#RebalancedMoons + Atlas
1 messages · Page 12 of 1
okk up[date is out
u can now apply the skyboxes to any moon (it'll only work if the moon has their sky volume set up like the vanilla ones) but its not idiot proof, so dont do stupid shit like putting one moon in more than one override list or putting it in the blacklist at the same time, idk what will happen if you do that
Epic
are you challenging me
well, now i have to know. .
the new scene update seems to work good so far!
gg
same for me
@obtuse mortar thank you 
i donts know what i did but 
you stopped my shit from crashing and burning (for now)
i was too geeked to look into that myself lol
that's great lol, i was just bored
nice to see we can apply it anywhere now
w
the silence is so relieving 
LCMaxSoundsFix in real life when
I know Junic was one of the ones Wesley told me to Blacklist cus it has it's own Skybox so dunno
@sinful jungle You have a ladder to fix
yeah
wym
wtf lmao
weird af
So besides the broken ladder, what was changed on moons like Assurance, Vow, and Offense? Cus the descriptions don't say
so I was visting them trying to tell
LOL
Wtf has been happening with the desert moon's ladders recently
assurance and vow dont have any changes right now and offense has a route to fire and the readme on thunderstore goes more into detail on that
i was splitting combined meshes to save filesize
and the ladder models just didnt like the process for some reason
so I've been having to replace them
lol
oh also offense terrain is a little less steep around main entrance
just for transferring
the pipe on offense now has smooth collision around the beams so you can just walk across the pipe easily
@sinful jungle Your Titan lighting with DemonMae's Sub Systems interior looks sick as hell
This is just an idea since we are exploring Rebalanced Moon’s benefits for low-end hardware, Dopadream could release her improved moon scenes without the rebalance changes as a sort of performance mod. I am not too interested in the rebalance changes but performance mods are always welcome
@sinful jungle Dopadream................
This mod forces the [At least one player is loading custom moon!] to manifest at all times..............
It's designed to be used with LLL 1.4.10
Don't use LLL 1.4.6 and the problem is solved
Isn't 1.4.10 the version where you can't return to lobby
or does LLLHotreloadPatch fix that
pretty sure it does
Noted
i'd have to check what dopa patched but if they patched leave and join then yes
if dopa didnt
then i think leaving lobby, joining (it not working), then leaving, then rejoining (it working) i think
Uh, do I really need YesFox and ButteRyRebalance for this mod to work
not really no
you definitely dont need yesfox but butterybalance is kind of intended for the stats of the moons
you dont need either though
any chance for it to be added as a optional dependency?
u mean remove it?
no
i dont wanna

fair enough im not making the mod lol
yesfox is just a consequence of it being a dependency in butterybalance, if i could id make it only download the one mod
yeah lol i just had some buggy happenings with the fox so figured id ask but i suppose where to ask is butterybalance
you can just remove it
it wont break anything
its just kind of annoying for modpacks which sux
sorry abt that
yeah problem is doesnt work too nicely on modded moons and kinda weird to ask devs to add support for a removed feature. so ill just remove it from my modpack manually for now
moons have a toggle that actually prevent vain shrouds from spawning
but like
i can understnad not wanting to tell devs to mess with that
i could make a little plugin that adds a config list so u can prevent the shrouds (and fox) from spawning on moons by choice
ah thats already in yes fox basically can just set vain shroud chance to 0 or even just the fox chance to 0
the only thing it has is "all moons" which makes it ignore the moon setting i was talking about
either way sounds like spot to ask at all is buttery balance to remove yes fox as mandatory dependency. pretty sure you can do some code magic to make it able to detect if it is installed and then apply your code
it already does that
the dependency is just a suggestion iirc
which is why like i said you can just remove the mod and nothing happens
it wont error out or anything
i cant say if it does or doesnt. but on thunderstore it does say its mandatory and unfortunately thats just what the average person sees
either way ill give it a shot, but worst case scenario its just 0 & 0 for the chance
Some mods are required, Thunderstore just does not specifier which ones are
yes it assumes they all are
To it YesFox and a library mod are the same
ladder update
Have you come up with a proper solution yet for the errors Atlas does on some moons?
I really wanna readd it
ya ur a little late
Does it still error on Wesley's?
no
i just forgot some null checks before checking for some stuff
dont remember what specifically
gonna be doing a lighting re-pass on all the moons + make a majority of the outside lights powered by the facility he he
beautiful...
i was told the shadows add too much texture and i kind of agree so im gonna remove most of them
it looks weird on the railway specifically
Since when is experimentation that moody when it’s late
I have my brightness slightly higher than the default so that does desaturate the colours a little
I ought to lower it
That’d explain it
I’d do that but playing with full darkness would be a nightmare
I’ll try it anyway since that’s unnecessarily beautiful
i like my game moody tbh because i always buy flashlights
i have it one tick below default
i think
Flashlights aren’t affected by full darkness and I use flashlights commonly so it’d probably work fine
full darkness is a mod right?
Yep by integrity chaos
Diversity used to make dark areas fully dark but chaos ported it to a standalone
when i play minecraft singleplayer sometimes i like to play with this mod called hardcore darkness
i think it does something similar
i think they both do the same thing
Ill try lowering the brightness and see how it looks, it’s a lot darker and way more saturated than it usually would be
Pretty much horror slime rancher
YAY
what does this lighting look like during daytime?
i have one planned i just need to figure out how im gonna do the trees lol
mhm?
the council wants you to work
the first custom moon with chameleon compatibility
Was there a plan to be able to tweak amount of boulders on embrion?
I remember trying it months ago and i havent thought about it since...
I have a comically small amount of mansion moons in my modpack so I severely hope so
Try monarch and volition if you’re looking for manor moons that feel vanilla
could i have the desert skybox? i think it'd look really cool on sierra so i want to add it even without atlas installed...
alrighty
rather long fortnite game
rather long secod
@sinful jungle what specifically about Embrion did you change?
i just fixed the map so you cant go under it out of bounds
the rocks are just random spawns?
all of the maps have this out of bounds terrain object
that spans a huge distance
and it has "mounds" objects to sort of plug the holes between the actual terrain and the giant OOB mesh
i see
anyways this issue also affects artifice
and maybe some other maps
it's just not really that likely to come up in most situations
IS THAT WHAT HAPPENED TO ME ONCE??
uhh idk
rhetorical question
anyway I've had that happen before I think, I have a habit of flying oob with the jet on vanilla moons just to see the whole thing and iirc I got stuck on some weird fucking limbo area on embrion by doing that
I think the ceiling here isn't tagged correctly
what the sigma
that's probably why he put the giant cube there
what giant cube lol
oh
remember you dm'd me about this
fuck me LOL
anyways butteryfixes just disables the renderer but leaves the gameobject (and the collider there)
which is probably why it only affects your scene
ill fix it
on the topic of this does the scene override for experimentation change anything?
the interior was removed
and several other out-of-bounds objects
basically it'll be a little more optimized (although it's not a gigantic difference)
butteryfixes makes the same alterations to the original scene except i didn't remove the interior
so you probably won't get as noticeable of an improvement if you've used the former before, but it will help, even if just a bit
ah gotcha
thank you
i also messed around with mapimprovements which removed the normal entrance doors and makes the interior accessible again, i didn't know all that was just sitting there and mapimprovements just made it so i can go into it
and i guess my computer is just weird bcus when i first enabled the titan override it lagged super hard, but subsequent visits have ran just fine
do you have any custom interiors?
many
titan actually has a very simple scene
most of the lag comes from its huge interior
and custom interiors dont help
yeah
idk if it was the interior causing it though
cus it went down from 100+ to like 20 avg
for only 1 landing
it is possible there was some sort of initialization failure causing extreme lag
for example, with the masked AI in vanilla, masked will cause huge frame drops if you're not on a mineshaft
because their AI will search the entire scene for the elevator script every 0.2s until it finds it
meaning if an elevator doesn't exist (because factory/manor) it never stops searching
you could very well have had something similar happen with a mod, maybe, searching the scene for an object or component that doesn't exist on a regular interval
or if you dont have async loggers, stuff that logs every frame causes a bunch of thread stalling and disk access
i did have asyncloggers and your maskfixes though
oh im not saying masked were causing the bug, im just saying it's a design pattern that could have been utilized by something else to cause the same issue
my guess was that since i enabled it with lethalconfig after the game loaded it had to pull it from storage and wasn't in the cache from the faster assetbundle loader?
the masked were just a contextual example
if you have asyncloggers it's likely not just logging causing the issue yea
atp i just have to be careful with what i change
maybe im not actually sure
this profile is so temperamental i can only really change 1 thing at a time so that i can revert it if it lags too bad
no
im pretty sure my scenes will still get loaded into memory regarldess if you have them enabled or not
in general it's a good idea to make minute adjustments (the more controlled your environment, the easier it is to figure out regressions)
all the toggle does is replace the vanilla moon scenes
but unless you are adding poorly designed mods each time you encounter lag, it is possible you have a more deeply rooted issue
where a mod you already have needs a certain set of circumstances to generate problems, and those circumstances don't replicate without adding conflicting stuff
so like
if you have mods ABCDE, then add G, F, H, I, and then J starts lagging to hell
you could dump J but who's to say B isn't sitting there fine only to cause huge issues when J is added
etc.
just had this with LGU, BF, and betterstamina a few days ago lmao, it's really hard to explain
i still have no clue what's going on there
LGU and betterstamina getting along just fine until bf 1.12.0, like how
it might be some sort of underlying monomod/harmony conflict i'm not aware of, maybe?
because im not patching the method that those two mods have conflicting
and since both are patching the same code in the same method it should replicate with just the two of them alone
it's very strange
i think whitespike mentioned betterstamina was replacing a method or something
still don't get how this only became a problem recently but it seems fixable
yeah it's just that there are two transpilers trying to find the same value to alter an equation
could be that in earlier versions, LGU was running before betterstamina, or vice versa
or maybe one of them recently switched to a different method of patching
who knows
that sounds right
it was something along the lines of "LGU was running its patch before betterstamina, and somethings update caused BS to run first which breaks LGU patch"
yeah
in that case BS probably just failed more gracefully than LGU
so there was always a conflict preventing one or the other from applying its changes, but one of them is a show stopper whereas the other could recover (or just fail silently)
my guess
It's basically this.
They replace carryWeight with their method so it breaks any mod that is looking for carryWeight after.
oh you know what i just realized
lol
butteryfixes 1.12.0 marked better stamina as a soft dependency
because i needed to do so to check if i need to cancel my ladder patch
the reason this didn't replicate with earlier versions is because betterstamina used to patch after LGU
and im probably moving it up the patch order by making it a soft dependency for my mod
which has a GUID that starts with butterystancakes and would load very early
that all suddenly makes way more sense
so im technically not causing any issues, but i am the catalyst for the issue being replicated

I remember having compatibility issues with Better Stamina in my testing pack as well, a long while ago.
what are the scene changes for Experimentation and Vow?
earlier i was told experimentation's changes got rid of the old "interior" where the offices and elevators are
idk what vow's changes are
Mostly optimizations, removing random out of bounds stuff and smoothing out rough patches of terrain
last time i tried it worked with storehouse
It does
I've seen it work with Sub Systems and Grey Apartments
Some interiors just naturally have a similar lighting color to what it changes it too
So it's super subtle
I swore it worked with lost edifice when I spawned it there
Interiors with lighting that is naturally yellowish it will work with well
It probably does
i tested it with gray apartments and i didn't notice a difference
It works with all of them, it's just the difference is subtle if the interior already has similar lighting
I did
Gray Apartments is normally very yellow
Watch Lunxara's clip titled "TMW Titan makes Grey Apartments look even more Vanilla"
It's much colder and white on Titan
oh the breaker might've been off
it looks like there's a yellow light source stacking on top of the lights during this?
Yeah the actual lights on the ceiling of the interior stay the original color, my guess if they're not actual light sources to get changed and demonmae did something unique there
the light emitting changes but the glow against the ceiling is yellow still
also, enemies seem unable to path off of this little catwalk section leading to the second fire exit
infact they path partially through the wall
LOL
also the grey metal parts below the catwalk feel off. nothing is specifically wrong about them but i feel like they should use a different metal material
Could be it only affects lightsources, or the change couldn't find the emissive material of the lights
no, it's not the emissive. there's a yellow light source there.
The yellow in the middle of it and against the ceiling
Oh I guess so
Sub Systems doesn't have this happen, so I think that is just a texture on those lights that happens when they're on tbh
Baked lighting from an emissive texture?
i think this is the same light source that's still on even when pulling the apparatus. i think it's just a weird gray apartments bug/issue, it should probably get removed entirely
If it stays on when apparatus is pulled then it probably doesn't use the same light code as the rest of the lights
Which might be why it isn't changed by the titan scene changes
Gray apartments lights have two bits to them, the spotlight, and a point light, they have differing properties, but I can't remember which is for what at the moment. It looks like only the spotlight is being touched.
why is there a point light? i feel like the point light should maybe just get removed
ok will fix today.. also ya the metal material on the beam kinda looks weird i agree
ill make it more metally
i prolly need to add an offmesh link on the catwalk
i also still have to fix GAMEBREAKING bug on experimentation
(it kinda rains in the main entrance room outside and it's killing me)
well i already fixed it but i need to release it
Can't wait for Shy Guy to run to the ship and kill people again as funny as it is to see him run onto that railing and just scream into the infinite void
Lol
Yeah I got really confused for a sec with that typo
"sergeant guy??? who tf is that"
Lmao blame mobile it for some reason wanted to autocorrect it to Sgt Guy even though I never talk about Sergeants
lmfao
really dont get why tbh the navmesh looks fine
i guess ill just add an offmesh link anyways
i guess they just cant squeeze through there or whatever
wait you knew about this? xd
why didnt you tell meeee
😭
but this might be why they're clipping into the wall
ill add a modifier here
I only saw Shy Guy do it tbh so I thought it was just a weird issue with Shy Guy tbh
fair hehe
@sharp finch do you think the lights on the railway should also be powered by the apparatus
to be honest i dont even know what lights you're talking about
apparently i've just never noticed them
i do feel like the idea is that unplugging apparatus powers off everything
since it was requested due to artifice
where the warehouse lights are powered off by unplugging the main building's apparatus
yeah i have never noticed these
they're everywhere xd
in my personal opinion the apparatus should only affect the building itself since it's likely everything else runs on a different power source
but this is how the bug manifests in vanilla
i was thinking that too
so it's not wrong either way i guess
its a bit outdated
i removed all the shadows bc buttery said it was too noisy
well most of them
You can double check in game with Imperium to see if the rebake broke it. I have a bunch of random mesh links because of that
Don't usually play with that interior but that admittedly does look pretty nice
oh for fucks sake lol
i was so confused
like why does my vow have no dam and 2 bridges
Oh doesn't one of Map Improvement's variants for Vow do that or smth? 🤔
Ahs
i just didnt know you punted the dam hehe
i wish i could check for your variants somehow or something
I drained the lake
far right side of the facility building past the fence area
let me know the names of the lights so I can destroy them
oh hey
not sure if i can capture this well but something is wrong with the new vines u added
they dont cast shadows correctly
Yea I saw that on Offense
"HangingLight" and "HangingLight (1)"
in map
tried to keep it similar to how zeekerss orders/names the stuff
Untagged or different tag?
PoweredLight
in the next update im changing most of the exterior lights to be poweredlights
so tthe apparatus makes them go off
I'll update anything accordingly with my next update
this one looks cool
not sure about these
dam ones may be a bit too bright
yeah
wb the positioning?
and yeah they're too bright i agree, i just copied the offense building lights
ill fix that
maybe a little bit higher?
i feel like you should be changing the shadow strength on the lights
like
i dunno how2 do that
you could probably bring back the shadows on experimentation and reduce the shadow strength a bunch
so the texture is there but it's not overwhelmingly contrasted
oh what the hell
maybe that's difficult to do in hdrp
normally there's just a "shadow strength" field on the light component but maybe that only works in default render pipeline
does indirect multiplier even do anything
i think that's only used by baked lights
its used by mixed too iirc
very nice how much
yes
well its just scenes but they're registered thru LLL
Ok, I understand 😔
its like asking if a moon mod requires LLL xp
but like, is it really an issue? all my stuff is server side anyways
except for like 1 feature
Cuz i was interested in some of Rebalanced moons features but didn't want to include LLL, it's having a lot of problems recently. I thought that LLL was included to fix interior desyncs or something like that
LLL is fine
1.4.11 is stable
1.4.11 is out?
It's been out for a bit, it doesn't fix the issue your patch fixes but it fixed the issues with closing out lobbies
oh i see

my patch thing still functions on .11 tho right
use mrov weathers 🤭 🤭 🤭
my dev environment has mrov weathers hehe
not sure what you mean
if this has to do with your foggy patch, a. this is clear weather and b. i have to disable the foggy patch on vanilla moons bc it conflicts with butterybalance xp
or at least it overrides its intended behaviore
Wait, has your foggy patch have been moved to MrovWeathers?
yes
Ic
he moved it a while ago when i was discussing issues w the config with him
yeah, I really like it and wanted for more people to have it (since Tweaks is a difficulty modifier, first and foremost
so it's been moved to a weather mod 🤭
OH I forgot the fog is always there lol mb
the snowy mod I've never got time to do 🥲
oh and tit
I'd have to check my messages, but I'm almost sure my ranting about (and solutions to) the snow fog were an inspiration for Blizzard
iirc
xbox
i accidentally clicked in this thread when cirno mentioned the cave tile hitboxs (ButteryBalance)
@sinful jungle Seems the mod breaks hard for the 2nd client when launching 2 clients, this error I got just from trying to host a lobby on the 2nd client in lan
for anyone else reading this no it doesn't
it's probably an interaction with Faster Load cus it fails to load things when running multiple clients
well idk cuz i use that on my dev env and im able to run two clients through lan
but i always host on the first client
i just saw you say it was diversity so i assume its some conflict
i cant test until saturday
I don't think I had Diversity enabled when trying to host on the 2nd client
lol
I had it off cus I had a feeling it was what broke lan
@sinful jungle I was having a conversation in the ButtRyBalance thread about modded moons feel eerie in a bad way when they did not have ambience, and thought about if there was a mod that let us assign ambience to moons based on content tags or name. I come to you because Atlas does a similar thing, would you be interested? It does not need to be too crazy, just let us assign vanilla moon ambience to modded moons that were not programmed with any
it would also be cool if there was something that made it so it didn't do music
Artifice and Embrion could definitely benefit from not having the ost play
yeah
I could see this as an add-on to Atlas or its own mod
i would be willing to implement this into chameleon
which already has a setting to block eclipses from playing music
i could add a blacklist for certain moons
that is about as far as i think i'd go with it though
that would be nice
I don't really wanna do this. I'd have to fuck around with reverb triggers and that's something that can change around a lot for moons, or some moons could just be missing them entirely. To a certain degree i think moon developers should be upholding a quality standard and including all the basics from vanilla moons from the get-go, including the basic necessities such as reverb triggers and soundscapes. Skyboxes are not variable in LC by default, so most competently made vanilla themed moons do not have different skyboxes, because why would they. That's why I made Atlas
I could maybe like
check for the vanilla ambience and change the audio clip based on theme
but that wont help for moons that dont have ambience already
I honestly would settle for just playing the ambience non-diagetically to players who are outside, kinda like the Embrion ‘music’ track. Rudimentary but better than nothing at all
The moons in my modpack that lack ambience are wide open so any sort of reverb would be unneeded anyway, and afaik they are all unsupported one-offs to I cannot just ask their devs to add ambience unfortunately
what gets changed in the Rend scene override?
I'm also curious about that, but to every scene in general
if i disable Offense scene override because i don't want the alternative path to the fire exit i won't get any benefits?
Presumably not
😑 strange configs
...no
how so?
what benefits are you seeking
Improved performance
its really not that big of a difference
For your brand new computer probably not
It's one model...
but i literally had this person test performance on my scenes and they said there was little to no difference
Ah
You should add the dam in a secluded part of Rend where you can see it half sunken
Would be funny
lol
Put some actual use to that mf
Rip the Rend Dam 2023-2025
W
I'm not exactly seeking only performance, but there are some small changes that i like...
I can't have the improved navmeshes on moons without having , why can't March have the water tower without moving the fire exit but i'm able to remove the bridge at will?
I can't have access to Dine slightly altered terrain without the 2º fire exit and light poles
i mean i can probably add a config to disable the alt offense path but like
i just dont see why else you'd wanna use that scene
Some changes aren't specified in the README but i know because i've seen them in-game or here, like Titan and Rend extended fog on low levels or Experimentation black window
The metals on the pipe are easier to cross without hitting the head AnimatedPlink
I just wanna ask, is this feasible for giving moons ambience?
ya unfortunately my scenes have some luxuries that the vanilla ones dont
its a shame and I could make more vanilla friendly versions but I just haven't had any interest in putting the effort into doing that
fair nuff..
you could just make an "small vanilla compatibility" if people disable all changes and leave only the client-side ones
none of the changes are client side
titan lightning ⭐
Buttery said light temperature config is planned for Chameleon
What about the silos
Chameleon has so much things planned
They're pretty immersion breaking as well since
yeah
Idk when we'll have that
Yipee!
Red pill's descendant
The floating silo
Don't ask how the fuck those two correlate
why you tryna disable my offense path tho... its so goated
i even intentionally made it a time waster so climbing the rocks like you would in vanilla isnt slower
They thinks this shit is Maritopia 🙏
cuz i want offense fire exit to be accessible only with the extension ladder or precise parkour at the start 
@sinful jungle is this an idea? Sorry to be persistent I just wanna have closure on this
Very well
btw
in the next rebalanced moons update (for all you yesfox users) im going to attempt to add my own "spawn blockers" for vain shrouds
so i can block them from growing right on the ship, on bridges, concrete, etc
shouldn't be too hard
(also this will only work if you have my scenes enabled sorry </3)
The fox has a bad habit of doing this on a lot of moons in general even custom ones to the point I don't like having it enabled
I don't like going to Acidir and seeing shrouds right there directly in front of where the ship lands for example
yesfox respects the "canSpawnMold" property on levels so this is like 99% an issue with mod authors not tagging their moons correctly
not that that is necessarily their problem
I even have it set to 70m so it should never do this
since you need yesfox to restore the fox in the first place and i imagine most of the community (including moon authors) is not using it
Lol
its a bit misleading
uhh
Yeah
that means the starting position won't start within 70m of the ship
but there is no limit where weeds can grow
so they can start 70m away
Got you
and grow straight into the ship
if you are unlucky
there is no way to fix that without client side modifications to the growth algorithm
host can only control the starting position of the weeds, and how many iterations occur
anyways
in an ideal world moon authors would be testing if shrouds work well on their moons
and disabling them if they dont
but i think yesfox is still too niche for that to be a design consideration for most
I will say I had YesFox disabled and it randomly reenabled itself so I've seen all the issues it has on Wesley's Moons lol
I don't blame Wesley of course cus the fox was taken out of the game for a big part of his update he worked on
Is unfortunately an afterthought cus Zeekerss removed it nowadays
on that note
experimentation's furthest valid spawn point for weeds is like 72m away from the ship
which is why that value is capped at 70
it's difficult to test vain shrouds too because they only grow per day and it's annoying to have to spend a minute just taking off and re-landing
well
i normally just edit my save file and set all the moons to 20 iterations
maybe i could make a helper utility that lets you instantly cap spawn iterations
maybe even cycle through the max weeds at each spawn point
so you can visualize it in-game
who cut off the lights :-(
Stuff like this is why I wish I could get the optimized scenes without the gameplay changes, I like how the vanilla moons’ exteriors play but the amount of QoL stuff this mod gives them is nuts
Why do you have an ai that tells you when you start recordings?
lol odd
its annoying
oh wait i think i found the option for it
oh cool the cabin on rend uses metal door sounds
i should fix that i guess
I think one of Buttery’s mods already does that if you care, I think it is EnemySoundFixes
ah i forgot that was moved into that mod
i forgot where it was before
i think butteryfixes or something
did you know this path is supposed to be gravel
me neither
i made it so its actually like legible now
yes it used to be in butteryfixes and then i moved it to enemy sound fixes (which is still a PITA to be stuck with as the name)
wait it literally doesnt get smoother than this
i just ticked high quality on compression
lol
this is neat but i think it looks too smooth tbh
i think some of the grit is lethal's visual style
left screenshot is a PoS though, right is defo better
even 1024x feels kinda weird to me tbh
the terrain in LC is relatively smooth texture wise, even the quicksand looks better
Be careful in Rainy Dine or the void will consume your soul
ok i got it working (buttery helped me understand how mold gen works a bit more so huge thanks to her)
if shrouds attempt to spawn in any area i specify it will destroy it
and if its the starting shrouds than it'll do another iteration
and try to spawn somewhere else
Why couldn't have Zeekerss done this smh 😔
Wouldn't it be better to relocate
since this could backfire and nerf vain shrouds heavily
to the point you'll never see em
they'll just grow off in another direction
manually relocating the weeds individually would be a lot harder i think
and they grow off in random directions
i could ask buttery though
i was told that would be a waste of time
the main thing that matters is that it spawns enough weeds where the fox is allowed to spawn
and vanilla has several spawn locations where weeds can grow but never actually reach the count required for foxes to spawn
yesfox has a bunch of special logic to try and prevent that from happening whenever possible
and the way dopadream implemented her logic, yesfox should be able to account for her changes and skip over points where the fox would be unable to spawn
what could still happen is that dopadream's logic might take a spot that normally generates 80+ weeds (maximizing the fox's spawn rate) and prevent it from generating more than 40-50
which would mean the fox couldn't ever reach max spawn rate in that position
but that is
- bypassed by setting a spawn chance in the yes fox config to skip the chance calculation
- already a problem with several vanilla spots (yesfox doesn't validate that it can generate 80+ weeds, only that it can spawn enough that "minimum weeds" is satisfied)
- not extremely likely, just going on gut intuition (but I could validate that with certainty once dopadream releases the update)
if i made yesfox's spawn point selection more restrictive, then it would avoid that possibility completely, but it would also
- reduce the variety of where vain shrouds are allowed to grow each run
- guarantee that all selectable spawn points eventually reach 100% daily spawn rate for the kidnapper fox, which is an unpopular situation for most players, as far as i can tell
- blacklist a bunch of spawn points that might generate 65-70 weeds and basically shouldn't be that different from an 80+ weeds spot
so i ultimately decided against it
I actually like the idea of the Shrouds growing in only a handful of spots, it adds some consistency to a very rng-heavy mechanic
I understand the other issues though
would be helpful
i thought about it and it sounded cool
so i think i will do it
diet dr nasty bottles reskin when
if you dont do it i will
Seems like Atlas is kinda fucked on a lot of Wesley's moons
At nighttime on Oldred (No complains on Oldred at least) and Filitrios, the sky turns brighter instead of darker
Idk why
To the point it's an entirely white sky
no
must be some weird edge case where wesley is doing... something with volumes on those moons idk and atlas isnt playing nice with it
i would just blacklist them
Yeah I did so already
At least for Filitrios
Seems to work fine on the rest of his moons
i can only check and change stuff i assume moons have based on how the vanilla moons are setup
if a moon changes their volume names or whatever im pretty sure thats enough to break atlas
or well
just make it not do anything rather
Is that vain shrouds specifically avoiding the ship?
yes
could i perhaps have the script that is used to make rebalanced titan have different interior light colors
wym
like the postfix?
is that the thing that gives the lights different colors, if so then yes
mmm
what do assurance, vow, and artifice's overrides do?
nothing yet just scene and navmesh optimizations
yes
cool
I do need to add the destroy lamps on dam to vow in the next update
that's not released yet anyways
The what
Lamps on dam added, but Vow B removes dam, so floating lamps
Like the ones on Offense or Dine facility
i dont have an eta, just when its done. if you want i can send you a private build when im finished repassing the lighting on all moons
im on titan atm
@charred turret Thots?
Also this goes hard as fuck 🔥
Now Embrion looks like a legitimate testing ground
@clear cradle letting you know im doing this in advance
what the
yeag
I'll definitely need a build for testing now. Probably the Embrion scene too
I am so sorry but this is all I see, the two lights as eyes and the white support struts as the teeth. Not sure if it is just me
oh my god yeah it looks like a face
ill prolly just make the support beams darker then
Wait this is peak
Maybe using the rectangular lights would make it less apparent, it does totally have the Cars eyes look with the circular lights
oh no im keeping those eyes
i like them
sometimes buildings be lookin like faces
thats just how it be
Other than this I like it, a cool alternative take that is not overly detailed
I like my concrete cube bunker entrances
so like
what even is the ball thing
im hcing it as a giant microphone
because i made it look like one on accident
I think irl it is a sensor of some kind
A radar
The ball is to protect it from weather
I was imagining in this case it's like
protecting it from heat
Somehow
Which is dumb
but whatever
It's a microphone a giant microphone
The Raveyard but instead of DJ Skeletunes it's the Commodore-02
main building hears all
that wasnt what u were trying to do???
i mean i didnt design it
look at the goofy smile this thing has lmao
ah okay
1 sec
literally 🤓
Funny enough I think the “teeth” are not meant to be slanted, they are just visible from the underside as a perspective thing
At least as I see the drawing
Im pretty sure they're slanted
Wait did you draw the idea for this building?
molchat doma mentioned i awaken
what is THAT?
that a moon?
scroll up
omgosh, that looks awesome!
👀 ROCK
NOOOOOO
it looked a little too silly 😭
buried 💔
sealed away
first we got the teeth, now the eyes
We already had the eyes
Now this is the tumor
:p
Is Atlas client-side?
it says so in the description silly
:P
it is fully clientside yes
even if you dont have LLL it falls back to support vanilla
dw hehe
btw
new artifice may or may not break cruiser jump lol
i dont really know or care
also the new buildings prolly wont have a toggle
unless u turn the scene off ofc
well like
if the building is different it might just not work idk
it'll probably be fine
I mean, you could probably still angle it fine, I assume
I imagined Artifice's redesigned building remaining in the same general area
Ya, should be fine
i only moved embrion's building a little bit because the shape is totally different
and uhh
i had to make the floor level accessible
i had to do this shit in blender lol
it should have the roof fire exit that was shown as an alternative one
why is unity lying to me
evil
One of the ladder on Experimentation have some missings... steps?
sorry :,]
dw
the ones near the main entrance, on the right
ty for letting me know xd
those sneaky ladders
lol

Beautiful
We love offense
let me die
btw did yall rlly still want offense to be dark
i thought yall were joking but if ur serious i can do it
I meant its skybox be darker
and the current skybox does it perfectly
Since it's, y'know, an asteroid
oh ok
@sinful jungle do ladders have a set length for how long they can be?
hmm okay maybe i just didnt save my bundle right, i was leaving the ladder early for some reason
well
they have to be placed like this
make sure bottom pos is kinda floating so players auto dismount the ladder going down
icic o kay
top pos goes where the player should be standing
when they reach the top of the ladder
so like the ground in front of it
idk why else it would be doing that
does the player get teleported to the TopPos no matter where i put it or is it just something i need to place for the ladder to be setup right
they should, but i havent tested anything weird
i have done it with long ladders tho
icic
im doing a thing
for me lights are so hard to get right so that looks really good
holy moly
This fucking rocks
Also, I imagined the spotlights on the top as reengineered old bird heads. Just clarifying because I just now realized how easy it is to miss, but it's not a big deal. Cool regardless
oh?
you want me to behead an old bird and use that instead?
i could
Up to you. It'd add more to the, "It's rumored that active machinery has been left behind. ", part in Artifice's FAUNA section in its description, which is why I went that route for the spotlights, but again, it's cool regardless without it
Plus, it kind of makes sense considering how ahead of its time old birds were. I'd imagine Artifice's military would like to put the advancements from the old birds to other uses than just terrorism
I just worry it'd look lazy
I'dunno how it would
look at these sick ass barrels i modelled. i dont think LC has barrels and I refuse to stoop to sketchfab
they dont even have a top texture
xd xd xd
Mmmm
We love the mysterious chemicals™️ that were totally put to a good use for the benefit of humanity
No, we don't talk about red pills, lasso men, jesters, ghost girls, nutcrackers, masked, butlers, nor barbers. They do not exist. That is propaganda and not very democractic for you to ever bring such a topic up
maybe just reuse the yellow color then?
oh fuck
hey now, sketchfab is goated!!!
it is but i prefer to make my own assets
they're cute though, I like it
if i use sketchfab i have to start crediting for individual models and then it gets messy and its like meh
id rather take the 10 minutes
or less
it was more like 5 probably
literally just blender default cylinder, smooth shading. Texture is the only thing that'll take time
ya
and also the bevels on the top/bottom
the texture was what took the most time
if you wanted to make it fit the art style better you can always slightly fuck up the uvs for some classic LC stretching
ive fixed most of the stretched uvs on the vanilla moons so
it would be kinda weird in this case
By the way- the next update will have a new client setting, it uses a postfix so it will affect all moons, not just vanilla ones. I did this so that light volumetrics can be seen further away for better visuals. (before/after)
this might have a performance hit on laptops or something, but I wasnt able to notice any difference in fps on my end
so i made it a toggle just in case
you should kill those vain shrouds
those shrouds are vain
modern day herobrine
vain shrouds are awesome when they cant grow into the ship
ikr, it's almost like it's the only thing that made them ass !!!
they did shrouds dirty...
this feature works on all moons btw cuz all im doing for that is a sphere cast on the ship
its not in the scene
so it's gonna be a rebalanced moons thing?
but the vanilla moons do have blockers that prevent them from growing onto stuff like bridges and buildings
yeah
i am loosely interested in implementing spawn blockers around the ship into yesfox
i havent done it because it's not strictly a bug fix
and yesfox's default settings are supposed to mimic vanilla, just with bug fixes
it's also something that is best implemented as a clientside change and right now yesfox's config is host only
so i'd probably want to make it configurable and would then need to network it
why you so noodle
yesfox config is supposed to match vanilla??
yes
all the default values are what's in v60's code
which are slightly reduced from v56's values
zeekerss adjusted it between the final v56 patch and removing the fox entirely
Sorry but I have a question regarding yesfox. It says by default a minimum amount of weeds to spawn is 31 and a seperate spawn chance = -1. Could you explain what this means?
the fox wont spawn until 31 or more weeds exist on the map
I thought it was a minumum of 7 on base game
when spawn chance = -1, it does the default calculation of (x/80)% spawn chance for the fox
with any other value it is used as a flat chance (if you make the setting 30, the fox has a 30% chance to spawn with 31 weeds and a 30% chance to spawn with 250 weeds)
Trying to balance it out atm, but what would you recommend me changing in this config? Want to have this mod especially since butteryrebalance will require it when I install it
x is the weed count (so 31/80 = 38.75% spawn chance at minimum)
i personally use the mod with the default config
Doesn't that spawn a ton of weeds on all moons though? Like every moon will have +1 weed like every day
i would advise you play with it and decide whether or not you are happy with the default settings
the settings exist to tune the experience but if you haven't played with the mod it is difficult to know what you want to change
if you play with it a bit and feel like this is an issue, then you can change the growth chance settings