#RebalancedMoons + Atlas
1 messages · Page 8 of 1
Well yeah
but i think interior danger is a lot more of a problem than exterior danger, generally
embrion is tiny on the inside and has extremely low power caps and spawn rates
titan generates sprawling dungeons and loads them full of difficult monsters
extension ladder strat works so well though
i think the reward is a lot better than it has been historically, though
rend and artifice still have the risk/reward problem of being too rewarding with not enough risk and that makes titan less desirable
i personally think rend deserves nerfs to its rewards and artifice deserves increased risk but there is a spectrum there
opinions may vary
I agree for every moon except Embrion, its exterior is crazy enough to make up for that
They definitely do imo, Artifice’s power levels are literally the same as Adamance (13 for both interior and exterior caps)
Rend with only 10 power is farcical
i dont think rend needs to be harder because it's the transition from free moons into premium moons
the snowstorm and the sprawling wilderness is a new challenge you aren't subjected to in any free moon really
in terms of challenge i think rend feels pretty good
it's just that it outranks the rewards of dine and (usually) titan, which sucks when they are both way harder to play
I guess, though Adamance exterior is pretty brutal and arguably harder than Rend, even without Rend exterior knowledge
Blizzard is not terrible if you use your brain
i think adamance's exterior is a bit overtuned rather than rend being undertuned
adamance was created using artifice as a template and zeekerss did not touch most of its spawn values
True actually
so it's quite literally in the wrong tier
So true
sorry i only just realized this is the rebalanced moons thread
idk if this is derailing
you are talking about moon balancing
i suppose
Well not the same kind
I do like the idea of nerfing Rend’s scrap rather than buffing its enemies though, it makes for a better transition moon (maybe knock price down to 400 credits) and give Dine more room to breathe
Of all the moons Adamance is the only one I do a little bit of adjusting
I make it pretty prominent with Tulip Snakes during the day and toned down the number of enemies for the night, 13 is just too much with how narrow places end up being
I should mention the power cap is only half the issue, the Baboon Hawk spawn chance exasperates it big time (54% spawn chance iirc). Map gets flooded with them
I remove giants so the terminal text doesn't lie about "Home to a lively, diverse ecosystem of smaller-sized omnivores."
“Embrion is devoid of biological life”
“Unlikely for complex life to exist”
The fauna text constantly lies to us
in my config the terminal doesn't lie (besides "the Unlikely for complex life to exist" but thats "Unlikely")
inside its only stuff like coilheads and supernatural creatues
also a butler cameo
What about exterior
uhhh yeah theres still a little bit of "organic life" but thats mainly for them to be kill instantly by the old birds
also theres a very rare chance for during the day for a single manticoil to spawn
Real
If you wanna get super technical the expanded bio on Embrion mentions a subterranean ecosystem so Worms are appropriate
That is what I did for my modpack, removed dogs and giants and buffed worm spawn weight to fill in for them
yeah
why would zeekerss do this
i think moons would be easier to balance if there were more enemy types 
vanilla (and modded with more moons obviously more) has a lot of enemy overlap
so much that imo the 'lore' for why feels like a cheap justification
this moon has these enemies, that one has the same but minus one with this other new one, that other one has all enemies except these two, etc
thats why some moons end up too similar and the only way you can combat that is fine tuning a bunch of numbers for what spawns more often on scrap and enemies
ideally both interiors and monsters would be as unique as the exteriors
ofc thats massively harsh and hard to do
enemies harder than interiors and exteriors unfortunately
it would of course be better if each moon had its own roster of enemies and specific interior but then lethal should be a 30$ game
lethal would cost a lot more than that for that kind of thing lol
right
a majority of games unique enemy count is about the same amount as LC currently has ngl. aside from bigger rpg type shit
i have almost no game variance but the few games i did play usually dont have as many enemies so youd be right
i think id be fine with the moons not having as much overlap anyway
this moon has grass and trees, it must spawn a bracken a lizard and a few other bugs rarely, and also maybe a giant
this moon is a wasteland factory type thing, i can imagine thumpers and coilhead being the main thing
a moon with water and vegetation could be full of bugs and hydrogere with a rare chance of seeing the bracken again, not to mention giants
a snowy moon, with a cozy interior, would surely have butlers and nutcrackers, a girl could be a fitting rare occurence
now i dont have the spawns and moons memorized at all im still a bit green to the game but it feels like its too overlapped and like after a certain moon the rest can have almost every enemy
i cant criticize it tho, with it being an indy that costs so little and the amount of fun its brought me, this is a lot of nitpicking lol
have had way less fun and way less hours on games that cost me a kidney and modding is either impossible or straight up penalized for that kind of game
that said im glad mods like this and others let you fine tune whatever small problems id have
imo i like a lot of moons having the chance to spawn a large amount of enemies, as it makes moons a lot more balanced. at the same time, i feel like there should be moons that specialize in 1-3 types of enemies, similarly to how vow is known to have frequent bracken spawns
A nice blend of the two is honestly the best result
Some can be a hodgepodge of everything, some themed around a single enemy or even a group of enemies
Like what I did at least for smth like Generic's Collateral, I made the interior only have "insect"-type enemies, stuff like the bugs, fleas, spider, maneater, etc.
I think having a favor towards one is a bit more healthy overall so that there's still some level of variety in what you're encounter, even if smth like a Bracken in Vow is gonna be the common challenge
Cause you can get stuff like Coils on that moon and Bracky sure gets a lot more cumbersome if you're left having to juggle both (especially prior to the Coil's v60 changes)
i agree that having plenty enemies is great but it feels like every moon has
[enemy1]:43, [enemy2]:38, [enemy3]:38, [enemy4]:32, [enemy5]:27, [enemy6]:22, [enemy7]:3, [enemy8]:1, [enemy9]:1
experimentation:
Centipede:51,Bunker Spider:58,Hoarding bug:28,Flowerman:13,Crawler:16,Blob:31,Girl:1,Puffer:28,Nutcracker:1
vow:
Centipede:48,Bunker Spider:40,Hoarding bug:63,Flowerman:80,Crawler:9,Blob:28,Spring:6,Puffer:19,Clay Surgeon:14,Maneater:53
offense: Centipede:27,Bunker Spider:44,Hoarding bug:16,Flowerman:3,Crawler:55,Blob:32,Spring:25,Puffer:7,Nutcracker:2,Maneater:17
the numbers also seem random
it does seem like there are 'main' enemies but theyre overshadowed by the 5 other trillion enemies
the weights are very small, yea, in offense the bracken is a 3 nutcracker is a 2 and puffer is a 7
but if theyre gonna be that low why be there...
bit too many enemies per moon i think
You should see how goofy the numbers are for Dine, like everything's super low
yep
shouldve brought htat up but i knew thatd be an exaggerated example
before getting into modded i thought moons had 2-3 enemies commonly and one rare enemy, exp's being the girl and offense's being nutcrackers
but after seeing them in lll its like 
so everything spawns everywhere if the game wants it to kinda dumb
This. I ran into this issue when I started giving moons only 2 interiors to try increase variety, but I was just removing the chance for rare interiors, which help make the moons more interesting.
except clay surgeon and masked 😭
the coolest mfs
I found that by shuffling the enemy pools a bit you can make the moons have more varied enemy selections without piling on a ton of modded monsters.
In my modpack I made Spore Lizards and Hygroderes outside daytime spawns, Barbers are outside nighttime spawns, and outright removed the super-rare spawns from moons. Basically trimming the fat from interior spawns and using them to boaster outside spawns. The only thing is that there is no more free power cap being taken up by Spore Lizards or anything
and to add to it, monsters have their own spawn curves throughout the day. So theres a risk you wont see some even though they can spawn
I like trimming my enemy list into tiers of how often a monster should spawn on a moon
i would like to see a little more work put into making enemies spawn uniquely
in future versions of lethal company
the maneater and barber were done pretty well in that regard
they can both spawn lots of places, but the maneater has by far the highest spawn chance on vow (and has increased spawn chances in mineshafts)
which are good at making it feel like a themed enemy and make the places that feature it unique as well
barbers are extremely common on dine and embrion and extremely rare pretty much everywhere else
with very few other examples of "uniqueness" i agree that the game mostly feels too homogenous
i think it's good that artifice can spawn every single thing in the game with a decent chance since it's currently lethal endgame
but like, outside of that
i agree that experimentation, assurance, and vow all feel borderline identical on the inside in terms of enemy spawns
with vow having only a few exceptions like the maneater and bracken
offense is a good example of a unique fauna experience (i just don't think it's a particularly fun one; coils and thumpers, wow!)
rend is the only other major one that comes to mind
because it very obviously spawns more nutcrackers than any other moon
dine used to be "the butler moon" but it has been going through an identity crisis for a while now
because now it's the best place to find barbers too
and also butlers have gotten tuned out of the spawnlist in every update since v50
to the point where they are still dine's most common spawn but not the way they used to be
dine now also has the highest mineshaft chance of the tier 3s and butlers are awful in mineshafts
barbers are too, on that note
so in general that's kind of horrible
yeah
variety gets even worse if you take it upon yourself to remove some of them per interior
i know i have blobs turned off for wesleys grand armory just cause of how ai works with the elevators
yaaay my discourse made people say things im not alone
Probably why Bulter spawn chance got nerfed a bit, he still has a ~28% spawn chance though which is the highest of any interior monster iirc, Nutcracker on Rend is ~24%
But yeah I do like the idea of themed interior monsters, though I think it is less important than exterior monsters
Well outdoor has such as small pool of enemies that it's more feasible to do a mix of just about anything
Indoor has a pretty varied pool so it makes it easier to think of themes
thing is i have all these modded moons and id have to do it for all of them and its too much 😢
like 10% are from actually playing
the rest testing debugging and configurating
zeker pls overhaul !

frfr
can someone explain to me what the issue is here
i dont understand what this person is saying
i dont use the "giant fucking space rocket replaces the dropship for some reason" mod so idk whats going on here
Hmm, I'm thinking what they're trying to say is that items from the giant space schmeet are ending up in the environment, making them unobtainable
Also making a request you terraform other moons to accommodate for that mod specifically or, something?
Hard to say if the place that the items are getting stuck in are due to this mod or due to the fact that it's an enormous rocket that takes up an absurdly huge amount of space
i literally dont touch the dropship on adamance...
so like
if theres issues i feel like thats on the devs of that mod
not my responsibility
Yeah that's defo on their end and not yours
I'm ngl the giant rocket is just so silly to look at
The giant rocket must land in a different spot
It is a pretty funny mod though, like why
I fuck with it lol its very silly
but i cannot do compat for every mod in existence unfortunately
i will shrivel up and die
probably
Ok I looked, the mod is a reskin that replaces the normal dropship with a SpaceX rocket
i know what it does
Funny enough it says it has a built-in tool that lets you change the landing position of the rocket, just tell the guy to use that
Lol???
“Ship landing position can be modified, you first need to enable Custom Positioning Tool in the mod Config, then press [P] in game”
Sounds simple enough
lol yeah you can literally adjust it realtime and there's a preview and everything
it is turbo user friendly
If only CustomLogs that kind of UI 😭
this looks mostly normal to me
im legit using vanilla fog values now (except for snowy moons)
if you want vanilla fog on snowy moons then turn off hdri skies
I think the companymale quotaset is getting to me
The think the cel-shading is messing with you
Zeekerss if he wasn't fucking around /j
OOOHHkay dude
at the very least this is unnecessary
at the very most i'm probably gonna want to suplex you out a second story window the millisecond i become the last person left
that feature is nothing short of abhorrent
Doesn't seem that bad
its optional :P
Is this Embrion-exclusive?
no its titan
i hope you say that when you're trapped and betrayed in the hyperbolic cave system with goku peering at you from the depths
does anyone actually go to embrion like
unironically
It's grown on me since it looks more like different bulbs than
i think its kinda fun with my changes
i feel like any time i would go there would be at the end of a lethal session where we're all screaming and panicking bc nobody knew that pulling the apparatus activated all the old birds
Looks good
mainly because my group will restrain me from entering that moon into the terminal
other than that though i don't really know who goes there
Why do y'all have such strict groups tf
they're not really strict, it's more like
they will gang up on me and throw me to the wolves
The bush wolves?
the bush wolves
also the loot's honestly not that good for a paid moon, it's a really long walk unless you use the cruiser (and good luck with that when old birds start coming), and
well yeah ofc the old birds being more of a hassle than the planet's worth
Embrion isn't meant to be taken seriously
it's a very funny joke moon to land on to watch everyone get burned to ashes
Yea
but besides that i don't really know anyone who goes there legitimately
I once turned my Embrion into a Tier 5, and it was pretty good
It wasn't really all that different from vanilla Embrion aside from scrap and a few indoor entity differences
The main threat was still there
well yeah that's modifying it
i'm just talking like base vanilla embrion
if you turn it into a good moon it's gonna be a good moon
It's alright base game with a tzp/cruiser/jetpack
at least i think that's what you meant by making it into a tier 5
Without it, it's just meh
The old birds aren't that big of a deal once you know what makes them tick
It's not as bad as people make it out to be
yes
embrion is pretty decent in vanilla with the cruiser
it's not offensively bad like it was in v50
21-Offensively lol
i remember you specifically saying embrion is deceptively "cruiser friendly"
did you just get the hang of it finally
lol
yeah i definitely said that
but it was probably in the first few days of v56
before we understood the cruiser controls
before i learned how the pedal controls worked
i found it basically impossible to drive
but once you learn that + the fact that the steering wheel doesn't auto-neutral (which is obvious if you look at the steering wheel but i didn't notice it on my own)
it's like magic
"it's finee it's fine. Vector, you comin'?"
Vector exactly one minute and thirty-seven seconds in:
i lowkey hate the vanilla cruiser
i am used to the booster seat and the auto resetting wheel
and the ability to lean
i like everything about the vanilla cruiser except the bugs
i use cruiser improved but with all the bonus features turned off
for me the biggest issue is dogs pathing in to the ship wherever you have it parked
even puffo has suggested that you should be able to lean to see behind yourself in the cruiser
and then damaging it, making noise, and getting stuck in a loop just completely destroying the car
it just feels like something that should be a thing
even if you turn off the engine and put it in park
the two things to make the cruiser silent and immovable
the only thing you can do
auto resetting wheel for me is the only thing I can't live without
oh dude the vanilla cruiser is literally just unplayable without BetterVehicleControls
meanwhile you can play the radio full blast and dogs just ignore it in vanilla
i don't think using the booster seat or leaning is like
"cheating"
same
in the spirit of the game i personally use the cruiser how it is
ts the only thing i use from it
but i like the leaning and i would love for that to become a feature so i dont have to feel conflicted about it
i care less about the booster seat but it would also be ok QoL
once you drive in the cruiser long enough you don't really need the boost
you just have "the feel"
i don't like auto-centering but i feel like that's basically just QoL as well
i think it actually makes cruiser jumps harder to execute
but i dont like cruiser jumping anyway so that really doesnt matter
Real life cars are easier to drive than Cruiser
Even as someone who can handle the Cruiser overall its finicky controls still get me
It controls more like a boat, with the ramping steering and the throttle-based gas
man this is honestly making me want to make a horror modpack
Wtf were you trying to do?
theres a meow in it and pawsy caught it last time..
Meow!
meow
Meow!
@sharp finch i have spent the last hour or so resculpting my terrain changes and then "beautifying" the faces on dine's terrain (vanilla on left, new thing on right)
unfortunately it isnt perfect i had to make the angle limit really low so there was no quality degradation, but it feels like at least a mild improvement to me
i felt like this was a little cool so i wanted to share
(theres a lot less shading artifacts on the outer terrain)
i dont really see a difference :-(
it like completely leaves my memory when i tab out of one picture and check the other
oh i kinda see now
i cant really like
go overboard with it because it starts to change how the actual level looks
do you know how to prevent this from happening when beautifying faces @green terrace :V
the face stretching stuff
i tried reprojecting the uvs and it didnt really help
Ok it looks like you have UVs for different vertices assigned to exactly the same coordinates
just an FYI, idk why exactly but a lot of vertices on vanilla meshes are duplicated
like there are two in the same spot
What exactly do you mean by "beautifying" here? Using that option on blender?
ye
trying to fix a lot of the shading artifacts on dine
this does that for me
but it also
does that sometimes
to a few faces
ooh, that thing does a lot of stuff under the hood depending on the geometry, I think it can even delete vertices in some cases
i figured out a decent enough method
doing tris to quads and then doing it gave me much better results
much greater difference on the outer terrain
way less "streaky"
yeah generally you'll wanna turn the tri's to quads first step
looks very smooth
it is and when swapping back and forth i cant tell the difference (other than less artifacts) so its perfect for gameplay too
but im a bit worried of how this would work with lethal elements
the snow
because flat areas like this were simplified a lot
so i might not use this but we'll see
idk what lethal elements is
Buttery is missing out fr
Oh no, you did the same thing Zeekerss did on Assurance 
Yes this will make the snow look broken because tesselation doesn't work well with such inhomogeneous triangle sizes... There's a fix for that: people will have to add your changed moons in a mesh processing list in my mod's config, but it would need to be manual, cause idk about a way to detect this automatically.
In general any vertex based shader needs a proper, rather uniform mesh to work correctly. Also these additional 8k triangles won't make any difference on modern PCs, so unless this is absolutely necessary I'd leave it as it is for the sake of compat (ultimately up to you tho)
These are especially problematic
Is it all the rebalanced scenes? March didn't seem to have any problems
This is not live yet
Ah
rebalanced moons causes these weird entries to generate with lethal constellations
idk if its intentional since the auto assign themselves to sections
you can add them into the ignore list and it will remove them, I just had this problem
Though it looks like (thats Gale right?) your mod manager removes the special character so they are even easier to identify
ah i dont remember the exact reason, but its how the scene replacement is done or something
yeah thats gale
how would I filter them?
since i dont have the special characters i cant exactly type them in
gotta copy paste the title
Edit the constellation name for each of those to remove me or something, open the actual file and then copy paste the moon name
oh wait i can give you it i think
that would be amazing ty
Thats my ignore list
Liquidation,Moon2Example,Tіtan,Rеnd,Offеnsе,Mаrch,Embrіon,Dіne,Assurance
see they look exactly like the word but they arent
interesting
also while im here
is it a known bug
where client players cant use the constellation command
only the host can in my pack
TYSMMM
ehhh no clue, my team has me do all of the constellation management
id ask at the
#1269406512313405571 should be here
constellation thread
but
THERE WE ARE
TY
i was super struggling to find that the other day
haha np i use both of these
ye i scrapped it already
i didnt notice those areas xd
the mud annoyed me one too many times
Does disabling your Dine's scene also disable this change
Wait what about Rend
It storms
ye but the rain is harder so i can excuse it
none of the snowy moons had rainy until v50
dine randomly got it and i dont like it
i rlly thought rend got the rain too but it was only dine
ig it was in zeek's conquest to make it "harder" or something
i am doubtful because adding rainy made flooded and eclipsed both less common
and dine is one of the 3 moons (one of only 2 in v49) to be in the worst category of eclipsed moons
that spawns 4 enemies every 2 hours
you’d think he’d just reduce the chances of eclipse 
but im not removing the change because i like how foggy looks with my changes to dine's scene
as someone who greatly dislikes foggy weather im not sure how i feel about this change
Does disabling your Dine's scene also disable this change
i already answered you
Am I fucking dumb what
i guess
all moons have equal chances of having or not having weather
and if they do have weather, all of the weathers have equal chances as each other
Was gonna say
he doesn't have a system in place for just reducing the chances
Three day eclipsed Titan 🤑
I like weather registry
but ye i can just add a host option to disable the weather stuff
i guess i should have done that but it slipped my mind
i will do that now
speedrun
i didnt test it but it probably works™️
i got a dumb question
wsg
is there a way to change the amount of scrap on embrion?
oh yeah fs
i didnt look into it but i use central config rather than LLL directly, and the changes seem to override it?
i can try whatever, but was wondering if anything like came to mind
well i was gonna suggest doing it thru LLL
im not sure how it works with CC
i think it applies it to LLL, but ill try it again?
well ill try LLL directly
gives me a good reason to go check the new stealth boulders you added too
so you know those duplicate moon entries i make
the reason they exist is so the vanilla levels can read all the info from them and apply it to themselves
(input is vanilla levels, output is my modded ones)
so
in LLL's config, you can enable content configuration for the custom entries
ill double check it, but i could have sworn that CentralConfig filters out your fake ones
I guess I never did the copy paste check
im p sure it does yea
but modifying the vanilla entries should override my stuff
in centralconfig
that is the idea anyways, but idk how that mod works
yeah the weird thing is that it was the scrap count that didnt change
anything else?
nothing i really noticed
well
at the very least you should be able to do what i said
and that should work (even with centralconfig enabled and all that)
ill test it again real quick
oh yeah totally
Okay, so im just going to assume i just dont know what im talking about
but last thing i did was tested with ur mod installed, and it wouldnt go above 17 items
so i uninstalled and it and it worked with my new scrap count of 30+
but i just reinstalled it and its working just fine?
so idk i got no clue anymore, maybe centralconfig updated when i reloaded it
but all my settings are still in place
Its totally possible that they could be fighting and therefore you're getting inconsistent results
no guarantees thats whats going on but
😭 dang thunderstore wait times for mods to be updated
also idk if you saw above but i added an option for the weather shit
With CC yeah, it being in invasive as it is
Is this guy using CC or LLL
yeah i have no clue what went wrong, but i havent worked on my modpack since then
well lmk if you cant figure things out
might give me an excuse to make the mod more modular
ill let you know
but it was just a random spotcheck haha, my scrap spawner simulator thing was showing vastly different for this moon
e.g i could add scrap count options for every moon
since i added networking doing all of this is super easy
ive split 30 moons into different tiers, and im balancing tiers on the amount of scrap and monster spawns. and embrion was spawning with 3k more than the other high end moons in my code
LOL
is it bc of the completely random scrap spawns i did for embrion
it is 100% every single one handed item
it is quite literally just Gambling
i fucking love it
ah i fucked up my simulator by setting item weight as the actual spawn weight for it
and then ingame it was only spawning max of 17 scrap where the other ones spawn 30-40
ohh icic
so it was spawning like 35 cash registers
i actually like
dont know what the max value is for my embrion
but it didnt seem too crazy
im trying to thin that out in my modpack but man its rough and tedious lol
i got like 60+ modded scrap items, and the default is it just adds them to all scrap pools
got this after trying to land on titan, I had landed the previous day fine but this time in the ship the loading screen ended but the ship doors wouldn't open.
I was also using the vanilla titan
oops
uhhh
in the meantime turn the new ambient lighting setting off
that should fix it
idk what i did wrong here
ill look into it
i added a null check to hopefully prevent this from happening, but ill keep an eye out
thats like 3 patches in an hour lol
modding magic
The Storehouse from generic interiors looks so good with the titan lighting
normally it looks Tan-ish but this is entirely gray
that fire exit by main is always nice to see
at least its locked behind the door
holy shit this is so cool @river ferry look at this
white
that 2012 indie horror game vibe 🔥
fire honestly
it has a very different feel than the regular one
wait
what
why was there 2 elevator sounds
I don't know
bug of some sort
oh god...
its so funny i lowkey love it
also I tested a couple times and cruiser embrion is not dead
lmk if i need to adjust it
its super experimental
lol
i just thought it'd be fun
maybe lower the spawn rates of the bigger rocks but even if you don't its possible to go around
my intention was definitely not "lets kill the cruiser on embrion" i just thought it'd add fun new gameplay with the oldbirds
@sharp finch i love the variation you added btw
its really cool
ignore the dope ass sunset in the bg
lol
well that's cool
i never got to see it in action so i kinda just had to hope it'd look good
yeah
i imagine my embrion looks super ugly without chameleon actually
i wanted to make chameleon a dependency at this point but i dont wanna be too strict abt it
it doesn't "need" it
xd
dude im rlly curious how this looks with other interiors lol
I know it doesn't work with pool rooms
and I think maybe thats what broke it
well
the castlum carnis doesn't look that different
poolrooms has very few powered lights
across the interior
a lot of the lights are just isolated
Looked really nice with the Office
Mineshaft, I didn't rlly notice a difference
I know it works with mineshaft cuz mineshaft lighting is normally green
but only under the elevator
the main entrance room is the same
GREEN?
titan mansion
It's a vibe I think
it makes titan feel very different
Where is the pillow from
if so I hope it would be a different option than titan since I do like rend looking like how it does in vanilla
haunted af
https://thunderstore.io/c/lethal-company/p/fiufki/fiufkis_Scrap/ (I disabled a lot of them)
honestly idk
Disabled how? It has no config
lol
lethal quantities
Ah yeah I've not bothered to mess with LQ
it is the core of my modpack
ye lq is awesome
I gave up on config mods
i use it as well
XD
real
btw
I don't even remember what all LQ can do
this still has the event batby suggested to me
Event?
if you're in multiplayer and all players but one die, the lights flicker and get dimmer
Ah
it can change most numerical values such as enemy, scrap and trap spawns, you can also change the moon description and challenge level
also interior spawns
I sure love flashbanging myself
fellow distinct moon variety user I see
blaze is my goat
indeed
i wish pestilence got a makeover honestly
cuz the layout is so funny
its ugly af but fun
what adds the homemade timebombs
generic is so cool..
Improvised timebombs*
I made the mistake of inputting them as, "homemade timebombs", in a moon's scrap roster
and they like
lol
never spawned 'til I realized that
💔
I always thought their codename was homemade timebomb
i mean the item name is homemade timebomb tho
https://www.twitch.tv/lunxara/clip/VibrantAliveOryxArsonNoSexy-uaMn6PO10QJmoKzt?a TBT when Where did my friends go? existed in Emergency Dice. Unfortunately that caused so much lag for clients lol
maybe its prefab name is dif
I just wanted to clarify since I don't want anybody else to suffer this
Idk why they're referred to as improvised timebombs, and not homemade timebombs internally
I agree but I wish they were like 1/4th as common
They feel like the most common item in the game and I don’t know how to change the weight
hi
Central Config and Lethal Quantities can set the rarity of scrap that do not have their own config. Sometimes LLL but not often
LLL is not reliable as it sometimes just does not want to spawn certain custom entities/scrap
same
that opening shot is really cool
i always had this idea to make dine's manors really cold and bleak
after v50 made it the "butler murder mansion" i thought it'd be cool to lean into a like
silent film/noir aesthetic
and the foyer being bathed in that weird off teal color would fit pretty well too
i think
if an artifice map preview is made I think it might be fun if it references the v50 trailer
anyways i'd still like to do this for chameleon sooner or later when i finally get around to the variants
that could be cool for a mansion variant
yeah
as I've said before when nonmineshaft interior variants are made it is gonna be so good
You should remove the part where that old bird's spotlight turns on
The head alone shrouded in darkness is creepy as shit, and the spotlight kicking in kinda ruins the mystery or something
that was just a demonstration
Still kinda annoyed at how Lass handled the whole situation with Mrov, I really get the feeling she doesn't understand how her mod works during moments like that
It's even more annoying that the mod is really useful, I just wish we had a good alternative to it
GOBLIN IS BACK
Is there a way to add the lighting from Titan or Embrion to other moons interiors? Like depending on if it's snowy? (Cause the lighting is sick I want an option to be able to put this on other moons interiors rather than being limited to two moons)
not rn, sorry
Well if it ever comes around that's gonna be sick
not rn...what does this mean!
it doesnt mean anything tbh

im not against making it configurable in the future but its not something im too worried about
you can turn it on and off and that is good enough for me
btw lowkey
when i end up making my interior overhaul mod
im removing this shit dawg why do these spawn in manor 😭
zeeker was tweaking
just gotta figure out what cool trap i could replace it with
no ya i was going to
i moreso meant
like
what would it be
i was thinking tripwires or something but idk how i'd make them not generate awkwardly
like a laser tripwire maybe
that would probably be pretty weird to generate, you gotta make sure it sticks to a wall and also doesnt veer too high or too low off the ground
might be fairly doable
making the spike traps only be the tripwire variant?
alternatively they could be like little things that stick out from the ground
like this
ah ic
but ideally they would stick to the wall, ye
but if push comes to shove this is always an option
yeah, ignoring the fact that stairs and stuff like elevation exist in a few different places
on a sidenote
i added an embrion scene to easier make edits (i was fixing up holes in the terrain, optimizing the mesh, and making the fog volume actually cover the whole moon)
its only a 2mb difference 🤭
this also makes future edits i may do way easier to do
so thats super exciting
this ugly cube visible from the fire exit is no longer there, i fixed it by just making the volume 666x666 which ended up covering all the playable space
Cube?...
fog is a cube
Ah
666..,
Embrion's is not big enough to cover the entire playing area
Main Entrance also has the cut off lol
should hopefully be ok now!
so true
make them spawn more often
i genuinely think it completely slipped his mind how these would appear in the manor interior
when he made this trap
i dont think he thought about it at all
i don't want to walk into a single building without the ever looming threat of stainless steel tendrils beckoning for me
interior overhaul?
dungenplus is sexy and i want to make vanilla interiors use it
thats all i can really say for now
DunGen is WHAT
dungen is gay and stupid
dungenplus is awesome tho
allows for a looot of cool things
and most recently, minimum fire exit distances
which is HUUGE
can't wait for my one 😄
im really glad that interiors have been getting more attention the past few months
your thing that adds windows rite?
i hope they work together >_< dungenplus has a lot of good features that i need
the window stuff seems to be post dungen generation and stuff (i think) so i cant see a problem occuring 
it will be
why is Embrion using Bozoros’s fire exits 
I have no idea what would be causing it
@spring depot
maybe chameleon because it changes exit doors?
I've never ran into this problem of the Bozoros Fire Exit doors showing up in the normal Facility
any errors in your logs?
i fail to see how this would be me updating embrion's scene
Oh wha
Is this a Mimic? 💀
Yeah it was
Something goofy going on with the Mimics compatibility lol
Haven't seen that happen
is bozoros fun btw
Yea
it's a pretty neat moon i'd say
Pretty mid tbh, could be better
/s
like on a scale of none to fun
9/10 more fun than basic facility and it has barbers
I did go to bozo just before so it could be that it didn’t unload something?
it's the type of moon that would be better suited for players that like to stray farther from vanilla
oh ic ic
that usually isnt my cup of tea personally but the creative effort put behind it looks really cool
There's some pretty unique stuff that's cooked, but yeah takes more of a cartoony approach lol
yeah the moon has a lot of effort put behind it
i personally wouldn't say it's a moon i would go for, since i like stuff that fit well with the game when it comes to moons and interiors
but it's a good one nonetheless
I much prefer vanilla style mods but I still use Bozoros
But yeah if you have logs I could take a look and see if something errored out, I'm guessing the IsMyInteriorLoaded was somehow still true after leaving
I’ll have to try repeat the process
Oh I'll see if I can get it to happen, but it could be some mod causing trouble
Could quitting out on bozoros, reloading the game and then going to a different moon cause it
Oh actually maybe
Hmm
If it's that then I accidentally fixed it already lol
Whats the fix?
Yeah it's due to that
Uhhh I was using LLL's DungeonEvents.onShipLeave() event to set InCircusFacility to false
Changed a bit how I was handling it so I got rid of that
Yeah it was goofy
babygirl
Using IsCurrentDungeon now
IsMyInteriorLoaded => myExtendedDungeonFlow == DungeonManager.CurrentExtendedDungeonFlow)
is IsCurrentDungeon a me thing
I save a reference to circus facility's ExtendedLevel when the ExtendedMod loads, and run it from there
Though I just realized IsCurrentDungeon is basically the same thing as the thing you wrote lol
yeah no spike traps as a whole kinda just suck ass really nothing fun about em..
fair
I like them. They can kill entities, and it’s hilarious when multiple players get killed by the same one.
Doesn’t fit the mansion aesthetic though
yeah its super fun killing things with them lol
but.. yep
its a sore thumb
lol
what about a guillotine or something
LOL i lowkey fuck with that
that would be so cool
i imagine manor would have really "weird" unorthodox traps like that
when i think of its security system i imagine it would have both high tech and just kinda odd stuff
sawblade traps?
koth/ctf_sawmill flashbacks 🫠
yea im joking lol that map rocks
Holow Nit
Nutcracker shoe
would yall hate me if i did ceiling boot traps
do they clip you through the map
no they would smush you into red paste
ideally
like i imagine you'd see a teammate get crushed under one and it just rises with strings of blood sticking to the ceiling
ntymi a squish trap would fit mineshaft better than spikes
LOL
now that you mention it
i passed out from the effort of typing the whole thing out
what
That's a great player-activated spike trap 
Nobody suspects the giant boulder in the sky will harm you
idk i opened the map in editor and i have no idea why tf this would happen
i think itsomehow generated on the old bird
i have no fucking clue how
i dont care Lol im going to bed
"Dude Benson is gonna be so pissed at us"
LMAO
🤣
Oh wait I bet this is caused by having your mimics patch on
I don't use that I just added Bozoros to the Mimics list
lol
The config setting just adds it to the list of whitelisted interiors
I did a goof with an event
.
Oh lmao
Exiting to lobby and going to a different moon after rejoining meant that would never toggle off
Ahhh
When is the Bozoros update coming btw?
Or rather I had already switched off of it, but update hasn't released yet lol
I will curb-stomp Santa Claus
Snowy theme remains partially during Snowfall/Blizzard 
Update's basically done I'm just testing edge cases, I need to add a sound effect to this for instance 
YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEOWCH
That's my kind of spike trap 
Lmao
Did you ever figure out how to terramesh it without it nuking the visuals btw? Or would the terrain essentially need to be redone?
Road gets crunchified, I've tried modifying the material but vanilla post processing
Thought it would be a requirement for snowy weather, but it's meshified at runtime by LE
Other than that I don't think any of the benefits from meshifying are that significant
You actually can see the crunchy road during Snowfall/Blizzard, but the snow hides it lol
i think i actually like this aesthetic
rusty spike traps in the murder mansions
i just think in gameplay they are pretty terrible
I imagine the road textures probably just need changed to work with it better
because they just spawn in the middle of giant open rooms
where they literally can't kill anybody
and just look ugly
I've always thought that they just felt like a more uncreative snare flea
Design-wise tho, they're great
i mean
i guess
in the same way that baboon hawks and hoarding bugs are the same enemy done twice
but if you take away all the nuance then they are going to seem uncreative
lol
Snare fleas and spike traps are just more basic Ig
functionally i dont think spike traps and snare fleas are all that similar
outside of being "danger coming from the ceiling" which is an extremely basic comparison
Disable snare flea from terminal 
Floor variant would be interesting actually
I salute that mod, shit's never getting bug-fixed despite it being rlly good 💔
if you wanna talk "snare fleas"
i hope these things get fleas
Oh my god
what even is a snare in this context
Floor spike traps in Lethal Company would be more evil than I initially thought (I love it)
in what context
the doors context?
no like
Drums
"snare" meaning "trap"
snare fleas ensnare you
oh
snares are a type of drum but the word has more than one meaning
Yeah this was misinformation
yeah thats what i assumed
anyways i don't mind the aesthetic of floor holes that spikes come from
but doors joke aside
meh
the greenhouse is actually awful and unfun
we have spikes already
navigating dark spaces where you have to be eagle-eying the floors for tiny black holes is fucking awful
but i think they would make a cool floor trap if they weren't subject to the same degree of awfulness
At least it's more engaging than the Ridge, though that's not saying much
cries
i have notifs on for all messages in this channel
You poor soul
@sinful jungle Unsure if this is your fault or the fault of Chameleon for adding a shit ton of Rocks but Embrion is busted and Old Birds can't move lol
Okay yeah something is broken
@sharp finch @sinful jungle
After going in orbit
not really seeing any errors either
i would guess that maybe too many boulders spawned and broke up the navmesh so much it was difficult for the old birds to path
so they weren't broken but the environment didn't have many avenues to travel
as for this
idk
but i dont see any exceptions from chameleon or rebalanced moons
so pre-emptively im not certain they are related
Yeah you might need to test my pack with AsyncLoggers stack traces enabled
the latest exception from the log that im seeing is maneater spam
Yeah idk I can turn on the stack tracing and see if I get something
Yeah it didn't happen again
@half lion I'm wondering if that terrain is from Retinue
It looks like it
@green terrace Did the LethalElements bug somehow come back?
with the terrain stuff? Cus if so I wonder if it's something with WeatherRegistry's update
oh
wait
no i know what the issue is
(not the terrain thing, idk wtf that is)
but old birds not moving lol
i frogot to make the terrain read/write
so its not writing the navmesh properly
I destroy the meshified terrains, and this would only happen under two conditions before:
- Previous moon had snowfall/blizzard
- It had Unity Terrain
Oh lmao
old birds still can chase but they cant wander
ill psuh a hotfix right now
1 sec
Well we had snowfall on Retinue
crazy how forgetting 1 tickbox can just fuck everything
But it uses terra mesh so idk, in any case it shouldn't happen now because all the copied mesh terrains are parented to the same object that should be destroyed when the scene unloads
I mean I'll check anyway, but something is weird. This would happen every single time then if that's from me
That looks like my outer terrain on retinue?
I have zero clue what's going on there
you just do your moon stuff the standard way right
just throwing it in a lethalbundle
and letting LLL do everything
Yeah
Yeah it might be a bug with the moon
cuz if so i doubt this is your fault
its probably something else
idrk ive never heard of this
esp not with LLL
This was after leaving my moon?
terrain seems to be from it
this is cursed
Did you TerraMesh or nah?
I specifically set the mesh terrain to be in the same scene, so it must be destroyed when the scene unloads, wtf
uhm
y tho
I just make the outer terrain so the player doesn't just see the void on certain parts of the map and figured I don't really have to terramesh to save filesize

