#RebalancedMoons + Atlas
1 messages · Page 14 of 1
you dont got any colliders with the layers colliders,room or default somewhere up high do you?
naw
fuck :( its not
i disabled imperium and none of them are flying
they just waddle around the map
why????
that's so weird
i expect these birds to FLY
Bro turned them into penguins
im gonna have to ask buttery for help tomorrow i guess
idk
theres nothing at all high up in my scene
I think I remember looking at old birds and them never flying the other day
...and if I said it could be ButteRyBalance?
ah
it must be
she modifies old birds so you can stand on their heads and whatnot
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
Yes this feature is broken
Also causes old birds to softlock and stay walking in place
Immediately after waking up
tbf it doesn't do that for me
Weird
yes it does not softlock old birds
there is something else (different mod) causing that to happen
im aware there is a conflict with the flight mode but i wasn't aware it caused them to fail flight completely
i thought it just disabled flight under specific circumstances
i will look into fixing it
for now you can disable the setting if it gives you trouble
fixing it is probably easier than i assumed it would be
i was thinking there wouldn't be a layer that fits my needs but that actually might not be an issue after all
igot complaints from osha so i added more air conditioning and railing to the roof of artifice building
i would call this an average aperture science warning but they would probably encourage this instead
(for science)
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.
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
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)
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
just my two cents tho, other than this im loving how fresh the vanilla moons feel
Have you tried using LethalSponge?
And LethalPerformance
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.
configs are shared through codes
just turn it off
i've been seeing some moons/interiors having trouble with lethalsponge so i'll wait for some more updates and will add it!
Do you play with any said moons?
Since most moons work perfectly fine
what is lethal sponge?
A performance mod which optimises the rendering system
Alongside some other small stuff
huh
yup. it's a mix of demonmae's moons/interiors so far
Not sure if their moons are affected by LethalSponge I haven’t been keeping track
But the issues will probably be fixed soon.
What kind of trouble
btw @clear cradle if you're curious i was right
for one reason or another radmechs cant go down large jump offmesh links
they're for like
dogs
and stuff
its weird
Not even Walkable?
0 vertical
that being said
the flight bug was also a bug with butterybalance
and was fixed overnight
so no more of that garbo
I'd say having the Walkable mesh links would be smart still. I have a bunch in MI
I just left the ones connecting the roof from the ground as Jump
because they're like that in vanilla
I think zeekerss put them there so that when other enemies spawn on the roof (giants, dogs) they immediately walk off
I'd imagine it has something to do with their non linear movement style
but old birds still have to fly after a little bit
i think that is okay
im gonna test sponge out
im kinda curious
oh cool! lethalsponge completely overrides the increased fog distance that i added
so the spotlight volumetrics arent visible from the ship
Is there a config option in Sponge for that, or is there no way to fix the spotlights atm
idrk, ill figure it out
well yeah its lethalsponge sadge
its interesting
idk about you but the increased fog distance did not change my performance at all lol
i thought it was a cool change
though my pc is uh
yeah
oh
@dense hull its this
Buh
W
Oh shit nice gonna do dat
you should prolly just do this instead
set the cap to 250 instead of disabling it
AH okay
Not sure how you missed it, but it's been the performance mod that's been having the biggest effect on people since like cullfactory was made
well
it looks like the first upload was in february?
cull factory has existed a lot longer than that
consider; i havent played this game since february
lol
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
well nobody tells me anything smh
@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
is there a SRP mod yet
no but there is some sort of desire to port the game to URP
not sure if or when that will actually come to fruition
oh oops
i meant URP
i meant srp as in
standard rendering pipeline
wait they're two different things wtf
thats so confusing
so theres 3?
@sinful jungle yes
standard render pipeline is the default
built-in render pipeline is another name
i thought URP and default were the same
HDRP is designed for the highest graphical fidelity but isn't really built for performance
ye
There's another I forget the name of
But the main ones are Universal, Standard and High Definition
Scriptable render pipeline maybe? But pretty sure that's just URP
I'm pretty sure I'm not lying but I cant find the name of the 4th lol
It's probably super old and deprecated
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
lwrp
but it's been deprecated yeah
If i had to guess its prolly cuz hes trying to make a fire exit with the same name/id as mine
im not sure
Thank you magic man
what does lobbycompat do again?
Tells you which mods you’re missing when joining a lobby
Among some other things I think
i wanna see
just imagine flat green no texture
idk what i did
im opening unity rn
lol
uh ok'
i wonder if its aggressive material fix
@sharp finch
do you use this?
yes
it was
cool new incompatibility
i mean it makes sense
im using a custom terrain shaderr
lol
yes
wait what fix is that from??
what
or causes this issue?
its a mod
oh
probably doesnt except biplanar terrain
like what mod as I have tons of butteryfix mods
OH lol
Gotta love aggressive material fix
I don't even know what it was going for in the first place, it breaks so many visuals
I mean I guess you can say-
It's too aggressive
Was found with 28 bullets to the chest.
it was going to be implemented into lethallevelloader at one point
noosh made the mod as a trial run
well thats gay
I'm assuming the LLL implementation would've been a bit more discerning on which materials get changed
yeah it was a whole argument
most people were against it
esp since it would affect enemies and other things outside of LLL when you used it
don't think it would've been toggleable either
thats stupid
yes
yes
it would have been a HORRIBLE move, in my honest opinion
it completely ruined the visuals of some enemies like the redwood giant
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
but it was only a point of conversation for like 2 days and then i think after AMF it just never happened
buttery can you check dms ..
it felt longer than that but yeah it was a whole ordeal for a bit
Noosh (?) idk if that was their name went off to college and I haven't seen them active in a while
still, how tf does it "fix" materials... it shouldn't be allowed to just replace shaders with HDRP/Lit if the original is something else entirely 
well the problem it exists to fix
is that if you dont compile your asset bundles in a project that was decompiled using LC project patcher
the shaders will be compiled without support for all of lethal's visual features and it would cause them to "look incorrect" in game
but the terrain shader dopa uses isn't even HDRP/Lit idk why would it replace it
with that mission statement it makes sense, that's fine
but it is also obv a destructive change to make, especially if it applies to content that was not implemented via LLL's apis
and even if it's "more correct" it's most likely not what the developer tuned the visuals using
so it will retroactively mess up the art on older content mods
yeah it also causes increased draw calls cause it cannot batch all the separate versions as one, but i'm not sure there is a way to replace them at runtime without braking stuff because there is also conditional shader compilation going on with the Lit shader
i'd assume it would at least check if the shader it wants to replace has the name "HDRP/Lit"
not just replace everything indiscriminantly...
I guess that's why it's called aggressive lol
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
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
That's what it was intended to do afaik
thank you for the clarification
this may have been the conclusion batby ultimately reached but it was not always the case
it was not pitched as opt in/opt out for mods that utilized LLL and out of the gate batby said as much
making it affect non-LLL mods was not part of the initial pitch either but was not off the table either
i dont think anybody was saying it wouldnt help with performance and i dont think anybody has a problem with that either
that is a real benefit and a nice one at that
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
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?
i might have unintentionally made it less foggy ill look into it
uh, it looks fine on my end
this is with this mod
cant see shit
wait
okay thats weird when i move away from the ship all the fog condenses into this cube
wtf
More like D
They break like the most niche shit
no you didnt
rend is just weird as fuck
and has a fog volume in front of the ship doors like that
for some reason
oh
i did remove it
well, loosely related
but i did want to mention
you should not blame yourself for that weirdness
oh
this game has a bunch of weird scripting shit going on
audioreverbtriggers are the worst
they do too much
anyways this is why i have it set to 0.63
3.7 on my scene looks like this
ig bc the tiling is different
idrk
i think im gonna be changing the reverb triggers around the moons to be like this
unless theres some consequence to it
hopefully i can cull out all the triggers in the game that you can simply jump over or fly over
size doesnt matter, just make sure ur excludes are right
these are how my audioreverbtriggers all look like
you can just jump over the ones outside the ship though
i think it kind of does matter
?
oh i meat in a performant type way
oh
meant*
there's no real consequence to changing size, the layer overrides do really matter though
where do i see this
press the arrow
yeah, you'll wanna select teh settings i gave ya
does it help at all?
yep, i believe reverbtriggerfix does kind of the same thing as is?
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)
layer overrides are very important sometimes
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
can i put these on like
every reverb trigger there is
yes
cool cool ty
if there's other vanilal trigger scripts like this what you can do is find the script on like dnspy and whatnot
look for the functions OnTriggerEnter OnTriggerStay and OnTriggerExit
one more thing
some moons have these "startwindquiettrigger" i think v50 moons are missing it, how come?
this is just a code snippet of audio reverb triggers but it does stuff like checkign whether tag is enemy therefore you only need enemy layer etc
hmm
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?
yeah i can gather that much
i just dont get what purpose it serves and why its only on some maps
im building a bundle so i cant check what it has but i have it in my scene so ill check in a bit
it might just be for setting in the audio of the moon?
I'm pretty sure this is to play the audio of wind when the doors open as the ship is landing
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
Watch There's worms in me pipe??? and millions of other Lethal Company videos captured using Medal.
um
Iirc something was mentioned about Assurance here, so figured it could be related?
but it's also pretty funny LOL
to my knowledge theres nothing i can do to control where worms can attack
imagine worm as any other enemy that moves around, except invisible
oh huh
its possible i made it so enemies can path to the pipe somehow
ill look into it
im fixing up reverb triggers on exp rn
@sinful jungle can't wait for this to conflict with ButteryFixes and GI
since they both have fixes for that
lol
you misunderstand
all i did was fix the rotation of the teleport points on the moon scenes
no
Ah
GI/BF fixes the ones on the inside
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
yes
i fix the external fire exits
on all vanilla moons
but it does not apply to your scenes
well yeah there u go
you would need to fix them yourself, as you have done
idfk
theres only one offmesh link on the pipe from the vanilla scene
and its not bidirectional
the start is on top of the pipe etc
idk how it got there ??
could it have spawned up there
Is it possible for them to spawn up there
i mean
Darn beat me to it
well it's hard to read depth but this?
uhh theres this
i cant tell if that's ground or pipe
oh thats the ground
it might be that node right there
ig
but these are just the vanilla nodes
so thats
weird
its near the flooor
and there's no offmesh link on the big big ladder?
The worm did the scaffolding parkour up the top of the pipe
shouldnt be that
no
none on the ladder
theres nothing connecting that big rock to the pipes either way
hmm, i am confused then
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
idk
i actually added navmesh blockers on those water towers
there was navmesh inside of the water towers
previously
i just put a modifier on it
What about the pipe scaffolding here
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)
okay that's great to hear
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
tbh the low detail model silos probably arent much better
rip
that, is so painful
i find it pretty satisfying in blender to just eradicate the extra bits of geometry on models lol
like the whole thing is almost entirely just 5 cylinders
oh god
blame zekler not me
Garten of Banban had entered the chat
i did that to experimentation and buttery called me a party pooper
so much random bullshit inside of that main building its hilarious
i love the bits of unused content still in the game
lol
i'd hope buttery was joking because the performance on that is painful sometimes
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
Rare disagreement with her three
i added the black windows
its just a plane
but this is so satisfying to me idk why
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
hm?
i was referring to specifically removing the experimentation interior
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
that's not to say i hate mesh optimization in general though
naww it wasnt rlly for performance concerns
i just got rid of it bc its unused content and its not supposed to be accessible in the first place
so
btw enemies dont spawn exactly on top of ai nodes
why even have it to begin with ig
ah
do you know why a worm was like
on the pipe
lol\
they spawn on a random nav mesh position within a radius of a selected ai node
it's possible one of those ai nodes is close enough to put a worm on top of the pipe
was the worm on the pipe?
so
evidently yeah
Watch There's worms in me pipe??? and millions of other Lethal Company videos captured using Medal.
worm on da pipe
it's not attacking from beneath the pipe
not that i think it could at that distance but im not certain it's impossible
i guess
it looks like the particles start on the pipe
id say its definitely up there
not attacking from below
part of me feels like its this node but idk
thats the only weird one i could find
@sinful jungle it can select a position up to 10 units above the node
shawshank redemption
and then it grabs the nearest navmesh position
is the pipe less than 20 units tall?
because if so
it could very well be that
then yeah
it probably spawned on a node very close to the pipe
was randomly placed in a position high up
sampled the pipe's navmesh area
and was placed there
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
and since theres no mesh links down it was stuck up there
there is an offmesh link though
i think they just got unlucky
like it might've spawned while they were up there
Is it walkable mesh link?
Worms can't jump
oh
So it was stuck
i could set it to walkable
but its set to jump in vanilla
for one reason or another
I'd say add at least 1 Walkable just in case
whats the point of even leaving it as jump
does it even do anything different other than block certain enemies from using it
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
That's all it does
ok then im jjust gonna set it from jump to walkable
It's useful if you want a way onto the pipe
I put some on Offense C so Dogs can chase you up there
im not making it bidirectional
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
unless there's like no navmesh around a node, it shouldnt be spamming errors
though i could be misunderstanding how volumes work
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
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
It changes the area to that mask. There's still a nav mesh, just different mask/color
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
which option is this
gotcha
Fog + light = good
Fog alone = bad
That's what I've found anyway
Wym
Main building looks like a caterpillar with those lights lmao
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.
This what I imagined, yes, considering Artifice is a military moon
I love the eye lights
both of the new buildings vaguely resemble faces and I really like it hehe
wondering how it looks with snowyartifice..
There’s something I like about this
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
bad so i removed it for now
im gonna do it through code if the map isnt snowy later
why would my mod illiterate friends use control company on our sesh
i was joking lmao
btw it should be fixed
at least if a worm somehow spawns up there it'll immediately path off now
I figured LOL dw
neato
did you remove cuz it looks bad or because it was buggy or smth?
was curious how it'd look teehee
like i said it just looks bad with snowy artifice
and i dont wanna make it ugly for ppl who use that
it looks like this
what? that's snowy artifice?
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
yeye, I wanted to know how the building looks on snowy artifice
since I downloaded both in my modpack but have not gotten to see it yet
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
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
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
that's honestly what I thought the extra titan entrances were gonna be
Scan node is at the wrong spot
Also, not sure if this is you but ArtificeBlizzard is pink now
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
dont do this until i can check when im home in a bit actually
Oh maybe you did because
I tought it looked more foggy than usual
sorry !! :-(
no i never set artificeblizzard to check for scene name
it checks the name of the selectablelevel
if you have debug level logging then i can see exactly where my code is failing
i can also just check for myself
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
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.
yes im positive because i intentionally gave artifice dust clouds
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
oh maybe idk
i think it's funny that installing rebalanced moons added like 14 dependencies to this brand new profile
okay i dont think i shipped artifice with dust clouds
it looks fine to me
[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
does entering the facility and leaving still look normal
how a artifice blizzard looks
i love the chanting sounds in artifice's ambience
oh
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
i can
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
what a journey lol
cool
So I conclude that this is an incompatibility with another mod?
Oh shit that's actually fucking cool
imagine leave and there's like fucking dog or giant
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
and yes if you have this fire exit on it adds ai nodes around it
lol
Oh shit defieintly turnign it on for my modpack lol
on vs off
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
Is this a 3rd fire exit or moved 2nd one?
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
Maybe put some more rock groupings by the hills on the way there so the ones by the fire aren't the only rocks
ig
or just around in general
what moon is that?
Titan
3rd Fire Exit moved from bottom of the structure to its own little hill on the other side of the ship
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
I think that's alright
yeah
There's a tick called Enable effects or smthn that turns it on when entered lol
I wrote about it in the pins of #dev-moons
Found it, the problem is with WeatherRegistry
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
This one is also a little bit off btw, not that's it's a big issue or anything. Just mentionning it
Oh unless it's a Map improvement problem? Not sure
I don't touch the scan node on Embrion, I forgot
id hardly call this incorrect
its in front of the door
you're just standing slightly to the right of the building so the perspective is off
Aren't scan nodes usually directly on the door?
no
Oh mb then
But yeah, not sure who's fault it is for ArtificeBlizzard
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
wtf really
yeah.
wasnt me this whole time
it replaces the sun's anim
iirc weather registry has a sun animator blacklist
Is your fire exit running? Well, go catch it!
is the sun animator broken again 😭
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
It was working just fine for me yesterday, even on Espira (which has a custom skybox) it knew what to do
I see
i dont think its anything you're doing wrong
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
okay so maybe not
but w/e
basically its just an incompatibility with two mods trying to do the same thing
does it modify the animation clips or it adds new ones?
p sure it modifies it
@sharp finch 🥹
idk
we've talked about it before
i havent changed anything since the last time we spoke about it
in my thread
so it still works the same way
yes
okie
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
do you name them the same way as vanilla or differently?
same
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
alrighty
I will check (when I have enough free time) if it works as intended
outside of that is identical
okay, thanks 😇
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
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
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
yea but its like, i wanna play the game still
i just dont rlly have friends who play the game
fair enuff 
I mean I actually like LC still-
Mainly cause I think it's just me vibing to it and got a good modpack going
whats going on with repo anyway
i've heard a little about it but haven't really looked into it
well rn its down afaik lol
but it's like lethal but without hazards or moons, and the enemy ai is more... "advanced"

havent played it, i dont own it, im just seeing that its down rn
not the first time that it's been down either
damn
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
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
There's three maps
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
gravity gun from portal
💀
Wrong game? Which one has a gravity gun?
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
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
Thoughts on this? Or would you guys prefer not?
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
always changing things up on me
I'm not
sry i'm just a valve nerd i had to do it
I think I have it in a relatively good spot imo
tgus kiijs oeaj+
this looks peak
well I need to change it anyways
i think it would look better if it overlapped this wall on the left here
but it'll probably intersect the terrain so
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.
that was never the case
the wiki said that but it was just wrong
vain shrouds were never a 20% chance on any moon
@sharp finch does yesfox still adhere to this
Where is that from? The config in yesfox?
Is that patchnotes?
nah its a message from buttery
those values are no longer accurate
oh ok
but yes
yesfox respects all this vanilla behavior still
first of all these values are wrong
aghhh, would you know where the correct ones are?
did it change
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
oh
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
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
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
cool im pinning this so i dont forget
should probably edit the percentages to just be numbers to avoid confusion
in the original v55:
A was 100%
B was 10+1%
C was 5+1%
D was 5+1%
in v55 only, weeds were also allowed to randomly grow 1 or 2 iterations between days. in all versions after, weed growth happens exactly once between days
in the first version of v56:
A was 20+1%
B was 7+1%
C was floor(7.5)+1%
D was 5+1%
in the last version of v56:
A was reduced to 10+1%
D was reduced to 4+1%
ah ok
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
there are some weird (potentially unintended) consequences of this weird branching behavior
"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
i think i would need to see it in game
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
oh i was gonna mess with the fog on all the moons too yeah
and maybe make vow look a little different from march somehow
i just dont want it to look bad after i change it
When in yesfox a vainshroud spawns, how many spawn at once? Just one?
the first time the random chance succeeds, 1 or 2 iterations grow
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
The offense rocks are way too noisy
Curly fry moon 🤑
Darker vow looks nice
ive concluded this is just sponge being stupid
nothing i can do abt it
gross
i noticed even when i changed it back to UV0 it looked bad still
so
yeah its just a sponge posterization quirk
are those three vow?
yes
vow looks so good
yeah i like this new grass texture a lot
im leaving march with the vanilla moss tho
I think the only one that needs visual touch ups is vow cuz atleast ada has different fog
maybe
i wanna see how it looks in game first though
if i like it i am going to keep it probably
sounds good!
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
extended section?
Yeah the extended area for the Cruiser or whatever near where the fire exit is
do u have a pic
Matty had pointed it out to me one day that it looked weird
lemme look rq
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
oh the floating tree was fixed but i dont know if i pushed that yet
ik what ur talking abt
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
idk what you mean about the terrain though
i didnt add anything
i just flattened a hill that was there
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
this is all thats different
Probably just my brain playing Placebo cus it never looked off to me until Matty said something lol
i prefer the moss on adamance