinful jungle when mineshaft was new the majority of the feedback he got in the discord was "t...

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

snow kite
sharp finch
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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

snow kite
#

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

sinful jungle
#

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

snow kite
#

Just say it is a feature not a bug Trollface

sinful jungle
#

yknowww like

snow kite
#

Players hallucinate false fire exit while they are going insane

sinful jungle
#

they're gameobjects right

sharp finch
#

yes

sinful jungle
#

so like

#

oh wait i meant by ID

obtuse mortar
sinful jungle
#

sorry

sharp finch
#

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

sinful jungle
#

yes im aware

#

they use numeric ids right

#

for getting the teleports

sharp finch
#

most interior blockers contain a prefab containing a fire exit prefab

#

and that fire exit prefab contains an entranceteleport object

obtuse mortar
#

nah, they're entrance teleports, so they have an entrance and an exit point

#

what buttery's about to say basically

sharp finch
#

or well

sharp finch
#

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

obtuse mortar
#

what does SetExitIDs do?

sharp finch
#

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

obtuse mortar
#

oh that only happens when a player uses an entrance teleport i think, not on load, atleast from experience 😭

#

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 πŸ™ƒ

#

well unless you iterate through em all and run FindExitPoint();

obtuse mortar
sharp finch
#

Lol

sinful jungle
#

huh

#

oh i missed that sorry

sharp finch
sinful jungle
#

as in, they're gameobjects so they must be named

sharp finch
#

if you are just trying to connect a fire exit on the interior to the exterior

#

then you can definitely do that

sinful jungle
#

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

sharp finch
#

because SetLevelObjectVariables -> waitForMainEntranceTeleportToSpawn -> SetExitIDs runs at the start of the level before the ship finishes landing

sharp finch
#

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

sinful jungle
#

ah

#

i see what you're getting at

sharp finch
#

because you will have to connect the EntranceTeleport object in mapPropsContainer

#

to the fire exit prefab that's undernooth the dungen hierarchy somewhere

sinful jungle
#

so instead of removing the exit i should be instantiating it

sharp finch
#

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

sharp finch
#

but you need to instantiate it before SetExitIDs, in that case

#

or you'd need to run your own code to link them

sinful jungle
#

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

sharp finch
#

what is the problem with changing the spawn count?

sinful jungle
#

?

sharp finch
#

like

#

did you try the thing zaggy suggested

#

to try and override LLL's patch for setting the fire exit count

sinful jungle
#

wha

sharp finch
#

by postfixing with a lower priority

sinful jungle
#

did i miss something'

sharp finch
#

idk i thought you responded

#

maybe im misremembering

sinful jungle
#

i dont remember this

sharp finch
#

okay this is really far back

#

i am trying to find it and i cant

obtuse mortar
#

its okay zaggy is a person to forget πŸ˜”

sharp finch
#

AM I CRAZY

#

WHERE IS THIS MESSAGE

obtuse mortar
#

did you confuse them talking about blackmesa's fire exit shenanigans lol

sharp finch
#

this is my rocket to insanity

#

@sinful jungle okay well i have no idea what i am referring to

#

apparently

sinful jungle
#

sorry lol

sharp finch
#

but my thought process is that you probably want to change the fire exit count

obtuse mortar
sharp finch
#

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

languid fiber
#

I recall the discussion regarding Map Improvements and Central Config from earlier today πŸ€”

sharp finch
#

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

obtuse mortar
#

LLL's been controlling the fire exit stuff since vanilla hard codes it right? im sure its somewhere controllable there then

sharp finch
sinful jungle
#

rn

sharp finch
sinful jungle
#

how do u knooow

sharp finch
#

since vanilla hardcodes 1 fire exit prop to spawn

sinful jungle
#

oh yeah i forgot lol

obtuse mortar
#

worst case scenario you annoy the devil who made it @crude valley

sharp finch
#

and march uses an interior with hardcoded 3 fire exit props

obtuse mortar
languid fiber
#

Beat me to the punch about that March comment lols

sinful jungle
sharp finch
#

oh

sinful jungle
#

i beat u i win

sharp finch
#

well yes

#

this is where that is

languid fiber
#

Not sure why he hard-codes just 1 unless he has no plans to make any additional map with multiple fire exits

sharp finch
#

in any case

sinful jungle
#

ty hehe

sharp finch
#

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

sinful jungle
#

im fine with doing that

sharp finch
sinful jungle
#

nah ill just postfix his thing

sharp finch
#

and just set a priority so it runs after LLL

sinful jungle
#

im already patching into one of his methods

sharp finch
#

i see

#

well

#

in that case

#

probably cleanest to postfix PatchFireEscapes

#

and just check if it's Titan + your config setting is off

sinful jungle
#

ye

#

i got it

sharp finch
#

and then subtract 1 from whatever the prop count is

#

cool

sinful jungle
#

2 because main

#

i think

sharp finch
#

well, 2 if you recount

#

i figured you'd just do like

#

count = (count.min - 1, count.max - 1)

sinful jungle
#

oh

sharp finch
#

whatever you like

sinful jungle
#

uh

#

yeah i might be stupid

#

sorry

sharp finch
#

lol it's fien

sinful jungle
#

i forgor i can just do that

#

appreciate the help fren

snow kite
#

β€œI forgot I can just do that” coding in a nutshell

#

I wasted so much time in coding class trying to make solutions to problems when one simpler one already existed

languid fiber
#

I mean I've done the same too

sinful jungle
#

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

snow kite
#

Nah that’s cool

#

Unused code finding a new use

sinful jungle
#

in the previous patch i was doing this through an event

#

which only works on the host for some reason

sharp finch
#

which event?

#

i guess it doesn't really matter if you figured it out

#

was just curious if i could troubleshoot

sinful jungle
#

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

sharp finch
#

i see

sinful jungle
#

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

crude valley
#

Ur shit has to be done patched on mine

#

Cuz like

tawdry spruce
#

only used as an example

crude valley
#

Make sure ur networked rpc happens before the dungeon request

sinful jungle
#

it does

#

i think?

crude valley
#

Sending it out doesn’t mean it happens instantly incase that’s relevant

sinful jungle
#

it probably is

#

regardless i did end up getting results i wanted

#

and it looks clean

crude valley
#

πŸ‘

sinful jungle
sharp finch
#

im not super familiar

sharp finch
#

i think it is

sinful jungle
#

???

sharp finch
#

unless LLL also does it and terminalformatter just has this for compatibility

sinful jungle
#

wait

#

simulate comes from LLL tho doesnt it

#

oh i see

sharp finch
#

it does yeah but terminalformatter replaces like

#

all of the node contents

ornate ocean
sinful jungle
#

@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

ornate ocean
#

also buttery you may be right that I mentioned priority but I also don't remember where lol

sinful jungle
#

because simulate march works fine here

sharp finch
#

seriously though, that was a frankly bizarre situation

ornate ocean
#

lol I pity my own memory too

cunning steeple
obtuse mortar
ornate ocean
#

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

cunning steeple
#

I'm displaying config data with the description that it's not used data

ornate ocean
sharp finch
#

i forgot to mention harmonyafter so that's my bad

#

but 100% agree it is better to use that, here

obtuse mortar
sinful jungle
#

the percentages are literally accurate to the weights i assigned

#

and it works ingame

ornate ocean
#

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

sharp finch
#

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

ornate ocean
cunning steeple
cunning steeple
#

for vanilla it's not, I asked batby at some point and didn't investigate further

sinful jungle
#

okedokie

#

fix the typo :3

#

/j

obtuse mortar
cunning steeple
sinful jungle
#

hehehe

cunning steeple
#

this is emmbarasing 🀭

sinful jungle
#

sigurd wrote it

cunning steeple
sinful jungle
#

ye

#

this was giivving me issues earlier lol

cunning steeple
#

πŸ₯²

sharp finch
#

im not sure if this is why it has special handling still

sinful jungle
sharp finch
#

but at one point, march's interior type was inaccessible in any scene other than march

sinful jungle
#

i might be stupid and misunderstanding :P

sharp finch
#

so it literally required special handling

cunning steeple
#

stoopid code 😭

sharp finch
#

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

sinful jungle
#

ohh i see

#

that makes more sense then

#

is it still necessary tho?

sharp finch
#

i want to say no

#

but batby would know for sure

sharp finch
#

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

sharp finch
#

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

sharp finch
#

well

sinful jungle
#

i replaced level1flow3exits with level1flow

sharp finch
#

to clarify, i mean with the config

sinful jungle
#

ah

#

i see

#

oops

sharp finch
#

if you're patching LLL's logic (or patching after) then you have a lot more freedom

#

that's ok

#

i was unclear

sinful jungle
#

yknow

#

why does batby still use 3exits?

#

is it like

#

larger or something

sharp finch
#

my guess is probably just for parity

sinful jungle
#

oh yeah prolly

sharp finch
#

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

sinful jungle
#

lol?

sharp finch
#

but say zeekerss adds a new room to only level1flow3exits

sinful jungle
#

like props as in

#

the things on shelves you cant interact with

sharp finch
#

then it would be missing in LLL if it made the leap to level1flow

sinful jungle
#

yeye

#

that makes sense

#

oh or if he gives march its own uhh

#

drill part

sharp finch
#

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

sinful jungle
#

urgh i wish factory was more fun to explore

#

unrelated

sharp finch
#

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

dense hull
sinful jungle
#

idk i just like mineshaft and manor more

#

they just feel

#

more fun

#

i cant put my finger on why

sharp finch
#

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

sharp finch
#

i love the themed rooms in factory

sinful jungle
#

like the mazes in factory can get kinda boring i guess idk i wish there was more like visual

#

uhh

sharp finch
#

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

sinful jungle
#

i wish there was more visual differentiation like how the caves in mineshaft look very different from the tunnels that connect them

sharp finch
#

it's literally a straight grid in factories

crude valley
#

I take no shame in march stuff it used to be very fucked yeah

sinful jungle
#

ohai

sharp finch
#

hello IAmBatby Lethal Company

sinful jungle
#

does the thing still serve a purpose

#

do u know

dense hull
#

John Batby

crude valley
#

Lll had to have to support integrating a new dungeon on level load

#

What thing

sinful jungle
#

is this needed anymore?

#

its in extendedlevel.cs

crude valley
#

Nah probably not

sharp finch
#

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

crude valley
#

I could get it earlier tho when he did indoormaptypes or whatever

#

But ye

sharp finch
#

but at this point i think it is, at best, unnecessary, and at worst, probably causing issues with user config

crude valley
#

Did not remove that stuff

sharp finch
#

it's already assigned in vanilla now

crude valley
#

Yaya

sharp finch
#

sorry it is complicated

#

complicated
but im sure you already knew that

crude valley
#

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 I’ve never needed to care about any of this

cinder jackal
sinful jungle
#

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

sharp finch
#

i still thirst for offices because red44_satyr44 brainrot (and also the intro scene + artifice environments + alpha experimentation are so nice)

sinful jungle
#

like it is The "maze" interior

sharp finch
#

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"

cinder jackal
#

office is my fav modded interior

sharp finch
#

i am curious what that glass interior he alluded to forever ago is

cinder jackal
#

also those trap bunching up made me think it was my modpack issue didn't know office had issues with those traps..

minor thicket
sinful jungle
#

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

cinder jackal
#

never forgetting getting shot through a wall with turret..

#

on office

minor thicket
sinful jungle
#

into what?

sharp finch
sinful jungle
#

i just meant conceptually

#

like

minor thicket
sinful jungle
#

as a lethal company interior

sharp finch
#

i just feel like he'd probably not do offices because he could just add office rooms to the factories

minor thicket
sharp finch
#

or something like that

sinful jungle
#

but yeah

minor thicket
#

no specifics yet

#

since it just started

sinful jungle
#

weird they didnt opt to give it a dif theme

#

or rename it

#

or smth

minor thicket
cinder jackal
#

if its possible
im suprised nobody has made a mod to expand vanilla interior rooms

minor thicket
#

BSL has gotten way better since he made that

sinful jungle
#

i want to do this

#

i have said that before

#

i imagine it wouldnt be too difficult

cinder jackal
minor thicket
cinder jackal
#

dopadreams Expanded interiors mod...

sharp finch
#

whereas LLL expedites the process down to mostly "make an asset bundle and put your shit in it"

minor thicket
#

prob best bet would be to make a copy of them with the new rooms and have them auto replace the og

sinful jungle
sharp finch
#

dopadream has been writing custom code to overwrite vanilla stuff already in this mod so im sure she will figure it out

sinful jungle
#

i have peeked at some stuff b4 i think i could

cinder jackal
#

time to copy every interior then just add onto it..

sinful jungle
#

I would. not do that

dense hull
#

Say, did anyone ever figure out what FacilityExpanded ever exactly added?

minor thicket
dense hull
#

Wha-

cinder jackal
#

😭

minor thicket
dense hull
#

Did they just forget to include it from what you can see?

#

Or was it really just in a, "blank canvas", state, per say?

minor thicket
#

its like packing for a trip and not closing the suitcase and expecting stuff not to fall out

dense hull
#

Lol, that's a funny analogy

sinful jungle
#

oh btw

#

@sharp finch i made a funny oopsie woopsie and the current build of rebalancedmoons doesnt run without chameleon

#

Lol

sharp finch
#

lol yes

#

i saw

sinful jungle
#

forcing people to make their games look good

sharp finch
#

coca cola

#

espuma

dense hull
#

KA-BLOOEY

cinder jackal
#

speaking of chameleon the foilage on the ground seem to be gone idk what mod causes it

dense hull
#

Wtf

#

I don't have that issue πŸ’”

sinful jungle
#

thats not sigma

cinder jackal
#

yea i think a seperate mod is causing the issue

cinder jackal
#

LOL

dense hull
#

Caption this

tawdry spruce
#

smth like that which looks like it was (probably) made with terrain is honestly pretty crazy

sharp finch
#

despite how organic it looks it all technically fits into a grid

#

and every tile just connects via the same symmetric "doorway" shape

minor thicket
dense hull
#

Yeah, that's what I thinking

tawdry spruce
#

yeah it’s just crazy how much it doesn’t look that way

dense hull
#

Every tile shares the same coupler layout

tawdry spruce
#

like you can’t really notice the bounds of each tile

sharp finch
#

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

minor thicket
sharp finch
#

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

tawdry spruce
#

the flesh interior is the same deal

#

possibly even more so

#

you can barely notice the bounds of each tile, if you even can

minor thicket
dense hull
#

(Not to mention the textures were apparently hand-made)

minor thicket
dense hull
#

Waterride

tawdry spruce
#

in time

dense hull
#

A hat in time

cinder jackal
minor thicket
#

def could rip the assets from it

#

office already did

cinder jackal
#

with shrimp our beloved

minor thicket
#

hes always been jank

cinder jackal
#

:TulipSad:

minor thicket
#

it vibes so hard

cinder jackal
#

i don't play upturned so idk what that is
yeah totally.

dense hull
#

Play Upturned

#

Whoops

minor thicket
#

Its like mario 64 if it was directed by tim burton

dense hull
#

W h a t

cinder jackal
#

OK I WILL soon i swear!

minor thicket
cinder jackal
#

oh god i just remembered how many modding threads im in again....

cinder jackal
sinful jungle
#

got too sleepy fixing fire exit stuffs TulipSmile16x16

#

i continue my venture when i awake

dense hull
languid fiber
#

Just low res one lols

wild brook
#

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

sinful jungle
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idk it doesn't matter just wait 4 the update that comes out today

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im not using the same code anymore

zenith dust
# sharp finch i love the themed rooms in factory

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)

snow kite
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I did notice how starting with v60 some factory tiles started spawning closer to main

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Mainly loot rooms like the server room

zenith dust
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yeah

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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

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(though not as much)

sharp finch
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you are correct yeah

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v60 changed factory generation

sinful jungle
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@sharp finch help

sharp finch
sinful jungle
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i did this

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and it technically fixes the issue for clients

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but it makes the host also generate one less fire exit

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so now the host is generating 1

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lol

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should i jusst manually input a number here

sharp finch
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i suppose

sinful jungle
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i dont know if that is a bad idea

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but i will try it

sharp finch
sinful jungle
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this reminds me of

sinful jungle
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halp

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πŸ₯Ή

minor thicket
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Can someone confirm if the desyncs are real or not