#RebalancedMoons + Atlas
1 messages · Page 15 of 1
the only thing i notice off here (other than the super tree ofc xd) is that the fog is above your head
zeeker issue but i should prolly still fix that
update Out
@sinful jungle Spamming on Offense when flooded
AudioReverbTrigger errors at main entrance too
show errors
oh
great i literally just pushed a hotfix lol now i have to do another one
give me like 5 minutes
ah
yeah
i added reverb triggers to the main entrance and im really smart and forgot to add the audio sources
idk wtf this is though
that sub emitter thing? usually a thing when rainy, i was about to look it up cuz im curious
I think that spam might actually be a bug with Sub Systems cus I had Sub Systems that game and it's not happening now that I landed with a diff interior
I shall inform DemonMae
Actually I gtg for a bit so I'll look into that a bit later
i get those a lot regardless of what planet im on
like even just in vanilla
im not sure what causes it
im thinking like some entity does it?
Probably
flooded and rainy use the same particle effect
it's probably referring to the "destroy" stop action assigned to the droplet particle
when rain touches terrain
someone needs to water these
probably a spike trap
Right, I don't think the discovered fix ever got added to SpikeTrapFixes either
@clear cradle Do you still have that update on the backburner somewhere? lol
Is that dry weeds compared to the usual vibrant colour?
Unless I’m overthinking it completely they just look duller to me
they just miraculously look dry on offense now
i think its because i changed the fog color
idrk
That checks out I guess ¯_(ツ)_/¯
good change!
I'll get on that
this mod paired with mapimprovements make artifice and embrion my favorite moons visual wise
the changes and additions are really awesome
for realsies yeah
We love pairing Rebalanced Moons with Map Improvements
frfr
oh did you not change the shroud colors?
oh weird
I thought they were like a darker color for some reason
the fog is good tho yeh
same
idk
its weird
they look different on offense lol
it's kinda cool
I think that's cool honestly
ye
I think I showed you them but it reminds me of those biome variant shrouds I designed a few months back
I used a similar dark color for the desert ones
LMAO
i mean just saying I wouldn't be opposed if you put those in snowy weeds

also this was my first day on your rebalanced titan
Watch Eclipsed Super Eclipsed Titan and millions of other Lethal Company videos captured using Medal.
we were playing with the super eclipse mod 
it was fucking hell
it was both eclipsed and super eclipsed, which means spawn rates were tripled LMAO
here's another pov LOL
Watch team wipe in 2 minutes and millions of other Lethal Company videos captured using Medal.
also wouldn't it just be like, replacing the model or smth
or do you mean you don't know how to texture plants, as opposed not knowing how to replace their textures/model
i can replace the model easily
like
i literally just don't know how to texture plants
idk what the process for that is
I assume the model for vains is just a bunch of image plains, right?
yeah
neato, if I had a bit more blender experience I could prolly pull it off myself
since it's just image planes
I'll put that on my to-do
if only you knew how fucking ignorant and slow I am lmao
i just dont get like
idk
ill look at the texture later
maybe he just took leaf pngs and warped them a lot
and changed the color
that's how I did the leafboy textures, so maybe?
looking at them they don't look like super fucking complext tho so idk
he could've just drawn that shit
oh fair
i wouldnt put it in snowy weeds tho tbh id prolly deprecate the mod and put them either here or in a new one
new one would be the best option honestly
how does Rebalanced work with Artifice Blizzard? Does one scene take priority?
I think they work just fine in tandem
all artifice blizzard does is change the material of the terrain
i dont change artifice's terrain directory or anything
so
I'm fairly certain this isn't a mod conflict since I tried disabling everything but rebalanced moons and it's still happening; when touching down on Rend the fog just, vanishes into thin air, entering the facility and leaving makes it come back again, but going near the ship makes it vanish again, haven't tested any other snowy moons like Dine
no yeah its a conflict in my brain i think because i somehow shipped the mod with those triggers set to 0 fog density
after i already fixed this before
one second
Haha, that would explain it
i can feel the fucking pain in those update notes
this game has really terrible audio systems ngl
but like i get it
he didnt intend for other people to be dicking around with it
but tbh its not that bad because LLL makes it really easy for me to just make edits in editor and just package them in an update
i think the "worst" update i had to do was 1.7.0
the rope ladder in particular was very time consuming to figure out
but also that update had a ton of custom assets
lately ive been having fun tho
like just recently i added unique grass textures for each lush moon
except march which retains the vanilla moss texture
they're very subtly different
are you still changing offense to oranger?
same hex code?
lemme grab it for you
i also changed the normal strength
#E5D1CC
normal strength is 1.5
thats all i changed
also can you put the nav modifiers as children to the cement facility on embrion? it'd save me the hassle, but no rush
were old birds spawning in the sky
Cube (4) & Cube (5) in BoundsWalls, and NavObs in NavObstacles
they just completely block the navmesh around where I put main
oh NavObs is actually a leftover from vanilla embrion that i forgot to remove
I need to send you screenshots of the expanded facility too
I deleted NavObs but
thats in the vanilla scene
so
you should be checking for that regardless
Yeah I probably am
I'm hardly rebalancing them at all anymore tbh. Since the mod's balancing side is entirely done through buttery's end now, all this mod does atp is refurbish the vanilla scenes with some new features here and there. Basically what you are doing but with extra steps. I'm prolly gonna rename the mod whenever I feel like its.. not in beta anymore, which will prolly be sometime around lethal company's release. I'll prolly call it vanilla moon overhaul or something like that, idk
but yeah, the only moons I've yet to actually change to some important degree (other than culling out unused stuff) are Experimentation and Rend, and I don't really have any interest in changing either tbh. I feel like they're fine
Oh and Assurance
right
that one always slips my mind
rend gets no love from either vanilla map changing mod
I just feel like it's, okay
vanilla dine is a disaster
Mine started with Adamance & Dine because they do suck
u did mention removing some OOB objects that didn't need to be there
Rend is unfortunately last on my list because it's the best vanilla moon imo
oh i guess that too yeah
i wasnt thinking abt that
i fixed up the fog so it doesn't abruptly cut off at the fire exit and i also made it so it gets less dense when you're near the main entrance
that and the lights are tied to power ofc
I have more ideas for Rend than I do March tbh
but the people are clamouring for everything but Rend improvements
march is also like fine, i only moved the fire exit because i thought it would be fun to have 1 entrance each for every side of the moon
and the bridge was a last minute addition from a suggestion and is practically a death trap
march and adamance are probably my least favorite vanilla moons
theres no loot in march and adamance exterior is absolute agony as giants dogs and levis are kind of common there
vow is also up there because mineshaft and bracken is a cruel combo
i think rend is great but the 25% nutcracker chance is... jesus christ
the GOAT moon tbh
hmm
you know I woulda said no a few days ago but I've found some neat ship-fire routes on rend, I used to think it was disgustingly linear
my goat old dine would never
its fine but i think too many people remember old dine with rose tinted glasses
it had like
one memorable thing
v50 dine is better imo
pre nerf
I definitely do but like
the interior spawns,,,

it's rend's offense
All I remember about v49 dine was that it was extremely similar to rend
Like the layout felt almost the same aside from the path to main being longer and the fire exit being in a different spot
v49 and v50 dine are the same map
v50 just added more hills, rotated the ship 180, and moved the fire exit
I wonder if part of the reason people liked v49 Dine was that game knowledge was not as widespread so many players did not realize how much better Rend was. Better fire exit and no stormy weather were v49 Dine’s only real advantage
It was atmospheric yes but stat wise it was still pretty rough, though better than v60
my hypothesis has long been that dine felt good back in v40- because nutcrackers didn't exist
rend's "signature spawn" was the coilhead instead and dine spawned more items
so it would have had a better bottom line
but i've heard a lot of old dine enjoyers also just say this
so
as objectively bad as offense and old dine were, they were uniquely challenging and that's definitely an appeal
Did Old Dine have a different loot table? Otherwise it might still have the issue for more items but they are worse so no real profit increase
I swear dine didn't change until v50
dine basically copypasted rend's loot table
This is like the 1 thing I know for sure
it had like 2 differences
i think dine had a higher cash register chance and a slightly lower candy chance or something
I see
one second
One thing I do like about Old Dine is the idea of a trap-heavy moon, I wish that would be revisited since I think this was a better execution than Titan’s turret lottery
left is rend, right is dine
at launch
the loot table was completely revamped in v50
and then it got a bunch of adjustments again in v60
anyways
for a similar reason titan used to be regarded as the best map in the game
As much as I like the unique v50 loot table this old table is more of what Dine should have
because at launch, it didn't spawn any traps, and fall damage was limited to 20 per hit, which meant you could literally never die from jumping down (as long as you healed from critical injuries)
v45 nerfed both of those things on top of buffing rend a lot with the addition of nutcrackers
which is when dine and titan started to fall behind
Necessary changes imo, besides Rend being broken with 24% Nutcrackers
anyways this still blows my mind after all this time
just spinning the ship 180 degrees and reducing the thickness of the fog makes it play completely differently but the same core layout is there
Honestly the balance of ultra-old versions is interesting to me, before Nutcrackers and while March had a higher item count the moons seemed rather balanced
well
some stuff got shifted around
march used to be much better (assurance loot pool, more items, smaller interior, etc.)
but it also used to cost $100 to route to it
Fair imo
this is extremely hyperbolic but yeah they were very similar
vow used to be a tier 2 that spawned much more items and cost $20 to route to
what I like the most abt it is the inside spawns and the extension ladder fire exit
also flood
well it isn't hyperbole
they both have identical base terrain
it was just adjusted a lot, that's what i was getting at
he didn't start over with a new layout
I like moons with a lot of chaos LMAO
that's why titan and embrion are S tier for me
i do agree with this
the extension ladder fire exit and old floods were cool
old dine did have this oppressive atmosphere to it
it's so claustrophobic and straightforward now it actually feels kind of cozy in a weird way
i think it plays a lot better now but it doesn't have the same edge it used to
I don't remember if I was the one who noticed it or what but yeah the Dine revamp wasn't suuuper drastic LOL
i found out because terra posted it in his dine thread
the fuck!!! I did not know this
way back when
yeah there's a lot of interesting things happening in v9
i always like unearthing cool "archaelogical" details about the game's development history
and v9 is kind of a treasure trove of that
$200 zap guns
This is not everyone’s taste but I like the idea of tier 2 moons being lightly better but costing a little to route to
assurance and march had swapped loot pools (which explains why they were so similarly balanced in v30, and why assurance ranks so much higher than the other tier 1s in earlier versions)
offense had a completely different fire exit in v9
Tier 1 Offense and tier 2 Vow are the only things presented here I do not like
News to me. Picture?
i sent one to dopadream
let me see if i can find it
otherwise i will have to boot up the project
Hmm
I do like how it is in that side of the map that has no gameplay relevance nowadays, but I do not think it is any better than the current one
kinda makes me wonder how offense would play with 3 entrances
on one hand i think offense has the most interesting fire exit of any of the vanilla maps right now
Use Map Improvements to experience this
glad the fire exit changed to the other spot, that one is kinda lame
i don't think march needs to be the only map with more than one fire exit
in vanilla it is a unique gimmick but i dont think that necessarily makes it good
Current fire exit is probably better because with this one Offense’s already slow transfers would be even worse
The moon that needs 2 fire exits is Titan imo
March having 4 entrances is offset by the x2 interior size so it's not even a bonus
i like titan having more fire exits just because it is such a massive interior
I feel like only March and Dine needs more than 1 fire exit, the other are "mostly" fine
but
Exactly, Titan is huge
i dont think that interior size is the only reason more maps need more fire exits
problem with Titan is because the exterior is small, having more fire exits are a huge benefit on titan
dine has a lot of interesting terrain and setpieces that are completely out of the way from any sort of gameplay
If Titan was a manor map I would not think it needs another exit
the light poles leading to this collapsed tree is cool
i wonder what's happening over here
But since it is factory and mineshaft and has terrible loot circles due to its size it would benefit from having another one
oh. oh yeah it's nothing
factory isn't even that bad on Titan
also i just think it's criminal to do away with dine's signature mountain fire exit
tonight we dine hybrid fire exit is truly peak
idk, endless mazes are common for me, especially since like mineshaft a bad fire exit immediately ruins the day’s potential
We can agree on that
also, i tried rebalanced moons with tonight we dine hybrid and the fire exit disappeared
i thought it was compatible?
im pretty sure compatibility was never promised or designed around
tonight we dine is compatible with chameleon
because terra runs his patches after mine and checks for my fancy doors object
sad
but if you want to use tonight we dine and rebalanced moons i think dopadream said you should just turn off the dine scene
i'll try map improvements later
It's compatible with everyone :)
but when i tested all together i noticed some strange things?
fwiw I do like the maze aspect of it, and I find it rather claustrophobic myself. Trekking through narrow ravines while preying a Giant is not around the corner is a little scary
There were some maps that a strange white line appeared, Embrion main entrance has the black square on the windows positioned wrong (Embrion A with the scene override from rebalanced moons), Dine was completely fucked up with TonightWeDine+Map Improvements+RebalancedMoons (i expected that)
I know about the rebalanced embrion, but what's wrong with Dine?
oh, that explains some things
TonightWeDine moves the main entrance and fire exit, if rebalanced moons is present the fire exit door disappears, if Dine A is included the main entrance gets fucked up
but that's just incompatibility with TonightWeDine, i'll test later Dine B without rebalanced moons to see if i get 2 fire exits without breaking anything
This should have been fixed a few updates ago, with Dine A being empty, Main being where Fire was, Fire being on the left side of the map, and the 2 additional fire exits from Rebalanced & Tonight being untouched
But if Rebalanced & Tonight are breaking then I wouldn't be surprised if everything is breaking
there was something i wanted to ask, wouldn't it be cool if the changes could be decided by the interior? Ex: Adamance A/Embrion A if the interior was mineshaft
Chameleon Map Improvements
having more fire exits on titan would make it feel a lot smaller imo
I never felt that on March, which has 3 fire exits on a 2.0 interior. I think 2 fire exits on Titan’s 2.2 interior would be fine
yes
Rend and Dine roof when
i kind of like that some of the buildings are just ominous cubes
i just think rend could do with one that isnt like
flipped offense/assurance
yeah, it's cool but it feels weird
idk if it's because the roof is too tall or it's unfit on Rend
although it could look better on Dine
with a black roof instead of dark brown?
not feeling a strong connection between manor and ancient ruins 😭
but thats the whole point tho
its an apocalypse bunker that emulates high class life
on the inside
thats why theres fake windows
Wesley moons compatibility wen
It's only like 27 moons just make em better
Should be easy
Maybe a lil 
So you're saying that you are being rude to Zeekers
Upturned rebalance when
i think it boils down to like
ur still playing zeekerss' game that you purchased
and he still benefits from that
wesley does not benefit from anyone reuploading his work
lol
if wesley made his own game on steam that would be different i guess
is what im saying
Wouldn't your mod depends on his tho? Still making his download count go up
(This isn't a literal discussion, btw.)
why do you want tonight we dine support
cant you just
disable the dine scene and use it
id be more interested in supporting it if this mod didnt already do what it does in its own way
on wesley's behalf you can do it he won't mind :

i don't actually need it, i was just thinking it would be cool having 2 fire exits that require extension ladder
wait so
I mean if it's an addon that depends on wesley's moons he's still benefiting from it, right?
oh
oh pf
uhhh
does that like
not already work?
ill have to check the code for tonightwedine, if it adds stuff based on scene name
theres nothing i can do
wdym
rebalancedmoons uses unique scenes
so mods that change stuff based on scene name dont work
i.e butteryfixes cant patch a lot of stuff in rebalanced moons, so i had to work with her to manually fix things myself
we need more brutalist main entrances in this game
yess
might i suggest:
i love buildings that emanate an evil aura
if i did this id probably do some really fucked up shit like making the width of the interior small but theres tons and tons of floors
lol
can you even do that
might need some dungenplus integration or something
to make the horizontal bounds small but vertical bounds go crazy
What happened to me when i tested Dine scene + TonightWeDine HYBRID was: the map was fine, both places had the stone cube but only one of them had a fire exit, i didn't try looking inside to see if there was 2 fire exits
what
if i'm not mistaken, TonightWeDine just moves the original fire exit and main entrance placement to old spots from previous versions
oh cool
(Thank you again for that LC piano having that is a godsend)
0:50 Cool Friends by Silva Hounds (Murtagh & Veschell Remix)
4:04 The Lunar Whale by Danimal Cannon
5:50 Spectra by Chipzel
8:08 Unlocked by Plesco
13:01 Close To Me by Sabrepulse
18:27 Into The Zone by Shirobon
20:45 Vindicate Me by Big Giant Circles
23:20 Try This by Pegboard Nerds
26:43 Final Boss by Nitro Fun
30:53 Annihilate by Destroid
you shuold i think theytre' pretty good :3
You can do this with Map Improvements. I'm honestly surprised no one else has made Improvements for their custom moons yet
In all honesty maybe the word "Improvements" is what make people that don't know about the mod not look into it. As in maybe they're like "Why would I use an external mod to improve my moon?". Perhaps Map Variations would have been a better name for the mod.
or maybe not, just a random thought I had
Yeah I can see that, but the main focus was for improving the vanilla moons, and the system I use to do that allows for custom moons as well
rebalancedrebalanced moons
For me the old dine was fine but I do see the reason for rework and the new one is still good for me
yeah like i said its fine but I'd hardly call it better
its just the same map but more linear
that would be so based ahem how could you say that!!
@sinful jungle You've modified the nav areas for a lot of the maps and it's interfering with some of the improvements, so can you send me Offense, Vow, & Artifice scenes?
ough
: )
incredibly sorry about that
yes
i was optimizing the navmesh on a lot of moons
and i never took other edits into account
theres a ton of extra bounds walls etc
Yea I checked every moon and it's just those 3
surprised you didn't do Adamance there's a lot of extra nav mesh there
Also I think some of your trigger's on Artifice need to be removed from the nav mesh because there was some floating nav mesh squares around
Yea I was using Imperium to see the navmesh so take it with a grain of salt
hmm
do you remember where? im looking through and i dont see anything awry
no it doesnt
that's the antenna model
in vanilla it has read/write set to false
so navmesh doesnt bake to it
i cant change it without a custom mesh anyways
put a navmesh modifier on it to remove it because like the Hanginglamps it gives errors
you can ignore read/write errors
they dont mean anything
it just won't write navmesh to them
the only time its an issue is if its playable space like terrain mesh
its just logging the skipped meshes in navmesh
also im pretty sure if i put a modifier over it it'll still error
?
ok for one i love your pfp
also
i just wanted your opinion on smth bc im kinda torn
Alrighr
which do you think fits artifice more
they probably look different in game ofc but, the left is the vanilla artifice sky and the right is the "fixed" one from butteryfixes (its just the not snowy sky)
i kinda wanted to do the right one for consistency but the left is kind of a vibe
so idk
we believe the vanilla sky was left dark on accident
because it was snowy
Right since it fits better with Artifice’s lore
Artifice was used for the creation and distribution of general uncover technology, and probably had a hand in the attack of the Anglen Capital
I also need Dine sorry
quick little feedback thing: i like that when you pull out apparatus this turns off, small but neat little detail if this was done by you
i did on every moon yeah
oh nice
well
you have to tag the prefab as poweredlight
and then you have to give it an animator with the respective animator made for that light mesh
i had to make some custom ones for some lights that were missing them
like for example the spotlights on artifice
or the dim LED lights
what does the animation do
it has 3 states
flicker
on and off
and the game controls what state all powered light animators are on through a script
and it gets them by the tag
hold on
does it need an audio source too or is that optional
i believe it needs an audio source or it will error yeah
but you dont have to apply sounds to it
are the animators culled by default in teh animator settings? i'd be a bit concerned about so many animators otherwise (idk how many powered lights there usually are tho)
though idk how culling them would make em act, sometimes culling animators goes weird
Is the PlayAudioAnimationEvent script needed too?
no
also i lied
you dont need an audio source
it has a null check i forgot
epic
I'm just gonna steal the animations/animators from your scenes if you don't mind
i do not!
what does that have to do with the sky being dark though
The cranes in the light one
What
lethal company has one sky texture
Well, I still vibe with the right personally
I wouldn't mind if it has a config to disable that change
I can see people liking the dark vibe from end moons
What if I asked for the ladder on Vow to be a config 
On behalf of dopa she’s not going to make it optional out of spite

she's gonna add an extra ladder out of spite 😭
moons that change skyboxes partway through the day don't do this when atlas changes their skybox
i ended up compromising by doing like a dark sky but with the non snowy volume
sure
seems like a very specific edge case to me
id just blacklist said moon from atlas' config
tbh
Spike trap fix update to prevent null audio available now
Noice
@spring depot your fix finally sees the light of day 😄
since when did they decide hot reload patch isn't needed
it's not like LLL has been updated since then
LLL works fine in their modpack without it apparently
but my specific case was never accounted for
OH
well
i see
ok that makes sense
without my patch landing on first day makes LLL error
Also I fw with the darker Offense
Good job on it
Did you also give the uh
fog a warmer tone
W
love it
The orange tone meshes so well with Atlas' desert skybox
sorry i kinda got lost in conversation but to put it simply, with RBM currently on its own, making a new save and landing without rerouting will cause an error and the ship wont land
bc LLL doesn't account for me changing scene stuff on lobby creation
i have to tell it to do that
could it just be merged into LLL eventually
would be cool
wouldnt hurt anything either
all it does is ensure that the current bundle of the moon the ship is routed to is loaded
when lobby is created
Dopa
Did you change the volume of Rend's blizzard
Wait no
What the fuck is wrong with the soundscape
It's just
randomly quiet and then loud at certain points
Incompat with this maybe? or is it a vanilla issue
im having a ton of problems with fire escapes. it happens seemingly at random, that i enter through a fire escape, and when i exit through the same door it takes me to a completely different fire
um?
well
the ambience is quiter near the main entrance of the building and inside the ship, everywhere else its based on height
and when i go back in, it's the second fire exit's tile in the facility
thats vanilla behavior though
i dont think thats an issue with me because ive never had that reported before
are you using another mod that adds fire exits or something
this happens both in vanilla moons and modded ones
hmm nah
and i definitely dont touch other modded moons fire exits
im only reporting this here cause its the one that adds fire exits to the vanilla moons
its very odd
anyways
might be worth asking in the LLL thread
Lemme know if you find out what causes that i got the same issue lol
LOL
thats a rare generation bug in vanilla
there is an extremely rare chance for two fire exits to spawn on top of each other
Ive had it happen a bunch
i had this happen once
like consistently i have this happened, i assumed something with map improvements and its conditional fire exits. But my modpack is large and i never looked into it so its just a guess
mmm
its possible that map improvements is adding new fire exits with the same ID as mine
that could cause teleport errors
this is on a vanilla+ profile with only clientside mods in a public lobby with no mods being ran by the host
i was not the host myself
wormhole wtf
ive never seen this ever
not using map improvements here, if that says anything :v
i recently also had a random surge of this occuring
but it was just by pure insane unfathomable chance
well
the fire exit generation code doesn't actually state that every indoor fire exit has to be unique for the code to workthe game creates a fire exit warp tile and then randomly assigns each fire exit to the warp tile inside
and there's a dungen room collision thing that i didn't fully understand but basically if the game tries to generate the same room in the same orientation in the same position twice (progress looping back into itself) it just does
if that happened and both of those rooms happened to gen a fire exit in the same position too, they'll probably be combined into one fire exit
The only alternative is that less than 3 fire exits generated, that means the 2.0 multiplier moon didn't have any more space for fire exits, and it seems impossible because right as you enter there is a blank wall opposite of the fire exit, so that's at least one more position
i've seen this particular thing happen with jump pit tiles because they have 6 entrances and therefore loops happen more commonly, it creates some interesting generation quirks like messing with monster pathfinding and mines/turrets/traps spawning suspended in the airBut for this to happen on a staircase tile with only 2 entrances, and for both of the tiles to generate a fire exit in the same exact position on a 2.0 size moon, is astronomically unlikely
idk why but the message starting with well immediately signaled to me that buttery wrote this
lol
im astronomically unlucky then lol
did she
im crazy then
oh i should have read it more
i just landed on march and the exits are working ok here
was it on a specific moon?
artifice maybe?
if you could record this happening that could be cool
Alright
also the fog volume might be slightly different yes, i changed it so that it doesn't abruptly cut off in the fire exit pit
but it should be functionally the same
I'm dead rn so I'll record when I can
literally playtested smth like two days ago and my shit was fucked constantly cuz of a lack of dopa's fix mod 😭
it doesnt matter what moon it is
im not talking abt the vanilla bug im just trying to deduce if my mod is causing it to happen more because of error
but i dont think it is
i dont believe so
im making the point that it likely isnt your mod
and that this is a vanilla thing
rare ambient noise
When I noticed the bug severely it was artifice with rebalanced & map improvements extra fire exits
but ill trust its vanilla cause never had this before lol
i did have it happen like 3 more times after that
but i think thats just due to small interior sizes
idk
and i dont use dopas mods
maybe its LLL
or something
makign it happen more
lol
if its supposedly "rare"
possibly
i wont deny that at least
but i dont think your mods are changing anything
well i guess technically theyre adding more chances to experience it since youre giving moons more fire exits
so that would do it
but not alter the chance of it itself
its fucking minging
suck ya dad
british
#memes #guyslooka #funny #quandaledingle
Its weird because I've had no issues with adding fire exits while using other mods that add fire exits
i mean if its an issue replicable without either 2 mods installed its a bit hard to figure out the root cause
or if theres even anything we can do
I would've noticed back with Dine & having both TonightWeDine & Rebalanced, & the Artifice issue is just because the trigger's in the wrong spot
¯_(ツ)_/¯
ive never had it happen ever either
i was just messing with MapImprovements and RebalancedMoons config
I noticed that Embrion had some cool effects that distorted objects far away
i can't see them
heat waves are the best and i wish more planets had them tbh
also embrions ambience is creepy as hell
there's something wrong here
Would you mind giving hitbox to this big structure on Vow
i suppose
The rooms would be much darker, idk if that would benefit art too much
It looks cool on Exp
i changed the color of the light here to white to match the new interior lighting btw
thats why
shouldn't i sink here? lol
is the blackout outside something from rebalanced moons?
offense
it looks like offense
ic
yes the outside lights are supposed to be tied to the breaker like it says in the description of the mod
not sure why one light is on though
the breakerbox not being on all the way secretly affects the outside lights too oooo...
The moon changes overshadow the breakerbox feature
gamers cannot read, ive learned this myself
people refuse to read
i was more making a joke about the breaker box but yea half of gamers just dont read 😭
ok im fixing up stuff rn
thanks for letting me know xd
oh i see :/
it looks like project patcher didnt properly decompile the heat wave stuff..
@sharp finch do you think you could help me out here maybe?
idk what to do
like i have no idea how he made the heat wave stuff
wait maybe i can ask distinct
they're like the only person to make an amethyst moon
probably look into it with unityexplorer
yeah i was thinking that
but if asset ripper cant read it
idk if ill have better luck
idk
maybe
Let's see how to create a Heat Distortion effect in HDRP and URP. Also known has heat haze or air distortion is a visual effect used many times in games to convey the feeling of something so hot that it distorts the air around it or to create a mirage.
Check out this indie game I'm working in: https://store.steampowered.com/app/1763860/Rabbits...
you could also just make your own
i forgot i can like
do anything
sometimes i forget that
ill wait for a response from distinct first
you should probably check all the lights from other moons too 
its not a light
i dont think theres any other visual effect in lethal company that uses this component
its just heat waves
i was refering to the blackout
oh ok
idk how i broke that one specific lamp
why is Rend fog "less dense"?
also
i think you're just outside of the trigger
this is where its placed in vanilla
i'm 99% sure it's less dense? i'll take a screenshot
it only is near the main entrance im pretty sure
i actually had to increase the density of the volume because i increased the size of it so that the fire exit doesnt abruptly cut the fog off
but it fades out instead when you go down there
mind you that rend fog has a scrolling smoke texture so every screenshot of it will look a little different
but like
its pretty much the same
essentially its not different enough for me to care
or notice
okay well something is causing the fog values to change at runtime according to unity explorer and idrk what so ill just set the ship wind triggers to set the proper fog
Yeah this doesn't happen to me
Also just to say, LC without the black outlines fucking rocks
but whatever, ill fix it
oh my god this is piss easy lol
ill just make my own and then implement the vanilla ones if distinct gets back to me
also im almost certain this is the tutorial zeek used
it looks so similar and its the same component lol
yes
i knew something was missing from embrion
im surprised i never notice exactly what
the only other mods that i have that could possibly affect fog is Chameleon and Sponge...
i dont think its either of those
idk
i think reverb triggers are just being buggy
idk what could possibly be too
to put it simply
uhhh
reverb triggers can control fog, but i set the ones near the ship to just not touch any fog volume at all because the initial fog value is set to be thick like the gifs i sent
and that ... worked
until now, i guess
now something is setting it to be really thin and idk why
but like, going near the main entrance and leaving fixes it
so i know the triggers still work
I've had this same issue
looks ominous asf with toxic smog
the ai nodes look so ominous
:D
sorry im trying to figure out the heat waves rn before i fix it lol
they could never make me hate you diversity landing cutscene <3 (except that I can't turn you off after a single landing on a moon)
nah you good
the devious grapes
ok but like don't lie and tell me that horizon doesn't look cool though
it looks neat yea
edited them out for you
and it's 🫵 YOUR 🫵 job to find it
i accidentally made a black hole
how the fuck did you even
it's also surprisingly easy to edit lethal company screenshots
I do it a lot with my art program's default brushes it's fun
idk what dat is i just draw on the pictures , , ,
limited colors
oh ye
the giant that follows you into orbit
it's a great bug to find with ship windows on LOL
here's the original screenshot
i got it working
honestly i think i made it look better than the vanilla one
its more wavy
maybeh
it kinda looks like dustclouds more than a heatwave but it might be the gif compression
The vanilla heat wave has a distinguishable weird effect/outline? and moves very slowly
idk what texture it uses bc it doesnt decompile
OMG
LOL
HELP that might have actually been subconscious when i was translating the design into 3d space 😭
Wait that might actually be peak
You know Experimentation's main entrance
This but with Embrion's current redesigned main entrance like the MvM carrier
Lol 😆
forgot to say but there was a mini update yesterday
embrion isnt full of pink grapes anymore
the duck from code rebirth is no more /j
lol did you leave a bunch of renderers enabled
very nice
in fact
im pretty sure its the icosphere model you provided me for the upturned bottles
LOL
i accidentally selected that one
wesley mode!!
thanks for fixing the pink
The dev of LethalIntelligenceExperimental also experienced this and [mentioned it](#1193461151636398080 message) over in the LLL thread
They fixed it in their latest release, see the changelog
I have reported this many times (not with rm just in general)
@stuck oar researched it extensively, I even have a thread on the ideas section about this in the hopes someone releases a standalone fix in the future
is there even anything i can do
I don't really know man
make fire exits null.. but really its a fix mod that should fix it
I brought it up to batby and he dismissed it, jacob said it most likely wasn't him as he never touched anything with fire exits and I never got a reply from lady raph
The issue was most present when using LLL + JLL and lady raph's dungen plus
..?
so that's why I asked all of em at different points in time
i dont think it replicates in vanilla (i have never ever seen anybody report it without using mods, but then again, almost everybody plays with mods)
It's really annoying on moons with a ton of fire exits, it threw a few runs for me on Hyve and Calist
but my friend has replicated it with none of these mods installed
Nope, doesn't happen in vanilla as far as Virus has seen
what the fuck?...
purple told me it happened in their vanilla+ modpack
playing with his profile
with no custom moons
yeah the source of the convo is a report from purps
i saw it happen on stream while he was joining vanilla pubs
so that's fun
it doesnt make a ton of sense to me how it happens since fire exits are ordered by distance to the entrance
I... get the only thing someone can do is release a fix mod with a fix like LI's, I haven't actually played on my old packs since cuz it was really frustrating back then but next time I do I'll attempt to use LI to see if it still happens
something makes fire exit 1 and the main entrance exit points NOT null...
so when LLL goes to assign them correctly.. it doesnt assign them correctly, because they are already assigned wrongly.. by making the exit points NULL before LLL assigns them, they assign correctly.
its a vanilla origin bug (i think) but it shows up more frequently the newer LLL/JLL/DGP versions you install, i went back to november 2024 versions and struggled to replicate it.
which means it should (theoretically) only be possible if fire exits are generating in a different order on different clients
and at least 2 exits have identical distances from the entrance while also being in different positions
it never made sense to us either (well me not making sense of it is a given cuz I'm really dumb when it comes to these things), it's honestly baffling to me
which alone sounds like it should almost never happen
when you say "make the exit points null" are you talking about the tele points?
so moon makers COULD fix it by writing code to do the fix on their moons, but imho, a widespread fix should be made
that's the thing though, it happened very consistently for me back when I was still playing Wesley's Moons
so I'm just confused and out of my depth here
well, im sure it replicates more often with certain interiors
especially if they tightly match a grid and use exactly symmetrical coordinates
that would increase the likelihood a lot
tends to happen a lot with atlantean citadel (in my experience), but virus was able to replicate it consistently with vanilla march facility
yes, the EntranceTeleport exit points for fire exit 1 and main entrance are sometimes assigned while the others are null.. this leads to fire exit 1 being incorrectly linked with fire exit 2/3 on the outside, but on the inside they get linked correctly.
to be honest
idk why zeekerss sorts them by distance
maybe it was just his best idea at the time
but it would cause weird skews in fire exit placement
yeah, id just go through the array in sequence (aside from the main that has ID of 0 anyway.
i dont think the issue is distance though
i think the issue is just that they get assigned before LLL handles them
for example, since the fire exit at the mountain (on march) has the greatest ID, it would always pick the fire exit furthest from main entrance
which doesn't seem like it's intentional
but shrug
i think he wanted to avoid them generating in different orders on different clients
which was probably a good idea
because this bug shouldnt replicate at all if they always generate in the same order on clients
even if he was doing distance sorting
because orderby is stable
orderby would only provide different orders on different clients if their underlying instance IDs were ordered differently to begin with
at least im like 99% certain on that
i dont think different entrances would have different distances on different clients
but maybe im wrong
anyways barring all of that
IMO it'd be best to just sort them by network object ID
entrance teleports are network objects
and would have the same ID on every client
lol
yes but, in my testing, the issue arises when fire exit 1 and main entrance have an exit point assigned on the outside, while everything else is null.. so finding why they are not null like the rest at the point that LLL fixes them, would fix the issue all the time.. or in my fix, as i dont know the origin of the issue, i just make them null, before i then assign them correctly.
i could probably make a pretty simple patch for that if people want to try and see if it helps
well
or at all, for that matter
exit IDs get assigned to the fire exits and do not care at all if there is an entrance/exit point already selected


