#RebalancedMoons + Atlas
1 messages · Page 11 of 1
me too lol
xd sorry
for the record lunx you shouldnt have to blacklist moons with custom skyboxes
i added a check so it just skips if its not the cedar bridge image
i srill have no idea how i did that.
I think maybe i just grabbed the wrong file since its a dependancy and has a very similar name but i swear i double even tripple checked and somehow posted the wrong thing
Seems like the error with Atlas might not have caused the soft lock in the end, cus we reprod it and this time only Diversity errored lol so weird
Gonna disable the Walker
Prolly still worth fixing that error but yeah, I would guess the Walker's dimension fails to spawn on repeat lands on that moon
omg i fixed it
Yay
@sinful jungle are you changing the skybox on all levels or only vanilla ones?
all levels
based on content tags
that is why there is a blacklist
but also, it should skip custom moons if the moon has a custom skybox already
(so adding moons like Bozoros for example to the blacklist should be pointless)
because I'd like to have a feature for Registry which allows to do what you do
like weather-based and stuff
oh
voila
lol that's easier than I thought
and you're getting the sky from SunAnimContainer?
I'm gonna have a custom one and name it the same as the vanilla one cuz im quirky
i guess iits a child of sunanimcontainer yes
alrighty
admittedly my code is a little messy bc i split the vanilla compat and lll compat into two separate functions
to avoid any potential errors without the headache
lol
what exactly does the amethyst skybox to do the interior fog?
neat !
it would be nice if the skybox's could also be used in a list format
wym
a level filter would probably be a better term, mainly for modded moons that aren't tagged
or just general customization
Ah yeah @sinful jungle I got to repro the error, it dies when landing on Galetry lol
but theres already a level filter
also ty
oh wait
do u mean like
a whitelist i guess
yeaj
ohhh
whitelist
i misread the config u sent
i thought it was just planet names
i see what u mean
yeah ill def put this on my todo list
cool
wesley's moons
its the one where you put the VHS tapes on to unlock the wesley's moons
the moons of wesley
's moons
The moon:
Oy vey im a fucking idiot
the blacklist's default value has the moons separated with spaces
but that breaks the blacklist xd
Wait does that mean.. Atlas technically allows us to choose skyboxes and sun colors for moons?
like skyboxes are tied to sun colors i guess right, but still
no it just has some new skyboxes for certain content tag themes
idk how sun color work
s
eh, that's interesting still
i would like to add more customization in the future
like, maybe users can supply image links for their own skyboxes lmao
please make it so we can change sun colors and sun size 🙏 🙏 .. even though Atlas is a mod for skyboxes
but that's amazing I will deffo check that out and start to use it i'm sure
it would also be nice if we could do something similar to the titan lighting for atlas
(and having a whitelist)
sorry for the update spam btw xd i keep finding new little things
but i think it should be ok now
I have no idea if this would work but combining the amethyst and cold lighting could make something very funky
so does Atlas automatically selects the adequate skyboxes or can we have control over it?
rn they're automatically selected based on tags and theres no manual control over it other than disabling them per moon
got it
It depends on the Moon tags (I think it's from LLL)
ye
the tags are set by their respective moon maker
and if ur not using LLL, it'll just apply to the vanilla moons manually through code
Don't think so
i'm not sure at all
no, You can't set tags on LLL config
It'd defeat their purpose
Maybe some mods like CC doss it but that's just me talking without checking
but anyways. i do plan to add something like this soon
very nice
alrighty, that's awesome
I don't think its suppose to look like this
I presume its rebalanced moons because that should be the only one that changes offense
No i yelled at them when it was pitched
I mean no offence to you specifically but this kinda comment drives me insane
If a moon doesn’t have tags tell the author!!
i just had to ask beanie to tag their moons and they dont wanna rebuild 🥺
Users don’t gotta “fix” issues and flaws in content every time
some older moons that aren't being updated don't have tags
thats what I was mainly referring to
its the ladder
lmao
Laer
i accidentally fucked up the original scene so i had to replace the ladder manually myself... so it might be slightly different now but hey its better than no bars Lol
So @sinful jungle since it seems like it only errors on Galetry I'm guessing it's cus Galetry works like a Company moon
lol
I'll just blacklist it on there
can you just add it to the
yea
also remove the spaces from your blacklist xd
i made a mistake
mb lol
Luckily it didn't break anything on Galetry, it just would cause Ship Windows to partially die and the shutters wouldn't open while on there
ill add it to the default blacklist in the next update
why not just .Trim() each entry in the config?
The Mazon thing wasn't your fault and was an issue on Diversity's part. Voxx added a fix to his patch for Diversity to prevent the door patch in Diversity from causing soft locks on lands since it was inconsistent
i didnt know trim was a thing 
now you do 
Do your moons not appear in LLL's config anymore?
@sinful jungle Btw Atlas is missing LLL as a dependency lol
ah
Where my ladder at (Idk which mod is causing this)
mine
im about to push an update that fixes it lol
sorry
i fucked up when separating combined meshes
Tbf the employees don't fucking use the main part of the ladder so it's technically fine without them lol
(I'm joking obv)
dude idfk why
like
the ladders on exp auto dismount you when you reach the bottom, but on offense i cant get the ladder to do that
i mean i guess it doesnt matter bc why would you even ladder down on offense
Consistency, I suppose
Have you tried tried copying Experimentation's ladder over to Offense?
u wan know the funny thing lmao
i actually did the opposite
bc i had to fix exp ladders too
so they're both already the same
ok idk what i did but its fixed now xd
Peak
Holy shit thank you
I've always hated this part of Offense
stupid nitpick fix
waow..
these landmine spawns are getting ridiculous
D:
idk how to describe this image, it's just Embrion shenanigans
Just doing some extra test on foggy moons, the sky is still bright at night and the skybox movement is very perceptive on Embrion because of the moons, but that's a cool effect there because of those visual impairing particles
but the sun position makes it go the mountain direction and do that
@sinful jungle I noticed that YesFox & ButteRyBalance are dependencies for RebalancedMoons. Why?
specifically YesFox
its more a case of ButteRyBalance being added(rebalances stuff in a similer manor to this mod) then yes fox being added as a dependancy to that mod(since it now effects the fox)
ah
you can just remove yesfox if you don't want it
this is just an issue with foggy weather iirc
@sharp finch isn't it
bc i tested the embrion sky, it gets dark at night
The issue is that it's a dependency, so even if I do remove it, it'll still be a part of the modpack once people download it
I understood that reference
im pretty sure if you remove the dependency from the modpack it doesnt make people download it
If it's a modpack published in ts, it will be downloaded
i know it, i was the one who reported that to Buttery, but as you're messing with the skyboxes i thought that maybe you could understand why that happens
I think me and her might have a lead on it, but im pretty sure its an internal code issue so it might be something more suitable for butteryfixes
Lol why is the sun set that close to the player
idk i imagined theyre oob
i just realized i was watching caseoh in the background im sorry lmao
i had my audio off when i uploaded it so i didn't notice
okey
obviously cuz Embrion is a flat moon and the sun is revolving around him

@sinful jungle Still errors on Galetry even while Blacklisted
Prepare for a 30mb log cus someone spawned Maneaters on there and it kept talking about Baby Crying Set to False ((I suppressed this for the future in AsyncLoggers)) lol
oh lord
i think i will just try to reproduce it myself xP you just route to Galetry and land right?
The error should be way before that tbh so you should be fine
But yeah basically
Lol
do you have the asyncloggers setting lol?
hey so
i cant help but notice your blacklist has "Galety"
instead of galetry
is that intentional??
OH might have been an accident
LMFAO
Gdi
Thank you for noticing that
XD
My bad
np lolol
i still need to add galetry to the default blacklist
or actually i might just check for it in code and force return the function
because it breaks
sick looking mod
it would be cool if the blizzard fog was lowered on titan to cover up this area
where is that?
thank you! will be fixed next upd8
also maybe you could fill in the area under the megastructure
sure
but im filling it with snow >:3
doesnt this also happen with rend's fire exit (unless its intended)
that one seems a little more intended
but maybe a little bit of fog could be used there
it does seem a little weird if its just instantly no fog
heres my scuffed solution lol
nice
what if there was a buried light pole in it
meh i dont want people to think its a point of interest
anyways i fixed the fog volume there
i moved the point lights on dine's main entrance to actually be inside the lamps and now they emit these really cool volumetrics
I think it might be fun if something was buried there
as an easter egg of sorts
nothing that couldn't be explained
yea yea
just something generally silly
i do wanna add more cool stuff like that
i just have felt less motivated to
because map improvements is a thing
You might have broke Experimentation's scene config similar to how you did with Dine's.
MapImprovement's Experimentation A isn't loading.
nah
:3
What's funny is in my game there is a door there, and there's even the ladder restored if you go inside. Dunno if that's vanilla or if a mod restores it tbh
theres a door in the vanilla game its just OOB
buttery fixes moves the door back into the slot
Ah makes sense
I like that the door even has the old V4 interact prompt but it doesn't work
It will say to use LMB to open it
but you have to use E
Except of course when you take the Elevator down you would enter the facility via Main Entrance door
but that would be a huge undertaking
Oh, no, Spooky straight up just fucking broke Experimentation A somehow. It doesn't even have a description now, nor does it load.
@clear cradle Pinging you here because I'm too lazy to move the topic over to your thread.
im lowkey eating a sandwich rn
I'm highkey making a sandwich rn
I understand changing the way the game works and not having the facility work as it did in V4, the only reason it worked in V4 without having to enter it like you do now is cus it had such a small generation and was barely anything, and Experimentation was the only map at the time
I do hate that instead of fixing the Elevator and stuff though he just scrapped it
Tldr pls
experimentation a isnt loading for narpy
whatever that means
i think thats just bc u dont check for scenes yet because there hasnt been an update yet, right?
so it should be fixed soon
unless they mean it isnt loading in their config
then idk
Yeah but the scene check is just for compatibility's sake
Idk why the config would break
No, I figured out that Dopadream's config didn't break.
Experimentation A is just straight up not loading.
Not loading as in can't land, doesn't appear, or not in the config?
it didnt have any generation
it was hand placed
Ah I see, I knew it was extremely small and only seemed to have a few different seeds it could have
It's in the config, but it no longer has a description describing its change, and it doesn't appear when you land. I thought it was just the main entrance door blocking access to the elevator off, but I checked through where the, "fire exit", used to be in v4, and the elevator was just... not there.
Sorry. Great minds think alike and we made a very similar mod. Feel free to rebalance the moons however you see fit. I try not to step on your toes with my changes, and luckily the mods are compatible so our visions can combine to create the greatest versions of the moons :)
oh no its just like
this dude is already doing cool cosmetic stuff for maps so i feel less like i have to because people can just go download that and they work together lol
no seeds
Ah so it literally just had a few different hand placed layouts 🤔 That's actually kinda cool
Ah I thought it had at least 2, especially since if you would take the Elevator down again in Multiplayer you could run into a case of getting a desynced layout between the host and clients
what
Yeah there was a video on yt that showcased it, very odd
Lol
You could plug the Apparatus in, wait for it to charge and if you went down again it would plop you back into another layout but it wouldn't be synced
Current version removes Exp A spawning when you have rebalanced installed. Next update will check for Rebalanced scene specifically instead of a blanket mod check. Idk why the config description would break tho
no
they should mainly be hidden (my bathtub suggestion would be somewhat hidden by the blizzard fog)
https://www.youtube.com/watch?v=v8TF91guA78 Literally this is the video where they managed to do it so idk lol
We played the oldest available versions of Lethal Company and they were VERY different.
Subscribe or the alpha monster will be under your bed tonight.
00:00 Version 4
11:17 Version 9
Makes me wonder if that 1 layout just breaks if you go down it again
Oh, this is a bug?
Or was it just unused?
I thought Titan intentionally didn't have blizzard ambience due to its fog being stagnant.
i mean i think its a bug bc titan is missing a lot of snowy stuff that was added when rend was
I see.
but idk
v9 doesn't have the gameplay loop of v4
I know but it’s the closest we have
meh
this is cool but not what i meant
hey is the "At least one player is loading custom moon" thing a known issue? Dont know if its you or LLL but it stops me from landing anywhere
hmm? you'll have to ask batby
besides company I guess
i havent gotten that
except when the moon is loading
id suggest asking in the LLL thread
i simply use LLL's scene selection feature to make the moons have different scenes
it didnt have any issues until LLL 1.4.0
also did you change the ladder name on Offense?
ummm
i copied the ladders from exp because i was having issues with the offense ladder dismounting the player
you wanna just send me the new name for that then?
should be the same name of the ladders on exp, the 1.5x ones
but i can check soon
im out rn
"Environment/Map/Ladder1.5x" is the offense one
I'll try to correct it
makign the material double sided wouldnt have just made it show on both sides?
you misunderstand
i mean like
the poles
the pole is only on the left side
the right just cuts off
so i duped and mirrored the model
lol
why not just put another fence adjacent that extends into the terrain
ah ic
i could ig i just kinda liked how stupid the single fences look around the map
like they're so ineffective
if u want me to remove the duped fence and edit the model i can
I dont care I was just making sure I hadnt done that
@sinful jungle what does atlas do?
it has a description
on thunderstore
Is it a tool for moon devs or can it be configured from the user?
its a client mod
so you can customize what the sky looks like?
This is what the architects from Subnautica watched in their free time
The entertainment of gods
Offense ground shrubbery LOD seems to be the wrong color
you can kinda see how its green instead of brown
it's broken on all maps
well ill fix it
FoliageDetailDistance has an LOD material assigned and for some reason the LOD material uses the wrong color
i was going to fix it in butteryfixes/chameleon but it wound up on the backburner
i was a bit worried it could cause unexpected behavior on custom maps
@cunning steeple distant horizons on my new pc is driving me insane
i cant even tell a performance difference
Just curious, do the new meshes and terrain of the moons lead to better performance? Like, could I download RebalancedMoons, disable all the exterior changes, and just have it as a performance mod?
I honestly have no idea but I do delete a lot of unused shit across the moons
I don't think the terrain meshes being more optimized will affect performance that much
they're not super high detailed so
I did some profiling on vow and my performance was about exactly the same as it was on vanilla
so id say no
Garten of Banban showed me how detail has no bearing on a model’s ability to tank performance
Thanks though
i mean the issue with their models is that they're insanely highly detailed in topology
they're literally just sculpted
and not retopologize
d
thats why the game runs so terrible
yeah in the case of banban it's not that low detail = performance
I just wondered if you gave a somewhat similar treatment a the vanilla moons and removed enough unnecessary polygons and whatnot that performance noticeably increased
the models appear low detail because there is basically nothing interesting happening with the design
but then a single model has like 1000x the number of polygons it would to display that lack of detail
so it is basically just super-de-duper negative optimization powers
poly count only rlly hurts performance at insanely high degrees like banban from what i can tell
or like
yandere simulator
but that game is also just coded terribly from what ive seen
The billion polygon spider
what the hell is that
the snail is my favorite
you can see how a simple cube shape only needs like 12 polygons
6 faces, 2 triangles each
but then the cylinder is subdivided into a million polys
The Garten of Banban drone remote
and then in game it looks like this
despite probably having more polygons than an entire moon in lethal company
lol
It almost looks knitted it has so many polygons
that shell is so fucked up
it looks like an ear
but really fucked up
@sharp finch thinking about making a new mod that makes lethal company hd, maybe ill call it HDLethalCompany
This will be Lethal Company in 2033
i should be shot dead for this joke
Did HDLC do stuff like this
no lmfao
That mod was before my time
its just like
stuff like shadow/fog/texture quality
and resolution
it didnt actually change assets
It does remind me of how LC got the Minecraft treatment where a bunch of 3D modeling YouTubers made realistic takes on the player and various entities
They were cool but kinda miss the point imo
this is my personal favorite
of the usual yandere sim code review jokes
this specific block
The topology has its own fucking shadow 😭
i like the idea that he had to remember the order of "weapon and blood and insanity" in every single instance he assigned
because it's stringmatched
i would at least have the courtesy to do a switch statement tho
im ngl my code is kind of terrible it just Functions
using a string here at all is terrible because of this
Switch statements alone would fix so much with that game, how long was the longest If/Else chain again?
this sort of thing could be done with a bitflag enum
Whenever people (mostly HQ at this point) are taking jabs at Zeekerss for the game being unoptimized I just remember how much worse it could be
zeeks stuff aint even that bad
No they are not
i mean when you look through lc's code you can infer yeah this was made by like a solo indie dev
but like
idk hes kinda smart with some things lol
Human being just like being negative and cynical
maybe im just relatively novice
but some of his stuff has really impressed me before
mostly AI stuff
What he has done is very impressive and I love the game, but we all know the game kinda is spaghetti code
As a Minecraft fan I am content with it
not really
How it is not, this game has so many mechanics that are bugged if not completely nonfunctional
there is a lot of spaghetti in individual places, but for the most part i think it's just pretty normal for it to get messy when it's a one-man-band
problems != spaghetti
sometimes spaghetti does cause problems that probably could've been avoided with a little less jury rigging
for example, he re-ordered some functions in v64 and it broke rainy weather because quicksand puddles spawned in a function completely separate from the weather system code
that's a spaghetti problem imo
but i dont think LC is a clusterfuck or anything
Light fixtures in facility being labeled as Vain Shrouds
It is not
spaghetti is fundementally cooked code
the three hotspots spaghetti wise imo is terminal, weather and some of the enemy ai stuff (and honestly i would be shocked if enemy ai stuff wasn't)
maybe we have different definitions of spaghetti but i feel like weathers having their own scripts and functions with quicksand specifically being nested inside of a generic "spawn map objects" function
and the former two are just down to them being made fairly early and not having refactors
that was accidentally broken by reordering 2 function calls months after launch
is avoidable and sort of spaghetti
I guess we have different definitions then, everyone in the Minecraft technical community calls game spaghetti code but it works
enemy AI is definitely spaghetti but it is difficult to define organic behavior without devolving into spaghetti
because as simple as a state machine is to implement, and as perfect as it seems for capturing clearly defined behavior states
you will almost always discover that you can not design complex thought processes in a finite number of behavioral states
and then that's when the rabbit hole into spaghetti begins
games be arbitrary as fuck and ai is fake
zeekerss' AI is actually decently elegant and simple to understand compared to what i expected
but it's definitely no surprise that it's some of the messiest stuff
there could def. be more foundational re-writes to make things more flexible and generic in a way that would allow more dynamics that could include enemy on enemy stuff
I will concede most of LC’s worst issues are more so missing code than spaghetti code
im sorry to derail the convo but im checking the project right now and these shrubs dont even have lods??
im confused
“Derail” we derailed your thread
@sinful jungle
there is a single script that controls every weed on the map
it has a high detail and low detail material set
(although they are basically identical except the low detail one has gpu instancing enabled)
anyways the low detail one isn't tinted red like it's probably supposed to be
i turned gpu instancing on on every texture lol
noticed nothing wrong happened when i did that
not that i can tell
ill just go through and make all the low detail materials the same on every moon lol
Zeekerss models aren't bad
Though his uvs are
But apparently people don't do uvs manually so Ig it's not a problem to most
The convo moved past his models, though yes I agree they are fine
he just paints them in blender and auto-generates the UVs
titan uvs will always kill me
I just wanted to say because it was the first thing I saw
dude tell me about it LOL
it is kind of annoying to edit the textures themselves but you can do the same process to get around it i guess
Is it just all squares
Me when Titan UV
YARNABY NO
titan uses submeshes with separate materials
Also I like how you can tell in that cutscene that Yarnaby's head enlarges
It's so funny
the problem is that the UVs just stretch the hell out of whatever gets applied to the surfaces
because they don't at all match the shape of the face
The kitchen floor one also always kills me because its a flat surface yet the uvs aren't straight
Indeed
i think the kitchen floor is probably the worst of it
It was literally fine in Dead Seater, like
WHAT THE FUCK DID HE DO
Most of the Manor assets are from Dead Seater, so like
That always bothers me
Scariest thing in LC
well the kitchen is just a cube
he probably didn't reuse the kitchen from dead seater
just the furniture that he placed in it
I wonder if he just kept it in because it looked funny
Looks pretty hard to miss to me
I mean a lot of things seem hard to miss but make it to release anyway, Zeekerss is just one man at the end of the day
skibidi gravy is the traitor
🎑
While we are here, Dopadream are you still interested in maybe doing the idea I had about hidden moons having a chance to appear in the terminal?
I would link the thread in #1188298686560739389 but we all know how threads is
Fair enough
It depends what you call insanely high degrees, this game is one where you fill the ship with a lot of different shit so it doesn't take as much as you would think to tank performance.
Zeekerss does okay but he struggles a lot with adding faces in places that aren't visible, like the terminal keyboard has a bunch of internal faces, the zapgun has like, the screws actually modelled instead of textured for whatever reason, etc
It definitely very easily adds up over time.
Especially for modded scrap that people pull off like sketch fab not realising it's like 5k+ tri's for something that isn't even close to needing that many
At one point LGU's most common item, the hunter samples, were about 150k tri's each, safe to say they TANKED performance
This is bad, but if you dig through LC hard enough, there's probably something worse in vanilla, though that's not to say yandere simulator isnt absolute worse garbage
People should and do do their UV's manually, it's not a lot of extra work most of the time and it makes your textures a helluva lot better and easier to work with for both yourself and others
I agree
This is mine
I like how all of this is redundant if he just sets up the models materials right
Just FYI, this leaks memory and also may not be working. You need to get the materials array, do stuff with it and then reassign back as the final step. Not access it via .materials, as it creates a copy.
That ss is yandere dev's code, what I do personally is this:
Get a copy of the materials array through .sharedMaterials, edit it, and do .SetMaterials with that new edited list
ah oops, I just read "this is mine" without checking the previous convo 🤭
@sinful jungle I would love to know what changes you did to Vow, Rend, and Artifice since you don't seem to have them listed anywhere lol
LMAO your mod also is broken right now it looks like
Rip
Tried to land on Experimentation

its not
LLL bug
nothing yet other than scene optimizations
HOLY SHIT
get off minecraft and answer your dms 😭 🙏
it handles all stat changes for moons now
like scrap monsters etc
both mods change that stuff afaik
not anymore
which one takes priority then?
buttery bc i removed all the stuff she was also changing
im probably not asking the right questions
just wanna know if i should touch anything in the config
oh nice
this mod goes back in yaay
guessing rebalancedmineshafts is compatible too?
yes
incredible
Any idea when it's gonna be fixed? It basically makes your mod completely unusable atm
Soft locks on lever pull
I'm actually surprised Batby didn't fix it when he fixed the other issues in the most recent update
no i have no idea im not batby, i just know it has to do with loading a save and then landing without rerouting
oh... wait should i not be using this then right now?
Ah weird
you can just route to another planet b4 landing
wait so this happens if its the first moon thats selected upon loading the save
for me yeah
should be fine then
cant reproduce otherwise
im the host so ill do that for the other players and its alright
I just hope it gets fixed soon, I suspect if Batby doesn't fix it JLL will end up adding an alternative that works since I know Batby mentioned it's a side effect of how the assetbundle system works now after the hot-load additions
its because iirc the fix is unfortunately kind of complicated, i think it has to do with some issue LLL is having registering or caching scene changes on runtime or something
Yeah I saw him explain it
whats JLL btw out of hte loop
tool/api for moon creators that lets them do certain things easier
like uhh
map changes per weather etc
i dont think it would help me
oh
it could, but it's mostly made for people like literaally most everyone who makes moons since they dont know how to write code
i've used it to reference some of my own code before, but if you know how to write your own scripts its not necessairly needed
yeah ive just been doing my own scripts and stuff manually
JLL is made in a way where it's sort of you're given a bunch of puzzle pieces, and its up to you to go from there, it's very vague but its on purpose as it allows the mooners to do a lot more than what specific scripts would do.
again, wouldnt entirely be useful for someone who can do their own scripts
to be more specific i moreso meant it wouldnt help me in this scenario btw
like this is unfortunately just something that has to be fixed on lll end
yah, best you can do is probably somehow forcing the player to route off of your moon and back on but that could get a bit janky
im not suggesting you do this either, just food for thought
im also shocked i didn't spend my total working time of like 12 minutes fixing an issue that will take a day or so
I honestly didn't know how much time you had available
So that was my bad
I know you're busy with Uni so I imagine you're actively fixing it when you have free time tbh
no rush btw. was just explaining to the best of my knowledge (which isnt much)
I believe in you though
Even if it takes a while to fix it
this problem is a doozy to me
No rush on ya
what moons do you replace btw?
out of curiousity
All
oh neat
but some moons have no changes rn other than like basic scene optimizations
its still beta ofc
yah, so i'd assume the problem is replicatable on all moons right? just messing with the problem rn personally
those being assurance, exp,, rend, art, and vow rn
yeah
you just load a save and land
without rerouting
and you will error out
voxx apparently says this happens with other mods too
ah yeah just got it, interesting how it doesnt happen on day 0 but happened with other days
i'd have to test more but thats my current conclusion
It does also break on day 0
I had loaded into a new save and tried to land on Experimentation
XD
It seems inconsistent
hmm yeah
whether it works on day 0 or not
wait so does this mod still work?
si
just gotta route off and onto the moons again when u load into a save
and first lands sometimes error out if you dont route off
that looks like map improvements
ill go over to the thread
im pretty sure i dont put that there
Oh fuck not the garten of banban drone remote
Anything but that
Trying to land on Experimentation, pulled the lever and nothing is happening
This also happens with only the mod itself and its dependencies installed
had this happen to me as well but I didn't bother to investigate much further
since when I relaunched it worked again
this is an LLL bug although rebalancedmoons is utilizing the specific features that cause it to happen
when loading your save you need to re-route the ship before you pull the lever or it will not work
Now it works
false
er
well
the latter is false
apparently it just Happens
Felt like it
apparently this also affects other custom moons
people just arent loading saves already routed to custom moons and immediately landing as often as people will say, open a save on experimentation and try to land
with my mod
Voxx and Xu have both told me it affects all custom moons regardless of the scene selection feature and they're like top dogs so i trust them
rebalancedmoons is utilizing the specific features that cause it to happen
so this is true
i dont think so
because your mod is starting the ship out on a custom moon
its not a specific feature that causes it
lol
um
yes but my point is it happens regardless of the scene selection feature
i figured you were implying that it was causing it
well, not specifically, but i did misunderstand that it was specifically related to that
yeah so apparently if you say have a save on aquatis for example and just launch the game start the save and land it'll also happen
i rlly dont know how this went under the radar for so long, like people didnt start complaining about it until recently
but afaik its been an issue since 1.4.0
have people just not been playing? lol
well the gist of what i was trying to say is that it needs to be fixed upstream in LLL regardless
RBM just makes it much more common to replicate which is why you have been farming the most reports for it
yeye
i just dont think many people are hosting the game after routing to a moon
i could be wrong but most of the time i host we are at the company from our previous session
oh yeah
i guess so
its jjust weird the reports started flooding in recently
ig
i didnt change anything
oh wait
lol
i added experimentation
omg thats why
we rehost a lot because people desync or disconnect but if you use latejoin that's probably going to happen less
the people this affects most are savescummers i guess
I have a super bad memory so I don't actually remember much but I believe a player joining a lobby triggers bundles to get loaded so you won't see this issue much in multiplayer
this is how i felt when noone mentioned that JUST having shrimp on cause a client monitor desync
do non host not look at the monitors 😭
oh really
I missed that
if thats the case that's sort of relieving
Yeah I believe I accidently didn't have my code running when testing lan multiplayer, and it was working so I assumed it was fine lol
Also if you want to temporarily fix it until LLL does for single player, u can just rip the patch I put in, it should work
this would make sense because the players joining need to be told what bundles to load
btw i wanna compliment atlas, was a great addition
i love mods like atlas and chameleon
need more visually enhancing stuff
and i guess it just syncs the load state on all clients, including the host
question mark
wait that postfix you posted in the thread?
Yeah the last postfix should just work™️
I'd guess so
I'm not sure, it triggers on leaving to main menu, the only issue that patch solves is bundles not being unloaded when going to main menu
ah
Which is consequently what causes bundles to get loaded when u enter a lobby as a host
(and maybe as a client? No idea, but i doubt someone is hosting a lobby, leaving, not quitting game, plays with a friend as a client)
From looking at batby's patches I think the unload patch just isn't running
Atleast on the server
OnClientDisconnect doesn't seem to ever be called on the server
So I patched OnLocalDisconnect
i dont think this would solve the issue of it not loading bundles when starting the game and landing which kind of sucks 4 me because every time i want to test a moon im already on i have to route off and then route back on lol
Ah so loading into the game to begin with doesn't load the bundle?
it do not
if u just launch the game open a save and land on exp it will fail
or whatever moon your save was already routed to
I can take a look at what to patch for that, it's the same as what I did for OnLocalDisconnect except I'd do .TryLoadBundle
I just want to make this clear, I am not planning to do this and I would never do something like this. If i got bothered enough to want to fix something like this I would be putting a request on batby's github to put the fix on LLL, not making an addon mod and absolutely not including it in JLL.
Understandable
This point kills me inside ye
Focus on playing Wesley's Journeys probably
This just asks more questions lol
because we've established already it happens on every custom moon
I've loaded saves just fine when routed above a moon of Wesley's and have never had issues with landing
It's only your mod that did this
lol
Idk
I edited my response on GitHub a while ago. This doesn't happen 100% of the time, and I'm not sure what influences this
truly cursed it be
I will say I only just readded RebalancedMoons when I ran into the problem too
I'll try without rebalanced moons later but it's easy to replicate, you can also look at the logs LLL gives you lol
Yeah I saw your repro steps it's just never happened to me without RebalancedMoons in my pack, maybe I got lucky
lol
I do however know if you close and reload a lobby without a game restart you can't land the ship
I saw Hiccubz experience that solo with 1.4.8, doing another lobby reload would resolve it
maybe the scene selection feature just easier replicates the issue
because it changes what scene is tied to that moon on runtime
Very possible yeah
my guess is that its maybe related to the bundlegroup getting a load request during an active unload or vis versa
What do you call to unload your bundles, cuz I actually never found out and just looked into the bundle info stuff and just called the function manually.
My best guess was that you just never unloaded the bundles on lobby leave
i mean i might not be but that shouldn't inherently be problematic in this context
mind you this isn't only about disconnecting '
From looking at logs, you called something that unloaded bundles when you enter the lobby, hence why re-entering a save bugs it out
Also happens on first session
I guess there's a couple problems in there which created a bit of smthn lol
Ohh, alright ill look from there when I'm back on pc then, I wonder why I couldn't find that before
But yeah behaviour was kinda weird.
What I noticed was that if the bundles were loaded when you entered a lobby, you'd unload em.
If they weren't loaded, you'd load em
So I was trying to find a patch for leaving a lobby that would unload the bundles, and I saw something similar OnClientDisconnect but that never ran on the host (didn't test for clients)
This is trying to solve the problem the wrong way (respectfully)
Oh I don't doubt that, my method was basically brute forcing it
I'm just not familiar enough with the overall system to figure out the intended logic, unloading everything on lobby leave, and trying to load the current custom moon's bundles if you're on one when you load into a lobby was the simplest way I was trying to brute force
(I also noticed the OnBundleLoaded event would incrementally get called more the more often it was called, though I think darmuh pointed out that one)
Btw for Atlas I kinda hope you add a way for it to skip loading the Skybox if it returns null, that way it doesn't error on moons with their own custom skyboxes and stuff
trying to find every moon it errors on and Blacklist them all is a bit much
😅
if it detects another skybox it shouldn't error out it should just return the function
Ah what causes it to sometimes error then?
It's always some error like this btw
These 2 every time if it doesn't work on a specific moon
Lol
idk something else is returning null, its not the skybox texture
idk what it is
ill figure it out soon
yeah I had it error on both Sorrow and Hyve, even though it worked okay before on Sorrow so I'm wondering if something with LLL's update made it act weirder
i thought you needed selectable levels for scenes to register properly for one
you do not
and for another i was using them for moon stats
but thats all handled through butterybalance now
so i was able to just remove them
Swag 🔥
who left their big pile of sand on embrion?
this is just a thing
on that note you should pay attention to the minecarts in the amethyst caverns
I've seen
: )
ts is so weird to me lol
its a singular sand pile and its not really visible in gameplay
idk why its there
Just got Atlas installed in my modpack very epic mod. I do have one request though, could you add a config that lets us manually assign skies to moons? Modded moons may have the wrong tags or no tags at all, as its the case with some in my modpack
Well a lot of moons are good but have been abandoned by the creator
yeah i understand that
which is why this is a planned feature
just saying, for the ones that still get updated, wouldnt hurt to ask their creators to get their tags working
(looking at beanie!!!!)
I have asked Powerful to get tags added to his moons but he has not yet
As an avid user of skin mods, believe me when I say I want moons to all have tags
There are also edge cases like Penumbra that are difficult to assign a tag to
(Though Penumbra has its own skybox)
this should fix errors with landing
with this mod
i will add it as a dependency in the next patch
got an error that I presume is related to atlas and the skybox didn't work (chameleon didn't as well for some reason)
ok i need to fix that lol
im gonna do some null checks and figure out Wtf going on
do you know how to reproduce this
I'll see
I will say experimentation does run a little better but its so marginal lol
its like 10+ extra fps on average
Hmm, as a laptop user this may be useful then
i am a little curious what the difference is on lower end hardware
As someone who runs experimentation on 35-40FPS I could try it soonish
I can run vanilla fine for the most part, it is just stuff like this keeps modpacks running smoothly over time (laptop heats up)
i could give it a try
my hardware is shit
btw don't forget to change the company skybox on Atlas next update
I think I might've found it but I'm going to look closer to make sure
I think its Code Rebirth?
ive heard that so many times when shit errors out i doubt thats true
like it started working again but the same error happen
it probably just also errors out since my stuff does
maybe not then
i think its because uhh
the method checks for all volumes in the scene and i didnt do a null check for that
for some reason when I put it on its own with Atlas it works but in my main modpack it doesn't and when I disabled Code Rebirth Atlas worked again (in the main modpack)
can u try using this and see if you can still reproduce
it worked
weird how?
caves not working
[00:54:41.1176472] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TemplatePluginName.Plugin.initLLL (System.String[] blackList, UnityEngine.Rendering.Volume[] volumes) (at <82e17dd11db64790a4940df4129e1e48>:IL_0088)
TemplatePluginName.Plugin.ApplySky () (at <82e17dd11db64790a4940df4129e1e48>:IL_008E)
TemplatePluginName.Plugin+AtlasPatches.PostFinishGeneratingNewLevelClientRpc (RoundManager __instance) (at <82e17dd11db64790a4940df4129e1e48>:IL_0000)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::FinishGeneratingNewLevelClientRpc>(RoundManager)
RoundManager.__rpc_handler_2729232387 (Unity.Netcode.NetworkBehaviour target, Unity.Netcode.FastBufferReader reader, Unity.Netcode.__RpcParams rpcParams) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_002E)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
RoundManager:DMD<RoundManager::FinishGeneratingNewLevelClientRpc>(RoundManager)
<LoadNewLevelWait>d__131:DMD<RoundManager+<LoadNewLevelWait>d__131::MoveNext>(<LoadNewLevelWait>d__131)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
this is crashing FinishGeneratingNewLevelClientRpc which is what I patch to apply all of the chameleon features
so none of chameleon's stuff runs
i dont know whats returning null
its after it processes some volume
@zenith dust can u send me ur modpack code
uhhh wait a sec
I wanna see if its broken in a smaller one so you don't have to download 165 mods
i dont think so
i don't have great news for you
[Error : Unity Log] Scene 'ReEmbrionScene' couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.
To add a scene to the build settings use the menu File->Build Settings...
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.SceneEventProgress.SetAsyncOperation (UnityEngine.AsyncOperation asyncOperation) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Unity.Netcode.DefaultSceneManagerHandler.LoadSceneAsync (System.String sceneName, UnityEngine.SceneManagement.LoadSceneMode loadSceneMode, Unity.Netcode.SceneEventProgress sceneEventProgress) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Unity.Netcode.NetworkSceneManager.LoadScene (System.String sceneName, UnityEngine.SceneManagement.LoadSceneMode loadSceneMode) (at <895801699cfc4b4ab52267f31e2a4998>:0)
(wrapper dynamic-method) StartOfRound.DMDStartOfRound::StartGame(StartOfRound)
StartMatchLever.StartGame () (at <bdf6a080e98a49fd84b92b24894f768c>:0)
StartMatchLever.PullLever () (at <bdf6a080e98a49fd84b92b24894f768c>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:0)
InteractTrigger.StopSpecialAnimation () (at <bdf6a080e98a49fd84b92b24894f768c>:0)
InteractTrigger+<specialInteractAnimation>d__69.MoveNext () (at <bdf6a080e98a49fd84b92b24894f768c>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:0)
that is just the LLL issue wth rebalanced moons i believe
get this
if you don't reroute the ship before pulling the lever it explodes
oh ok
also, i'm not noticing any major improvements on FPS with the new meshes changes unfortunately
but there we're some things that caught my attention
it is broken
01950c4c-531d-21ca-9dab-5b8c4548d28e
yeah i doubt it'd be anything huge
25 mods
sorry that took so long I just didn't realised I was editing the mineshaft weights on the vanilla embrion rather than yours
yes
also if atlas doesn't download it was because I was using the version you sent
Does this fix the [At least one player is loading custom moon!] or whatever bug?
@zenith dust I fixed it, but I also noticed rebalancedmoons was erroring trying to change the weathers on dine as well haha
i'm a dunce xp
ill fix that too
thanks for helping me out again
@sinful jungle a bit tired rn so not reading back on the thread, does atlas have any problems currently? Any that might cause a moon to not load?
it probably causes FinishGeneratingNewLevelClientRpc to fail because whatever returns null
but i fixed it
im just writing up the changelog now
Okay ty
#1241786100201160784 has just been a back and forth of "coderebirth is causing atlas to error and break" when there's nothing I touch on moons lol
yeah like i said earlier
These caught my attention, wouldn't it be cool to have a client-side bug fix mod?
Fixed fog cutting out abruptly at lower points in the map on Titan
Fixed Titan not having blizzard audio (vanilla bug)
Fixed shrub LOD textures (vanilla bug)
.
Ah lovely lol
ive seen so much random shit get blamed on coderebirth that when someone says coderebirth is breaking x mod i assume the latter is the thing that is broken lol
it's just because coderebirth patches a ton of shit
my problem is that I don't even see coderebirth anywhere in the error log like what??? But yeah if it's relevant I have some volumes I keep in samplescene
so whenever there are exceptions caused by other mods, they will still usually eventually fall back to coderebirth in the stack trace
Yea
and that will stick out as "hey it's a mod name"
im just checking that my null checks fix the issues with Galetry then im uploading
Bet, ty
the other day someone had coderebirth in their error log because metalrecharging (the mod that explodes you if you recharge a conductive item on the ship) had an old method signature for KillPlayer
lol
Lmao, of course
i honestly think it works perfect
I do not think Gordion needs a different skybox, like what, you want a different set of storm clouds?
its a separate config option btw
sure
ok sorry

