#RebalancedMoons + Atlas

1 messages · Page 14 of 1

obtuse mortar
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that kind of is what lets them go into the state that checks if they can fly

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you dont got any colliders with the layers colliders,room or default somewhere up high do you?

sinful jungle
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naw

obtuse mortar
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hmm weird

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it might just be an imperium issue then

sinful jungle
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fuck :( its not

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i disabled imperium and none of them are flying

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they just waddle around the map

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why????

obtuse mortar
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that's so weird

dense hull
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what did u expect

sinful jungle
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i expect these birds to FLY

snow kite
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Bro turned them into penguins

dense hull
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poenguin

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kiwi

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i should draw old birds as kiwis

sinful jungle
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im gonna have to ask buttery for help tomorrow i guess

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idk

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theres nothing at all high up in my scene

wind marlin
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I think I remember looking at old birds and them never flying the other day

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...and if I said it could be ButteRyBalance?

sinful jungle
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ah

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it must be

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she modifies old birds so you can stand on their heads and whatnot

wind marlin
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Yeah having it on I waited a few minutes and they never launched, disabling it it took like 30 seconds for one to go off

dense hull
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Also causes old birds to softlock and stay walking in place

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Immediately after waking up

wind marlin
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tbf it doesn't do that for me

dense hull
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Weird

sharp finch
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yes it does not softlock old birds

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there is something else (different mod) causing that to happen

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im aware there is a conflict with the flight mode but i wasn't aware it caused them to fail flight completely

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i thought it just disabled flight under specific circumstances

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i will look into fixing it

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for now you can disable the setting if it gives you trouble

sharp finch
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i was thinking there wouldn't be a layer that fits my needs but that actually might not be an issue after all

sinful jungle
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ahhh okay

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imm just glad i didnt do aynthing on my end

sinful jungle
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igot complaints from osha so i added more air conditioning and railing to the roof of artifice building

obtuse mortar
high haven
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(for science)

proper grotto
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In down, but depends on timezones.

Most people like to play in evenings (7pm-8pm) and that’s like nearly midnight where I am. Unless I’m misremembering someone else being American.

wild elbow
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Hi hello! I'm concerned about my group of friends who have slower machines having more trouble to play because of the new volumetric fog increase

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the thing is it's increased by default and thhe vast majority of them arent very config-savvy, so they're going to be tanking a lot more without knowing what it is (until i tell them what it is, but even doing that is pretty incovenient)

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i think having an option for improved visual effects is nice, but not on by default when it's introduced as a new feature in a mod that didn't offer it before

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just my two cents tho, other than this im loving how fresh the vanilla moons feel

proper grotto
proper estuary
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And LethalPerformance

proper grotto
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There’s a ton of performance mods fortunately, definitely just worth adding pretty much all of them. So long as they make a noticeable difference.

sinful jungle
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just turn it off

wild elbow
proper grotto
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Since most moons work perfectly fine

sinful jungle
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what is lethal sponge?

proper grotto
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Alongside some other small stuff

sinful jungle
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huh

wild elbow
proper grotto
wild elbow
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might be some more

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but we do have the likes of cullfactory and lethalperformance

proper grotto
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But the issues will probably be fixed soon.

sinful jungle
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btw @clear cradle if you're curious i was right

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for one reason or another radmechs cant go down large jump offmesh links

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they're for like

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dogs

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and stuff

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its weird

clear cradle
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Not even Walkable?

sinful jungle
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oh idk

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no

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i think walkable works

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but "Jump" does not

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they cant "jump"

clear cradle
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0 vertical

sinful jungle
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that being said

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the flight bug was also a bug with butterybalance

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and was fixed overnight

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so no more of that garbo

clear cradle
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I'd say having the Walkable mesh links would be smart still. I have a bunch in MI

sinful jungle
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I just left the ones connecting the roof from the ground as Jump

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because they're like that in vanilla

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I think zeekerss put them there so that when other enemies spawn on the roof (giants, dogs) they immediately walk off

high haven
sinful jungle
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but old birds still have to fly after a little bit

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i think that is okay

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im gonna test sponge out

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im kinda curious

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oh cool! lethalsponge completely overrides the increased fog distance that i added

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so the spotlight volumetrics arent visible from the ship

dense hull
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Is there a config option in Sponge for that, or is there no way to fix the spotlights atm

sinful jungle
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idrk, ill figure it out

dense hull
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I was wondering why the spotlights were suddenly invisible in my modpack

sinful jungle
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well yeah its lethalsponge sadge

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its interesting

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idk about you but the increased fog distance did not change my performance at all lol

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i thought it was a cool change

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though my pc is uh

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yeah

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oh

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@dense hull its this

dense hull
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Buh

sinful jungle
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phew

dense hull
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W

versed bone
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Oh shit nice gonna do dat

sinful jungle
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set the cap to 250 instead of disabling it

versed bone
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AH okay

obtuse mortar
sinful jungle
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well

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it looks like the first upload was in february?

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cull factory has existed a lot longer than that

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consider; i havent played this game since february

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lol

obtuse mortar
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Yeah ik, it's just been pretty popular recently lol, I haven't seriously played the game in months but I've lurked the thread personally

sinful jungle
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well nobody tells me anything smh

obtuse mortar
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@sinful jungle hi there's this really cool mod called rebalanced moons that came out god knows when, letting you know incase you didn't know it existed

sinful jungle
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is there a SRP mod yet

sharp finch
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no but there is some sort of desire to port the game to URP

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not sure if or when that will actually come to fruition

sinful jungle
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oh oops

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i meant URP

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i meant srp as in

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standard rendering pipeline

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wait they're two different things wtf

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thats so confusing

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so theres 3?

sharp finch
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@sinful jungle yes

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standard render pipeline is the default

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built-in render pipeline is another name

sinful jungle
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i thought URP and default were the same

sharp finch
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HDRP is designed for the highest graphical fidelity but isn't really built for performance

sinful jungle
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ye

obtuse mortar
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There's another I forget the name of

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But the main ones are Universal, Standard and High Definition

clear cradle
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Scriptable render pipeline maybe? But pretty sure that's just URP

obtuse mortar
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I'm pretty sure I'm not lying but I cant find the name of the 4th lol

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It's probably super old and deprecated

high haven
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artifice scene overrides might be breaking the extra fire exit from map improvements (Artifice C). The door has no interact and when exiting from the inside, drops you into a nearby pit instead of in front of the door. I tested with the artifice scene overrides enabled and disabled, and this problem only happened with overrides enabled

green terrace
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but it's been deprecated yeah

sinful jungle
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im not sure

obtuse mortar
sharp finch
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as i understand it

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but yeah

sinful jungle
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i added lobbycompat support to like all my mods

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so thats cool

unique wyvern
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what does lobbycompat do again?

proper grotto
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Among some other things I think

sinful jungle
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i fucked up march terrain apparently

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it looks like roblox rn

sharp finch
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i wanna see

sinful jungle
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just imagine flat green no texture

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idk what i did

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im opening unity rn

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lol

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uh ok'

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i wonder if its aggressive material fix

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@sharp finch

sharp finch
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idk

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potential conflict if it's not translating correctly from editor to game

sharp finch
sinful jungle
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i think thats what it is tbh

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idk

sharp finch
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well

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turn it off and see

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i guess

sinful jungle
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ya im about to

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not at my pc atm

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i hope i didnt fuck something

sinful jungle
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it was

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cool new incompatibility

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i mean it makes sense

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im using a custom terrain shaderr

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lol

sharp finch
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yes

versed bone
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wait what fix is that from??

sinful jungle
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what

versed bone
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or causes this issue?

sinful jungle
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its a mod

sharp finch
versed bone
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oh

sharp finch
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probably doesnt except biplanar terrain

versed bone
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like what mod as I have tons of butteryfix mods

sinful jungle
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lol

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buttery didnt make it

sharp finch
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the mod called "aggressive material fix"

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by noosh

versed bone
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OH lol

high haven
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Gotta love aggressive material fix

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I don't even know what it was going for in the first place, it breaks so many visuals

versed bone
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I mean I guess you can say-

It's too aggressive

Was found with 28 bullets to the chest.

sharp finch
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noosh made the mod as a trial run

sinful jungle
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well thats gay

high haven
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I'm assuming the LLL implementation would've been a bit more discerning on which materials get changed

sharp finch
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i mean

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to my memory

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not really

high haven
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Huh

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Well I guess it's good that it didn't get added

unique wyvern
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most people were against it

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esp since it would affect enemies and other things outside of LLL when you used it

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don't think it would've been toggleable either

sinful jungle
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thats stupid

unique wyvern
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it would have been a HORRIBLE move, in my honest opinion

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it completely ruined the visuals of some enemies like the redwood giant

sharp finch
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i do not remember the specifics but i think the idea was that LLL content would be overridden and other mods would have to opt out

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but it was only a point of conversation for like 2 days and then i think after AMF it just never happened

sinful jungle
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buttery can you check dms ..

unique wyvern
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Noosh (?) idk if that was their name went off to college and I haven't seen them active in a while

green terrace
sharp finch
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well the problem it exists to fix

sinful jungle
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i dont even remember why i had it

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i think i was testing something

sharp finch
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is that if you dont compile your asset bundles in a project that was decompiled using LC project patcher

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the shaders will be compiled without support for all of lethal's visual features and it would cause them to "look incorrect" in game

green terrace
sharp finch
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but it is also obv a destructive change to make, especially if it applies to content that was not implemented via LLL's apis

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and even if it's "more correct" it's most likely not what the developer tuned the visuals using

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so it will retroactively mess up the art on older content mods

green terrace
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i'd assume it would at least check if the shader it wants to replace has the name "HDRP/Lit"

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not just replace everything indiscriminantly...

unique wyvern
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I guess that's why it's called aggressive lol

obtuse mortar
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Uh, this thread felt like misinfo central for a bit lol
The reason for the whole thing wasn't just to make stuff look like LC's stuff, it was to replace all HDRP/Lit materials with the games own HDRP/Lit for performance, and iirc Diffoz showed that it does actually help.
Now why noosh's mod interacted with your non hdrp Lit terrain? No idea, but it's a bug and it shouldn't be a factor in judging what it was meant to do

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Also it was that LLL content would have it happen to them by default and they'd need to opt out if not, mods that aren't LLL content weren't going to be affected

obtuse mortar
sinful jungle
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thank you for the clarification

sharp finch
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it was not pitched as opt in/opt out for mods that utilized LLL and out of the gate batby said as much

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making it affect non-LLL mods was not part of the initial pitch either but was not off the table either

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i dont think anybody was saying it wouldnt help with performance and i dont think anybody has a problem with that either

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that is a real benefit and a nice one at that

obtuse mortar
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Yeah a lot of that is potentially true, the whole time batby had to repeat the whole thing everytime someone new would join and argue about it so the order of events is hard to keep track of lol

daring nexus
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Did this mod change the fog a bit on Rend, or is it just me? The first image is with this mod, and the second is without this mod. Did the scene override do something to rend? Is this a balance, or is it not meant to happen?

sinful jungle
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i might have unintentionally made it less foggy ill look into it

tawdry spruce
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aggressive material fix if fixing materials was a class

sinful jungle
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this is with this mod

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cant see shit

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wait

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okay thats weird when i move away from the ship all the fog condenses into this cube

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wtf

dense hull
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They break like the most niche shit

sinful jungle
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oh goddamnit

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ok i accidentally placed a volume there i guess

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ill fix it

sharp finch
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rend is just weird as fuck

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and has a fog volume in front of the ship doors like that

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for some reason

sinful jungle
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oh

sharp finch
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i guess he just wanted to obscure the path to the fire exit

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idk

sinful jungle
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ah

sharp finch
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i still think it should be removed

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on an unrelated note

sinful jungle
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i did remove it

sharp finch
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well, loosely related

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but i did want to mention

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you should not blame yourself for that weirdness

sinful jungle
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the fog changing?

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yaeh i just didnt expect it to

sharp finch
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but yes

sinful jungle
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oh

sharp finch
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this game has a bunch of weird scripting shit going on

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audioreverbtriggers are the worst

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they do too much

sinful jungle
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anyways this is why i have it set to 0.63

sinful jungle
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ig bc the tiling is different

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idrk

sinful jungle
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i think im gonna be changing the reverb triggers around the moons to be like this

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unless theres some consequence to it

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hopefully i can cull out all the triggers in the game that you can simply jump over or fly over

obtuse mortar
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size doesnt matter, just make sure ur excludes are right

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these are how my audioreverbtriggers all look like

sinful jungle
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you can just jump over the ones outside the ship though

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i think it kind of does matter

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?

obtuse mortar
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oh i meat in a performant type way

sinful jungle
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oh

obtuse mortar
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meant*

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there's no real consequence to changing size, the layer overrides do really matter though

sinful jungle
obtuse mortar
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box collider --> layer overrides

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specifically the exclude layers

sinful jungle
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ah

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theres nothing

obtuse mortar
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press the arrow

sinful jungle
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no like

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none of them are selected

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its set to nothing

obtuse mortar
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yeah, you'll wanna select teh settings i gave ya

sinful jungle
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does it help at all?

obtuse mortar
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it's bad for performance having them set to nothing

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afaik helps a lot

sinful jungle
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icic

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those are just the vanilla triggers

obtuse mortar
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yep, i believe reverbtriggerfix does kind of the same thing as is?

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basically you're telling the audioreverbtrigger to not look at random layer objects in detection, and only specific layers (because it only actually cares about those specific layers in code)

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layer overrides are very important sometimes

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i.e. a script that damages a player inside a collider will trigger for enemies and everything else and do the code to check whether it's a player before damaging, but with the exclude layer set to only include player it wouldnt need to do all that stuff

sinful jungle
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every reverb trigger there is

obtuse mortar
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yes

sinful jungle
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cool cool ty

obtuse mortar
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if there's other vanilal trigger scripts like this what you can do is find the script on like dnspy and whatnot

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look for the functions OnTriggerEnter OnTriggerStay and OnTriggerExit

sinful jungle
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one more thing

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some moons have these "startwindquiettrigger" i think v50 moons are missing it, how come?

obtuse mortar
obtuse mortar
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these are in the direction of the ship coming in, im not sure what they actually set but i believe all players pass through it while the ship is coming?

sinful jungle
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yeah i can gather that much

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i just dont get what purpose it serves and why its only on some maps

obtuse mortar
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im building a bundle so i cant check what it has but i have it in my scene so ill check in a bit

sinful jungle
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the sky trigger is on the left

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the right one is the one in the ship

obtuse mortar
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it might just be for setting in the audio of the moon?

sinful jungle
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this is hot garbage

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like wtf

clear cradle
sinful jungle
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ah

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makes sense

unique wyvern
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I don't know if this is a vanilla thing or a RBM thing but this just happened to us an hour or so ago LOL

sinful jungle
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um

unique wyvern
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Iirc something was mentioned about Assurance here, so figured it could be related?

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but it's also pretty funny LOL

sinful jungle
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to my knowledge theres nothing i can do to control where worms can attack

obtuse mortar
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lol how did the worm path to the pipe

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did you mess with the offmesh links?

sinful jungle
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maybe?

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is that what would cause that

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idk how worms work

obtuse mortar
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imagine worm as any other enemy that moves around, except invisible

sinful jungle
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oh huh

obtuse mortar
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here's its early mask

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agent* not early

unique wyvern
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funny as hell

sinful jungle
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its possible i made it so enemies can path to the pipe somehow

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ill look into it

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im fixing up reverb triggers on exp rn

mental breach
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@sinful jungle can't wait for this to conflict with ButteryFixes and GI

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since they both have fixes for that

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lol

sinful jungle
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you misunderstand

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all i did was fix the rotation of the teleport points on the moon scenes

mental breach
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Did you do an oopsie?

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lol

sinful jungle
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no

mental breach
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Ah

sinful jungle
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GI/BF fixes the ones on the inside

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maybe BF fixes the ones on the outside but if it does it didnt apply to my scenes so i had to do it manually

sharp finch
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i fix the external fire exits

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on all vanilla moons

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but it does not apply to your scenes

sinful jungle
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well yeah there u go

sharp finch
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you would need to fix them yourself, as you have done

sinful jungle
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theres only one offmesh link on the pipe from the vanilla scene

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and its not bidirectional

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the start is on top of the pipe etc

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idk how it got there ??

obtuse mortar
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could it have spawned up there

snow kite
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Is it possible for them to spawn up there

sinful jungle
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i mean

snow kite
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Darn beat me to it

sinful jungle
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i have all nodes rendering

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in that screenshot

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dont they spawn on nodes

obtuse mortar
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i do notice an ai node on a pipe

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lol

sinful jungle
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no?

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wherer

obtuse mortar
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well it's hard to read depth but this?

sinful jungle
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uhh theres this

obtuse mortar
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i cant tell if that's ground or pipe

sinful jungle
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oh thats the ground

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it might be that node right there

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ig

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but these are just the vanilla nodes

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so thats

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weird

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its near the flooor

obtuse mortar
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and there's no offmesh link on the big big ladder?

snow kite
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The worm did the scaffolding parkour up the top of the pipe

obtuse mortar
sinful jungle
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no

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none on the ladder

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theres nothing connecting that big rock to the pipes either way

obtuse mortar
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hmm, i am confused then

sinful jungle
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same

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controlcompany

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xd

obtuse mortar
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always possible

sinful jungle
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im playin

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but

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idk

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it doesnt seem feasible to me that they can go there

snow kite
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What about the water tower at the end of the pipe? Did it spawn underneath the tower and somehow get glitched onto the plain for the pipe

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idk

sinful jungle
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i actually added navmesh blockers on those water towers

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there was navmesh inside of the water towers

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previously

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i just put a modifier on it

snow kite
obtuse mortar
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on a side note those water towers having a mesh collider hurts my soul a little bit (assuming their mesh collider isnt a simplified model)

sinful jungle
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oh it is a low detail model

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the mesh collider one

obtuse mortar
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okay that's great to hear

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cuz what most people dont bother doing is just leaving it the same as the mesh which makes every single railing have so much extra geometry for no reason... lol

sinful jungle
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tbh the low detail model silos probably arent much better

obtuse mortar
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rip

sinful jungle
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they still have the railing modelled iirc

obtuse mortar
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that, is so painful

sinful jungle
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eugh

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yeah

obtuse mortar
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i find it pretty satisfying in blender to just eradicate the extra bits of geometry on models lol

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like the whole thing is almost entirely just 5 cylinders

solemn gull
sinful jungle
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blame zekler not me

snow kite
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Garten of Banban had entered the chat

sinful jungle
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so much random bullshit inside of that main building its hilarious

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i love the bits of unused content still in the game

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lol

obtuse mortar
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i'd hope buttery was joking because the performance on that is painful sometimes

sinful jungle
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yeah

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she was

snow kite
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I never understood her wanting to keep the Experimentation ‘interior’, even to no wanting to add black windows to Main as part of Chameleon for parity with other moons

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Rare disagreement with her three

sinful jungle
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i added the black windows

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its just a plane

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but this is so satisfying to me idk why

snow kite
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I know, this mod is painful for me honestly. I love the cosmetic facelift to all the moons but I do not like several gameplay changes that cannot be toggled off so I cannot use the mod

sinful jungle
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all gone

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bye bye

snow kite
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Then there is Map Improvements

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(I like you just deleting it more)

sinful jungle
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hm?

sharp finch
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which is not a big deal, but i think it's interesting and fun and doesn't present a huge performance issue where it absolutely needs to be culled

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that's not to say i hate mesh optimization in general though

sinful jungle
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naww it wasnt rlly for performance concerns

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i just got rid of it bc its unused content and its not supposed to be accessible in the first place

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so

sharp finch
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btw enemies dont spawn exactly on top of ai nodes

sinful jungle
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why even have it to begin with ig

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ah

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do you know why a worm was like

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on the pipe

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lol\

sharp finch
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they spawn on a random nav mesh position within a radius of a selected ai node

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it's possible one of those ai nodes is close enough to put a worm on top of the pipe

sinful jungle
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weird

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i definitely did not move any nodes around

sharp finch
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was the worm on the pipe?

sharp finch
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well

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i mean

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this is verifiably a worm on the pipe

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radar icon on the pipe

sinful jungle
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worm on da pipe

sharp finch
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it's not attacking from beneath the pipe

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not that i think it could at that distance but im not certain it's impossible

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i guess

sinful jungle
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id say its definitely up there

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not attacking from below

sinful jungle
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thats the only weird one i could find

sharp finch
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@sinful jungle it can select a position up to 10 units above the node

snow kite
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shawshank redemption

sharp finch
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and then it grabs the nearest navmesh position

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is the pipe less than 20 units tall?

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because if so

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it could very well be that

sinful jungle
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yeah

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its like

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not even 15 units up

sharp finch
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then yeah

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it probably spawned on a node very close to the pipe

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was randomly placed in a position high up

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sampled the pipe's navmesh area

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and was placed there

clear cradle
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The Ai will pick a spot within an area of a node that is a navmesh, so the worm just happened to spawn on the nav mesh on the pipe

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and since theres no mesh links down it was stuck up there

sinful jungle
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there is an offmesh link though

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i think they just got unlucky

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like it might've spawned while they were up there

clear cradle
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Is it walkable mesh link?

sinful jungle
clear cradle
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Worms can't jump

sinful jungle
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oh

clear cradle
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So it was stuck

sinful jungle
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i could set it to walkable

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but its set to jump in vanilla

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for one reason or another

clear cradle
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I'd say add at least 1 Walkable just in case

sinful jungle
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whats the point of even leaving it as jump

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does it even do anything different other than block certain enemies from using it

clear cradle
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I hate that the AI can spawn in areas it can't navigate in because I'd say just put a volume over the pipe but then it'd spam errors

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That's all it does

sinful jungle
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ok then im jjust gonna set it from jump to walkable

clear cradle
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It's useful if you want a way onto the pipe

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I put some on Offense C so Dogs can chase you up there

sinful jungle
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im not making it bidirectional

clear cradle
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Yea

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Don't want more worms getting up there

sinful jungle
#

fuckign christ

#

god fucking damnit

#

i had to reset my save data last night because i accidentally corrupted it again debugging with two clients

#

and

#

i got jumpscared by this cutscene just now lol

#

i forgot it plays after a certain amount of launches

obtuse mortar
#

though i could be misunderstanding how volumes work

clear cradle
#

Pretty sure it'll spam errors if the ai can't navigate

#

Volumes just change the nav mesh in that area

#

Ie worm spawns in Medium Space

#

Can't navigate

obtuse mortar
#

well it shouldnt spawn in an area if there isnt any navmesh, i've only used the not walkable for navmesh modifier volumes which just deletes the navmesh so im not sure what the other volume masks would do tbh

clear cradle
#

It changes the area to that mask. There's still a nav mesh, just different mask/color

sinful jungle
#

idk if i vibe with the "fixed" sky or not

#

for reference artifice normally has the snowy sky but butteryfixes has an option to make it into this, which is the normal sky

#

i feel like the darker sky just kinda fits ARTIFICE better though idk

#

typed embrion on accident

sinful jungle
#

fix artifice volume

#

if its not in BF its in chameleon

high haven
#

gotcha

sinful jungle
#

yeah i dunno

#

im gonna keep the dark sky

#

it just looks nicer to me

sinful jungle
#

i put dust clouds on artifice and damn it looks kinda cool

obtuse mortar
#

Fog + light = good
Fog alone = bad
That's what I've found anyway

mental breach
#

I'm unsure how I feel about all of those extra lights on the main building

#

lol

high haven
#

Wym

proper estuary
#

Main building looks like a caterpillar with those lights lmao

proper grotto
#

I like the added detail compared to a massive cinderblock. Unsure why there’d be spotlights/searchlights pointing in the air.

#

Unless it’s identifying flying objects such as unauthorised aircraft or old birds or something similar.

dense hull
sinful jungle
#

both of the new buildings vaguely resemble faces and I really like it hehe

wanton spoke
dense hull
#

There’s a piece by Alvim Correa for The War of the Worlds novel that’s similar, but goes further into the face aspect

#

The off-putting faces (Whether bad or good) plus the fact we know that Artifice and Embrion were once used for fucked up things adds a certain charm that I love personally

sinful jungle
#

im gonna do it through code if the map isnt snowy later

unique wyvern
sinful jungle
#

i was joking lmao

#

btw it should be fixed

#

at least if a worm somehow spawns up there it'll immediately path off now

unique wyvern
#

I figured LOL dw

sinful jungle
#

same for artifice

#

if a worm spawns on the building it'll path off now

unique wyvern
#

neato

unique wyvern
#

was curious how it'd look teehee

sinful jungle
#

and i dont wanna make it ugly for ppl who use that

sinful jungle
unique wyvern
#

what? that's snowy artifice?

sinful jungle
#

no

#

ohh

#

i misunderstood

#

you wanted to know how it looked w/ it

#

darn im not home rn ill have to get a screenshot later, but trust me it just looks bad

unique wyvern
#

since I downloaded both in my modpack but have not gotten to see it yet

sinful jungle
#

oh

#

narpy posted a screenshot a bit ago

#

it looks cool

#

i thought u were talking abt dust clouds

#

cuz thats what you replied to

unique wyvern
#

OH I thought bad was just talking about snowy artifice with the new building lights or smth

#

we both horribly misread what others said jfc LOL

sinful jungle
#

next update i think im gonna move titans 3rd fire exit to make more use of the empty space on the terrain

#

im prolly gonna add a couple more config things too

#

nothing crazy though

unique wyvern
forest spruce
#

Scan node is at the wrong spot

sinful jungle
#

oh ill move it over a bit

#

low priority though its pretty much the same spot

forest spruce
#

Also, not sure if this is you but ArtificeBlizzard is pink now

sinful jungle
#

uh?

#

you're gonna have to let buttery know ig, it might be applying stuff based on scene and not level name

#

this is what i meant abt it looking bad, i thought it was the dust clouds, ig not

#

unless i accidentally pushed dust clouds

#

shoot

sinful jungle
forest spruce
#

I tought it looked more foggy than usual

sinful jungle
#

sorry !! :-(

sharp finch
#

it checks the name of the selectablelevel

sinful jungle
#

yeah i mightve accidentally pushed dust clouds then

#

mb

sharp finch
#

if you have debug level logging then i can see exactly where my code is failing

#

i can also just check for myself

sinful jungle
#

i was experimenting but i need to do it through code bc artifice blizzard exists

#

your code is not failing

#

theres just dust clouds

#

bc i left them on accident I think

sharp finch
#

are you sure? dust clouds already enable themselves when playing the game sometimes

#

idk what does it but it's something to do with audioreverbtriggers

#

you can see them when landing on experimentation pretty consistently

#

etc.

sinful jungle
#

yes im positive because i intentionally gave artifice dust clouds

sharp finch
#

i see

#

the thing that i was concerned this was

#

is that im failing to override the sun animator

#

because normally the sun animations give it a blue tint

#

and this looks like it's using the normal sun animations

sinful jungle
#

oh maybe idk

sharp finch
#

i think it's funny that installing rebalanced moons added like 14 dependencies to this brand new profile

sinful jungle
#

okay i dont think i shipped artifice with dust clouds

sharp finch
#

it looks fine to me

sinful jungle
#

can you do me a favor and

#

enter the facility and exit again

#

maybe

sharp finch
#
[Info   :Artifice Blizzard] Disable daytime spawns for Artifice
[Info   :Artifice Blizzard] Overridden baboon spawn weight for Artifice
[Debug  :Artifice Blizzard] Setup "snowstorm" fog
[Debug  :Artifice Blizzard] Override time-of-day animations
[Debug  :Artifice Blizzard] Repaint terrain
[Debug  :Artifice Blizzard] Change OOB material
[Debug  :Artifice Blizzard] Change tree/foliage material
[Debug  :Artifice Blizzard] Hide Mimcket
[Debug  :Artifice Blizzard] Enable blizzard audio
#

"enable blizzard audio" is the last step and it would throw an error afterwards if it was unsuccessful

sinful jungle
#

does entering the facility and leaving still look normal

sharp finch
sinful jungle
#

yay

#

ok

sharp finch
#

how a artifice blizzard looks

sinful jungle
#

i love the chanting sounds in artifice's ambience

sinful jungle
#

does it change the shader

sharp finch
#

it's because im replacing the terrain material

#

not the textures

sinful jungle
#

oh

sharp finch
#

i might need you to send me the shader you use and set up compatibility by adding an alt mat

#

if you want me to do that

sinful jungle
#

i can

sharp finch
#

it would need to be before i push the lobby compatibility update

#

which has no ETA or deadline, i just dont want to come back to it twice

#

lol

#

also i guess i should say

#

this is during flooded

#

maybe it looks wrong during normal weather

#

still looks fine for me during rainy weather

#

which isn't overcast like flooded

#

it just has rain particles

wild elbow
#

what a journey lol

sinful jungle
#

yippee

sharp finch
forest spruce
sharp finch
#

i'd say "probably"

#

it seems ok with just this mod and artificeblizzard

unique wyvern
#

good change

versed bone
#

Oh shit that's actually fucking cool

#

imagine leave and there's like fucking dog or giant

sinful jungle
#

im able to make terrain edits like this easily thanks to @green terrace i dont have to remap the uvs every time i change the terrain

sinful jungle
#

lol

versed bone
#

Oh shit defieintly turnign it on for my modpack lol

sinful jungle
sinful jungle
#

i might have to make the fog slightly less thick on titan or something

#

even with more guide lights its like

#

impossible to find it

clear cradle
#

Is this a 3rd fire exit or moved 2nd one?

sinful jungle
#

the one that was on the snow

#

the 3rd one

snow kite
#

Nah, people should just learn it like they did with Rend fire. Plus if they are lost they can probably scan the ship to get their bearings

clear cradle
#

Maybe put some more rock groupings by the hills on the way there so the ones by the fire aren't the only rocks

sinful jungle
#

ig

clear cradle
#

or just around in general

woven tiger
snow kite
#

Titan

#

3rd Fire Exit moved from bottom of the structure to its own little hill on the other side of the ship

sinful jungle
#

i was thinking of maybe doing something like this to act as semi bounds walls so the player cant miss it and just walk off forever

#

itll mostly be obstructed by fog unless you get close anyways so

unique wyvern
sinful jungle
#

man i wish i could easily edit splatmaps

#

and like

#

actually tell wtf im doing

obtuse mortar
#

I wrote about it in the pins of #dev-moons

forest spruce
#

And looks like it doesn't have anything to do with Rebalanced Moons as it's happening with only these mods

#

I remember having Registry and ArtificeBlizzard at the same time a couple weeks ago without any having issues and since only WeatherRegistry updated in the last month then my guess is that it's probably on Registry's side

forest spruce
#

Oh unless it's a Map improvement problem? Not sure

clear cradle
#

I don't touch the scan node on Embrion, I forgot

sinful jungle
#

its in front of the door

#

you're just standing slightly to the right of the building so the perspective is off

forest spruce
#

Aren't scan nodes usually directly on the door?

sinful jungle
forest spruce
#

Oh mb then

sinful jungle
#

ill move it to the right a bit

#

so the perspective from the ship is better

forest spruce
sinful jungle
#

idrk

#

buttery said it works fine on their ennd

#

ill check on mine

forest spruce
#

Well I've narrowed the issue to being an incompat between Blizzard and WeatherRegistry so it shouldn't have anything to do with you really

sinful jungle
#

wtf really

sinful jungle
#

gross @sharp finch

#

yeah

#

artifice blizzard is like yellow with weather registry

sinful jungle
#

wasnt me this whole time

sharp finch
#

it replaces the sun's anim

sinful jungle
#

iirc weather registry has a sun animator blacklist

sharp finch
#

mrov fixed it on their end a long time ago

#

didnt cross my mind to check again

dense hull
#

Is your fire exit running? Well, go catch it!

cunning steeple
#

is the sun animator broken again 😭

proper grotto
#

I feel so bad for mrov. It feels he has to fix some bug every single day

#

The unsurprised questioning of if the sun animator is broken “again” says everything

snow kite
#

It was working just fine for me yesterday, even on Espira (which has a custom skybox) it knew what to do

sinful jungle
#

its not broken

#

it just doesnt look right on artifice blizzard

snow kite
#

I see

sinful jungle
#

its just

#

artifice blizzard also modifies the sun animator

#

but it seems like yours takes priority

#

im 99% sure adding artifice to the sun animator blacklist would fix the issue

#

on the user end

sinful jungle
#

but w/e

#

basically its just an incompatibility with two mods trying to do the same thing

cunning steeple
sinful jungle
#

p sure it modifies it

cunning steeple
#

@sharp finch 🥹

sinful jungle
#

idk

sharp finch
#

we've talked about it before

#

i havent changed anything since the last time we spoke about it

#

in my thread

cunning steeple
#

so it still works the same way

sharp finch
#

yes

cunning steeple
#

okie

sharp finch
#

i have all the typec animation clips in an asset bundle

#

then i create an override controller to remap the animations to those typec animations

#

and apply it to the sun controller

#

one second

cunning steeple
#

do you name them the same way as vanilla or differently?

sharp finch
sharp finch
#

i copy pasted the clips

#

the only change i made was changing the sprite reference to a copy of the sprite inside the asset bundle

cunning steeple
#

alrighty

sharp finch
#

because otherwise when the game updates

#

it causes the sun to become a pink square

cunning steeple
#

I will check (when I have enough free time) if it works as intended

sharp finch
#

outside of that is identical

cunning steeple
#

okay, thanks 😇

sinful jungle
#

i updated experimentation to make all the audio changes diagetic audio sources instead of just reverb trigger audio changes

#

so the transition is way smoother between going into the alley/main entrance now

sinful jungle
#

patch today to fix up all the reverb triggers and implement the thing above

#

also offense had assurance terrain collision on accident... i fixed that

#

kinda sux lol ive done all this cool work lately and yet i dont rlly have anyone to play the game with bc my duo's computer broke

obtuse mortar
#

if it helps, there was a time where i didnt play the game for about 8 months straight, i enjoy modding it more than playing lol

sinful jungle
#

yea but its like, i wanna play the game still

#

i just dont rlly have friends who play the game

forest spruce
#

all mine moved to repo

#

they think lethal is boring now

obtuse mortar
versed bone
#

I mean I actually like LC still-

#

Mainly cause I think it's just me vibing to it and got a good modpack going

high haven
#

whats going on with repo anyway

#

i've heard a little about it but haven't really looked into it

obtuse mortar
#

well rn its down afaik lol

#

but it's like lethal but without hazards or moons, and the enemy ai is more... "advanced"

high haven
#

wdym its down

#

isnt it supposed to be p2p

obtuse mortar
#

havent played it, i dont own it, im just seeing that its down rn

#

not the first time that it's been down either

high haven
#

damn

snow kite
#

I think REPO is just another case of a small team making a small game that then proceeded to blow up

#

Might be having some growing pains

snow kite
# high haven i've heard a little about it but haven't really looked into it

It’s another horror/comedy scrap collector game, but has way different mechanics than LC. There is no time limit on levels, it is just that monster spawns become unmanageable after enough time. There is also only one map afaik, with randomized elements within it. The game is very physics-based, with you basically having a gravity gun from Portal that can pick up things and move them around, with scrap breaking if you slam them too hard and stunned enemies being able to be thrown in death pits. Your character can pick up a few things themselves but almost exclusively interacts with stuff through the gravity gun and its accompanying physics. Your inventory is only for equipment, as you instead have a mobile cart to put scrap in and get to extraction points on the map to collect scrap

unique wyvern
#

There's three maps

snow kite
#

Ah

#

Well still much less than LC’s 11

unique wyvern
#

I mean it's more like it has 3 interiors, Repo has no "maps"

#

instead it just plops you down into the randomly generated dungeon immediately

snow kite
#

Wrong game? Which one has a gravity gun?

sinful jungle
#

half life

#

2

#

but like

#

you're not really wrong, the portal gun has a built in gravity gun

#

its less powerful IIRC but they still have a gravity device integrated into it

snow kite
#

Ah

#

I’m not crazy then!

sinful jungle
#

from the half life wiki (fanmade so id take it with a grain of salt)

#

id actually say the grab mechanic in repo is more akin to the portal gun gravity manipulator

#

so

obtuse mortar
#

i'd say it's more like the gravity gun mod in minecraft

#

but a bit weaker

sinful jungle
#

ok so like

#

the hl2 beta physgun

#

i guess

clear cradle
#

Thoughts on this? Or would you guys prefer not?

sinful jungle
#

it just looks kinda weird huddled up to the windows

#

if you could move it back to the wall so its flush with it that would be cool

#

i need to send you the scene again aanyways

#

i moved the building

clear cradle
#

always changing things up on me

sinful jungle
#

srry :(

#

im done changing it though i promise

#

im happy with how embrion is now

clear cradle
#

I'm not

high haven
sinful jungle
unique wyvern
#

this looks peak

sinful jungle
#

its cool i just dont like how this looks

#

its rlly awkward

clear cradle
#

well I need to change it anyways

sinful jungle
#

i think it would look better if it overlapped this wall on the left here

#

but it'll probably intersect the terrain so

tough niche
#

I know weird time to ask but why is the vainshroud spawn for yesfox 8.5/8.7? Someone mentioned yesfox has the basegames values but just has bugfixes (plus the fact that vainshrouds and foxes are back). I thought in basegame lethal, shrouds had a 20% to spawn on a moon that you where landing on.

sinful jungle
#

that was never the case

#

the wiki said that but it was just wrong

#

vain shrouds were never a 20% chance on any moon

tough niche
#

Is there anywhere that provides the correct values?

#

I only know of the wiki

sinful jungle
#

@sharp finch does yesfox still adhere to this

tough niche
#

Where is that from? The config in yesfox?

sinful jungle
#

lethal company

#

before it was removed

tough niche
#

Is that patchnotes?

sinful jungle
#

nah its a message from buttery

sharp finch
sinful jungle
#

oh ok

sharp finch
#

but yes

#

yesfox respects all this vanilla behavior still

#

first of all these values are wrong

tough niche
#

aghhh, would you know where the correct ones are?

sinful jungle
#

did it change

sharp finch
#

the way vanilla lethal does math, all numbers are rounded down to an integer and then the chance is +1

#

so values were acutally 11%, 8%, 5%, and 8% for this patch

sinful jungle
#

oh

sharp finch
#

yesfox fixes that bug

#

and zeekerss also reduced the chances

#

it is now 8.5%, 5%, 2%, and 4%

#

but also this message has a couple of inaccuracies

#

let me just do another writeup

sinful jungle
#

while i have your attention

#

i was thinking abt making the terrain on offense darker

#

like just offense specifically so its a little visually different

#

but idk wdyt

sharp finch
# sharp finch let me just do another writeup

when a day passes (X Days Left, new quota screen, or immediately after you are fired), every moon runs the following:

  • 0% chance to grow if the moon does not support weed growth
    • this only applies to Gordion in vanilla but custom moons can utilize this functionality
    • YesFox will additionally reset weeds back to 0 iterations if the moon has growth disabled (which is not vanilla behavior, but helps saves adapt retroactively when installing Rebalanced Moons)
  • A% chance to grow on the moon you just left (Experimentation on a new save file)
  • C% chance to grow on Embrion if you have less than $200
  • D% chance to grow on Rend, Dine, Artifice, or Embrion if:
    • players have less than $500
    • the ship is parked at one of the first 6 moons (NOT Gordion)
  • B% chance to grow if none of the above cases apply
#

i misread some of the code for "case D" when i made the above post

#

the one from zeekcord

sinful jungle
#

cool im pinning this so i dont forget

sinful jungle
#

should probably edit the percentages to just be numbers to avoid confusion

sharp finch
sinful jungle
#

ah ok

sharp finch
#

in v60 (unused):
A was reduced to floor(8.5)+1%
B was reduced to 4+1%
D was reduced to 2+1%

yesfox respects the default values from v60, but fixes the +1 bug and also correctly accounts for decimal percentages:
A corresponds to "Spawn Chance (Same Moon)" and defaults to 8.5%
B corresponds to "Spawn Chance (Other Moons)" and defaults to 4%
C is 1.25x B (5% by default)
D is 0.5x B (2% by default)

#

that should be everything

#

but i assume there will continue to be confusion because there is no sensible way to explain all of this information

sharp finch
#

"case D" seems intended to prevent weeds from growing on paid moons until the player is approaching the point where they'd be able to afford visiting them

#

but Titan is not considered at all for case D and is always subject to case B

#

also, all moons (except Embrion) are subject to case B the first day of a new quota, because the ship is parked at gordion when the day turns, and gordion is not considered to be one of the free moons

#

on its own, Embrion is super weird because it is subject to increased growth rates (case C) if you have less than $200, but if you have between $200-500, it has decreased growth rates (case D)

#

i have genuinely no idea what the thought process is there

#

but having no clue what the intent is there, i just left it as-is in yesfox

#

the exact numerical values probably dont matter a ton anyway

#

i dont think there is a huge difference between rend rolling a 4% chance the first day of quota vs 2% the other 3 days

#

anyways

#

sorry

#

infodump

sharp finch
#

it's hard to judge the visuals without any of the post processing

#

i dont mind assurance and offense looking almost identical to each other to begin with

#

vow and march look pretty much identical

#

in terms of atmosphere, not layout, i mean

#

if you wanted to make them visually distinct i'd say changing the fog color might go a further distance

#

all of the free moons sans adamance use the exact same dull blue fog

#

maybe offense could have a sandier orange tone

#

but the terrain might look good in-game

#

shrug

sinful jungle
#

and maybe make vow look a little different from march somehow

#

i just dont want it to look bad after i change it

marsh wave
#

At least I got what I wanted so no complains

tough niche
#

When in yesfox a vainshroud spawns, how many spawn at once? Just one?

sharp finch
#

every day afterwards grows exactly 1 iteration

#

the first iteration has anywhere from 1 to 3 weeds

#

each additional iteration adds 0-2 weeds from each previous weeds that existed

#

capped at 15 per iteration

sinful jungle
clear cradle
#

The offense rocks are way too noisy

sinful jungle
#

oh its bc i left triplanar on those on accident

#

ignore that

dense hull
clear cradle
#

Darker vow looks nice

sinful jungle
#

i didnt make it darker but it has a new grass material

#

instead of the moss

sinful jungle
#

nothing i can do abt it

clear cradle
#

gross

sinful jungle
#

i noticed even when i changed it back to UV0 it looked bad still

#

so

#

yeah its just a sponge posterization quirk

unique wyvern
sinful jungle
#

yes

cinder jackal
sinful jungle
#

yeah i like this new grass texture a lot

#

im leaving march with the vanilla moss tho

unique wyvern
#

I think the only one that needs visual touch ups is vow cuz atleast ada has different fog

sinful jungle
#

maybe

#

i wanna see how it looks in game first though

#

if i like it i am going to keep it probably

unique wyvern
#

sounds good!

mental breach
#

I like the way Adamance looks by default, the only thing that needs fixed is that extended section you added not matching the rest of the terrain and looking super out of place lol

sinful jungle
#

extended section?

mental breach
high haven
#

do u have a pic

mental breach
#

Matty had pointed it out to me one day that it looked weird

sinful jungle
#

lemme look rq

mental breach
#

Yeah I'll try and get a screen of the area

#

I know there was also a floating tree back there

#

XD

#

No idea if any of this has been fixed, you pushed so many updates in the last few days

sinful jungle
#

oh the floating tree was fixed but i dont know if i pushed that yet

#

ik what ur talking abt

mental breach
#

Yeah this whole area, it's just a bit brighter than the rest of the map for some reason

#

and floating tree is still there

#

XD

sinful jungle
#

idk what you mean about the terrain though

#

i didnt add anything

#

i just flattened a hill that was there

mental breach
#

Hmmmm

#

Oh maybe the hill being flattened is why it looks odd

#

since the brownish texture is usually more on the sides of them

#

I thought it was a whole added Section

#

Lmao

sinful jungle
#

that area is almost visually identical in vanilla

#

so idrk what you mean

mental breach
#

Hmmmm

#

🤔

sinful jungle
#

this is all thats different

mental breach
#

Probably just my brain playing Placebo cus it never looked off to me until Matty said something lol

sinful jungle
#

i prefer the moss on adamance