#RebalancedMoons + Atlas

1 messages · Page 16 of 1

sharp finch
#
private void SetExitIDs(Vector3 mainEntrancePosition)
{
    int num = 1;
    EntranceTeleport[] array = (from x in Object.FindObjectsOfType<EntranceTeleport>()
        orderby (x.transform.position - mainEntrancePosition).sqrMagnitude
        select x).ToArray<EntranceTeleport>();
    for (int i = 0; i < array.Length; i++)
    {
        if (array[i].entranceId == 1 && !array[i].isEntranceToBuilding)
        {
            array[i].entranceId = num;
            num++;
        }
    }
}
#

this is the function that is assigning IDs

stuck oar
#

they get assigned before that point.

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the bug is something is assigning them before then

sharp finch
#

a mod doing that would be bad yes

stuck oar
#

my code runs before that.. and something was running before my mod.

sharp finch
#

prob just need to do a source check (thunderstore has decomps readily available for smaller mods) on all the mods in a profile where the bug is replicating

stuck oar
sharp finch
sinful jungle
#

i dont think its LLL on its own

stuck oar
#

nah it basically requires all 3 to occur.

sharp finch
#

so most likely, something is marking entrance ID to 2/3/etc. before SetExitIDs runs

#

so that's what should be looked for

#

in my opinion

sinful jungle
#

i also use JLL

sinful jungle
#

DGP

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but ive never had this occur with just JLL and LLL

stuck oar
# sharp finch in my opinion

i tested with only wesley interiors (which requires, JLL, DGP, LLL), i removed wesleys interiors, it still occured.

sharp finch
#

it would appear JLL is not assigning to entrance ID or patching the function that teleports players

stuck oar
stuck oar
#

but something vanilla, or within them, is causing it imho.. or, they are making a vanilla issue manifest somehow

sharp finch
#

i think the culprit is another mod

stuck oar
#

either way, the fix mentioned earlier that i put in LI, works 100%

sharp finch
#

or it is just a vanilla issue

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i have never ever seen anybody report the issue in vanilla but i don't see many people (even in zeekcord) report bugs in completely mod-free games

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i have seen the issue replicate in vanilla pubs, which would discount any mods that would cause known issues

stuck oar
sharp finch
#

and that should eliminate LLL, JLL, and DGP just by principle

#

at least, eliminate them as "the culprit"

sinful jungle
sharp finch
#

it is definitely feasible they are a catalyst

stuck oar
#

no i agree, ive always said its vanilla of origin.. but they somehow increase the frequency

sharp finch
#

yeah

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it's worth mentioning

#

pathfindinglagfix changes entrance teleport stuff

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a bit

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it was changed very recently (no more than a month ago)

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only in beta (i dont think it was pushed to stable yet?)

stuck oar
#

i literally used 3 mods.. DGP/JLL/LLL and had it happening, no other mods, so unless thats a dependency of theirs, and i didnt realise, its not that.

sharp finch
#

have you tried with/without PLF beta?

#

i see

stuck oar
#

i would share my profile, but i changed pc's

sharp finch
#

well

stuck oar
#

let me see if i have the log still

sharp finch
#

there's my hunch gone

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ahh wait

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i think i just realized something else

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you probably came to this conclusion already

charred turret
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i didnt read anything

sharp finch
#

im just slow on the uptake

charred turret
#

but yes that clip was in a vanilla game public lobby and i had no major gameplay changing mods on

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the host also did not

sharp finch
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i think i misunderstood what you were saying here

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you explained it clearly so that's definitely my bad

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anyways, yeah, fire exits call a function that searches and assigns their exit point only when they get used for the first time

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you can disregard all the shit i said earlier about sorting

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that doesnt matter in this case

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what must be happening instead (and i think this is what you were already saying, sorry...)

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some mod is calling FindExitPoint (or at least manually assigning the exitPoint) before SetExitIDs runs on that client

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and shouldnt be doing that

stuck oar
#
but.. ive now reached this point..
0195719e-c552-a936-43af-8b667ee6f3f1

thats the last profile i tested with afaik.

and this was the last outcome i have, dont have the full log, this is just what i sent monty as proof of the issue

stuck oar
sharp finch
stuck oar
#

and uh yeah, i looked in the proof, the only EntranceTeleports that get given an exit point.. is 0 and 1.. on the outside, the inside is null, other entrances are null.

i felt like.. 0 and 1 get pre-assigned (maybe by the moon?), then the ids get set after the exit point is assigned, which then makes their exit points wrong (because of the distance issue,... MAYBE JLL/LLL/DGP are changing interior generation to the point that the distances are wrong compared to what zeekers expected?)

so then after exit ids are set.. the exit points are wrong, leading to the bad teleport link up

sharp finch
#

so

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the moons themselves

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have external exits 0 and 1

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0 being main entrance and 1 being fire exit

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march has additionally 2 and 3 ID external exits

stuck oar
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yes, and on march, it has 2 and 3 as well.

sharp finch
#

but they can't have an exit point set, because their exit point would be connected to the inside of the dungeon

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which doesnt exist until players all generate the dungeon

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it should be null

sinful jungle
#

so artifice

stuck oar
#

but.. maybe zeekers went "well the exit point WILL be at this coords" and hard coded them? lmao

sharp finch
stuck oar
#

on a 2 entrance moon, it wouldent matter... because only 0 and 1.. so if they are preset.. then np..

sharp finch
#

the exit point for the exterior teleport is the entrance point for the interior teleport

stuck oar
#

ive never checked if its a consistant spot or not.

sharp finch
#

the interior's teleport changes position based on what the start tile is

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manor and mineshaft additionally have several different potential entrance locations

stuck oar
#

which is why the main entrance exit point is pre-set, because zeekers knows WHERE it will be... so why is it both 0 and 1 are preset...?

sharp finch
#

at least on all the vanilla moons, all the teleports have null exit points in the scene

sharp finch
#

because it depends on where the main entrance generates on the interior

stuck oar
#

its also set before anything is done.

sharp finch
#

every vanilla map (and prefab) has null exit point

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they all get set programmatically through the process of using the door in vanilla

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why this bug happens in vanilla i have no idea, but it shouldnt be possible unless SetExitIDs gets called after the teleports get used

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that's why i think there must be some mod causing it to happen

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possibly more than one

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if something calls FindExitPoint on the exterior of fire exit 1 before SetExitIDs, it will be allowed to choose from any of the fire exits inside

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because before SetExitIDs runs, all interior fire exits have ID 1

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since that's what's assigned on the prefab

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when FindExitPoint runs, there is no distance sorting, it's only sorted by instance ID

stuck oar
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well from my pov, something is setting those as not-null before the main entrance is located.

sharp finch
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so the last fire exit to generate (it's sorted in ascending order, and since they are connected to prefabs, they would have "increasingly negative" instance IDs)

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is what they would point to

sharp finch
#

which means there is probably some mod doing that, unaware that it causes problems

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which one is anyone's guess

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the order of operations here is:

  1. GenerateNewLevelClientRpc() runs on all clients

all clients (including host), in that RPC:
2. wait until the dungeon finishes generating (OnGenerationStatusChanged += Generator_OnGenerationStatusChanged, dungeonGenerator.Generator.Status == GenerationStatus.Complete)
3. run FinishGeneratingLevel()
4. FinishGeneratingLevel() runs FinishGeneratingLevelServerRpc() which tells the host that this player finished loading

the host:
5. waits until all clients have finished loading
6. waits 0.3s
7. runs SpawnSyncedProps() (which would spawn all the EntranceTeleports inside of the building)
8. waits for a frame
9. FinishGeneratingNewLevelClientRpc() runs on all clients

all clients (including the host):
10. run SetLevelObjectVariables(), which starts the waitForMainEntranceTeleportToSpawn() coroutine
11. inside that coroutine, the game waits for up to 15s, checking every second if the main entrance's interior teleport has generated
12. once the main entrance is found, SetExitIDs() runs with the position of the main entrance teleport set as a parameter

stuck oar
# sharp finch yeah, that should never happen in vanilla
private IEnumerator waitForMainEntranceTeleportToSpawn()
{
    float startTime = Time.timeSinceLevelLoad;
    while (RoundManager.FindMainEntrancePosition(false, false) == Vector3.zero && Time.timeSinceLevelLoad - startTime < 15f)
    {
        yield return new WaitForSeconds(1f);
    }
    Vector3 vector = RoundManager.FindMainEntrancePosition(false, false);
    this.SetLockedDoors(vector);
    this.SetSteamValveTimes(vector);
    this.SetBigDoorCodes(vector);
    this.SetExitIDs(vector);
    this.SetPowerOffAtStart();
    yield break;
}

set exit id's at the bottom.. my patch runs before "SetLockedDoors" which replaces the later setexitid's with the same code, just earlier.

but something is setting those exit points before my code Prefixing SetLockedDoors.

stuck oar
unique wyvern
#

I would love that

sinful jungle
#

i should probably mention

sinful jungle
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idk if its related

sharp finch
#

anyways

sinful jungle
#

but i basically begged the owner of DGP to add a minimum fire exit distance variable

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so

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idk if that comes into play

sharp finch
#

#7 is what spawns all the fire exits

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at that point, the interior would have 1 entrance teleport with ID 0 (the main entrance) and all the fire exits would still be ID 1

#

then #12 is what gives all the interior fire exits unique IDs

unique wyvern
sharp finch
#

if a mod were to run FindExitPoint() on the exterior fire exits, any fire exit above ID 1 (2 and 3 on vanilla March) would fail to find an exitPoint and it would remain null

#

and the exterior fire exit with ID 1 would be allowed to select any of the interior fire exits, because at that point, all of them still have ID 1

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normally they would have IDs assigned based on a sorted order-by-distance

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but because all of them have ID 1, the only sorting that matters is which one generated last

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because that would give it the lowest instance ID, and it gets automatically sorted by unity using ascending order from instance ID

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if the fire exit that generated last is the closest one to the main entrance, no bug would occur, purely by coincidence

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in any other case you will get 2 exterior fire exits pointing to the same interior fire exit

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which will cause both of them to warp you into the same spot

sharp finch
#

but going back out will warp you to one or the other

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anyways

#

@stuck oar what i just explained is consistent with your results

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you are patching SetLockedDoors which runs on the same frame before SetExitIDs (so it would happen basically at the same time as #12)

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and by that point, you are finding that the exit point is already not null

sharp finch
#

the question is now "what mod is doing that" or "is there some freak accident that allows it to happen in vanilla"

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i am pretty confident this would not replicate in vanilla under any circumstance, but i wouldn't call zeekerss' code particularly safe

stuck oar
sinful jungle
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its somewhat recent

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i think it was around the time 1.4.0 for LLL came out

stuck oar
sinful jungle
stuck oar
#

but that sits right in the middle of where i feel like the issue became more common, so that makes sense, so that change, maybe increasing the frequency of the issue

sharp finch
#

exitPoint is only assigned by FindExitPoint()

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FindExitPoint() is only run by TeleportPlayer() and TeleportPlayerClientRpc()

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more specifically, TeleportPlayerClientRpc() is only run by TeleportPlayer(), and that only gets called by interacting with the door

stuck oar
#

but none of that runs before the level is generated.

sharp finch
stuck oar
#

this is why i thought those values might be hardcoded.

sharp finch
#

in the absolute worst possible case, a player would have 15 seconds (once the ship's doors open) to do that, but that's only if the main entrance is somehow null for 15 seconds

charred turret
#

ok so if this is impossible to happen in vanilla

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how did it happen to me in a public lobby

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i wouldnt have been able to connect to the host

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right..?

stuck oar
sharp finch
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if you are getting 15 continuous seconds where the door doesn't exist, a client probably encountered some sort of gamebreaking issue and would have a worse error in their log

sharp finch
#

the EntranceTeleport object inside the dungeon

stuck oar
sharp finch
#

not just the entrance or exit point

stuck oar
#

if its null, it uses the origin point.

sharp finch
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which one, i have no idea

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but all this logic is clientside

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different clients can exhibit the bug while other clients wouldnt

stuck oar
sharp finch
#

you were playing with mods in a vanilla lobby but one of those mods could have affected this behavior on your client

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which is why you had a problem and no other players did

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anyways

sharp finch
#

or at least, it shouldnt be

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before the interior finishes generating

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the interior exits would not exist at all

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it would be impossible to assign exitPoint to any exit before the interior finishes generating

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because of #7 on my list

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the host stops at step 5 until all clients have finished generating the interior

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because the interior generates a prefab used by SpawnSyncedProps to say "ok, we need to spawn an EntranceTeleport here"

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#7 is when those entrance teleports get spawned on the host

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they are network spawned, so they would be generated "sometime after #7" on all the clients depending on netlag

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whatever mod you have that is causing issues must be running after SpawnSyncedProps() or exitPoint would be null on every entrance + fire exit

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the fact that it's not null on the main entrance and first fire exit means all the network objects (or at least, the main entrance and 1+ fire exits) have been spawned

sinful jungle
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guh

sharp finch
#

it's just because it runs before SetExitIDs() that 2 and 3 remain null

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and 1 may get pointed to an exit that retroactively becomes 2 or 3

sharp finch
crisp mango
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so, is there no actual way to fix that bug atm? :,]

stuck oar
#

but only in LI

sharp finch
#

it's pretty easy to fix

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but also, the problem shouldn't be occurring in the first place, and the ideal solution would be to figure out what is even causing it to happen at all

sharp finch
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i dont replicate the bug with the profile you sent

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but i assume it doesn't happen 100% of the time

sinful jungle
sharp finch
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and i assume it also doesn't happen unless im doing multiplayer

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and, forgive my laziness, i dont really want to boot up 2 instances and test in multi right now

sinful jungle
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idk why

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but

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every time i test with 2 clients

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my save data corrupts

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and i have to reset my save data

sharp finch
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ES3 probably has no safeties for two instances writing to the same file at the same time

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if i had to guess

sinful jungle
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it sucks

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i wish i backed up my save data

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all my cool xp is gone

sharp finch
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i fucked my XP as well recently

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i had somewhere around 12k and had to restore from a backup with only 7k

charred turret
sharp finch
#

sort of sad but steam has my hour count anyway

sharp finch
#

Shrug

charred turret
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or imperium stuff

stuck oar
sharp finch
sharp finch
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i have a vested interest in this

stuck oar
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my exp also reset recently... not cool.

stuck oar
sharp finch
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i will do source crawls later and see if i can narrow anything down

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the root of the issue is somebody's calling FindExitPoint before they should be

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and never double checking their work

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but as for where that could be

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who bloody knows TBH

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i wondered if imperium might be doing it

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but it looks like that is not the case

stuck oar
sharp finch
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FindExitPoint() is a private method so whatever's doing it would otherwise need to be using reflection or a publicizer

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and at that point it's just digging

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i guess

crisp mango
sharp finch
#

it could be split into a separate release very easily

stuck oar
sharp finch
#

which i think would be the best avenue

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if nobody else wants to take up that mantle i will package something up for it

unique wyvern
sinful jungle
#

can you have a vested interest in ladders at some point

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i want to remove the custom dam model im using

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its a bit weird

sharp finch
#

lol sorry

sinful jungle
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idk why i care about it lol

sharp finch
#

i still want to get to that eventually but i'll admit i've been out of the scene for a while

sinful jungle
#

nw

unique wyvern
#

I really appreciate that you two are looking so deep into this whole thing... it's something that really turned me away from playing for a long long time since it was so reocurring and very very frustrating, esp since I play with the cruiser a lot...

sharp finch
#

it might require a transpiler which would be annoying

unique wyvern
#

You two are absolute wizards, it's so sick

zenith dust
sharp finch
#

to smack whoever is calling FindExitPoint() too early

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jokes aside it can be fixed with an easy postfix

stuck oar
#

couldent find anything in particular, also suddenly couldent replicate it..., but maybe a few transpilers from the mods i mentioned all targets the same methods, mabye related, i d k. i was thinking last week, much easier to fix, impossible to work out whats broke and resolve that.

charred turret
#

i dont know why it happened to me if it was supposedly impossible

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and i also dont know any mods that would be causing it if i was on publics

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i mean

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the only mod i have that effects fire exits is generalimprovements

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but i really doubt the fixed rotation option is why its happening

sharp finch
#

without knowing what mod is causing it

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there is almost no way to tell

obtuse mortar
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Idk about the replicating with only a few mods but iirc I run FindExitPoint on every entrance teleport at the StartOfRound unity event

sharp finch
#

yes

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i did just check

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it is very likely that calling it when you do is unsafe

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at least, for non-host players

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that doesn't completely crack the case

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purple replicated it in a vanilla lobby (means no code rebirth)

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and it's not part of the monty profile (the one above), as you mentioned

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@unique wyvern do you play with code rebirth usually?

sinful jungle
#

yes

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he does

sharp finch
#

that might be our best bet on the catalyst that's been causing consistent issues

charred turret
#

catalyst like the moon

sharp finch
#

still doesnt cover all cases, though, so i wouldnt call the search over

unique wyvern
unique wyvern
sinful jungle
#

you posted

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a screenshot

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like 2 days ago

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with code rebirth prefabs in the bg

unique wyvern
#

?

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what?

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LMAO

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what are you talking about

sinful jungle
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isnt the cell tower from code rebirth

dense hull
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...No

sinful jungle
#

oh

dense hull
#

It's from Lethal Anomalies

sinful jungle
#

mb

dense hull
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If I assume what you're talking about is correct

unique wyvern
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oh LOL

sharp finch
#

still, though, you might want to look into that, xu

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the mod i plan to publish will treat the symptoms, but it certainly couldnt hurt to play it safe and try to avoid causing it in the first place

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alternatively i suppose you could make the fix part of your dependencies

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just to be sure users wont suffer from the bug

unique wyvern
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I can send the modpack I got the issue the most on btw

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if it'd help

obtuse mortar
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damn my b discord

unique wyvern
dense hull
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Yeah that's the spark tower from LA lol

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Personally removed it from my modpack since urchins do a better job at area denial than spark towers do

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(Also the fact they can shoot you through walls)

unique wyvern
#

they're cute

unique wyvern
dense hull
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I use Surfaced for Bruce and urchins, that's it

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Kind of in the same boat of how I used to use CR, but it's worth it considering they're high quality and well-designed entities

unique wyvern
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ye they're p good, im just not interested atm

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same with CR

dense hull
#

Fair

unique wyvern
#

i've been configing a bunch for moons rather than other things as of late

sinful jungle
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I genuinely dont understand surfaced with all due respect

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its just like really thematically confusing to me

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like, flying sharks or wharever, why

unique wyvern
#

it's just memes

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lol

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and sea creatures

dense hull
sinful jungle
#

but like

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why

dense hull
#

Not that different from Lethal's vanilla roster

dense hull
sinful jungle
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its just

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a bit out of place

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IMO

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like the floating sea mines

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what

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lol

dense hull
#

There's a literal ghost, which defies all science

charred turret
unique wyvern
dense hull
charred turret
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and ghost girl is like

dense hull
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I mean

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look at Mr. Ballin

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lmao

charred turret
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shes a fucking ghost

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she doesnt have to abide by anything

sinful jungle
#

all things considered LC is pretty thematically grounded with a few anomalous ghost like entities here and there, but i don't think zeekerss would randomly add a flying shark man

charred turret
#

a ghost is more natural than a literal flying shark

dense hull
sinful jungle
#

its a funny mod tho dont get me wrong lol

dense hull
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There is no biology in the ghost girl

charred turret
#

ok and

dense hull
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At least Bruce has some meat on him

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tf

charred turret
#

thats some form of racism

sinful jungle
#

hey to each their own

charred turret
#

banned

unique wyvern
dense hull
sinful jungle
unique wyvern
#

like they're literally just memes

sinful jungle
#

i was just replying to narpy specifically saying it feels like stuff zeekerss would add

unique wyvern
#

like the blue lobster

sinful jungle
#

not saying its a problem

unique wyvern
#

and the flying shark in the forest image

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then there's just like cool features like the horse shoe

dense hull
unique wyvern
#

they're like, goofy anomalous not mysterious anomalous

unique wyvern
sinful jungle
#

barber is to an extent

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but its still just a guy

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all things considered

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he doesn't noclip around or whatever

charred turret
#

the only modded monsters i can even remotely credit as "vanilla zeekerss style like" are the locker, the puppeteer, and the harbinger

dense hull
#

Puppeteer eeeeeeeeeeeeeh

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Looks like something from A Hat in Time

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I don'

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t

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see it

charred turret
#

aesthetically its on the mark

sinful jungle
#

Locker is a bit too detailed imo like the model but design wise i think it fits perfectly

charred turret
#

mechanically maybe not souch

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SOUCH????

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I LOVE TYPOS

wind marlin
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is harbinger that hyper realistically proportioned guy

sinful jungle
#

which i kinda dig

charred turret
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harbinger has the best AI matching to zeekerss' style

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aesthetically i can understand if it feels too off

wind marlin
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it is just

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not there

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at all

dense hull
#

Harbinger's AI matches yeah, aesthetically no

wind marlin
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it's just a guy

dense hull
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Which is why I prefer if they were like

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not humanoid

wind marlin
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like quite literally just a guy

charred turret
#

they added men to lethal company 🔥

wind marlin
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not "just a guy" but "just a guy"

charred turret
#

at least its an original design

charred turret
#

give credit where credit is due

dense hull
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Eh

zenith dust
sinful jungle
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theres no modded entity that ive felt truly meshes good enough for me to casually use it

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im fine with just the base game enemies anyways

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i think they could just be expanded on

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i.e the natural selection mod

unique wyvern
#

ending my own life deprecating my mod as we speak

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quitting life

sinful jungle
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ok admittedly i havent tried bio

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so

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no big opinion there

unique wyvern
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uhm

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wait for next update cuz it's in a bit of a rough statee

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just cuz like

sinful jungle
#

but the models look good

unique wyvern
#

bugs n stuff

sinful jungle
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Code rebirth models are too super hd sometimes its kinda offputting

unique wyvern
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that's usually why I keep my texture painting really shitty sometimes

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it's also easier and I can excuse some of my really bad art skills by doing so LOL

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I can get away with bad practices like just stretching a png over the UV for added texture

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😭

zenith dust
#

though my favorites are the more unique variants

unique wyvern
zenith dust
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like leaf boy

unique wyvern
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althoguh that's,,, definitely not a popular opinion LOL

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not many people like em from what I know

charred turret
#

biodiversity is good

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but ogopogo isnt very threatening in vanilla moons besides maybe march

spice igloo
#

Most threatening bio enemy is wax soldier

charred turret
#

and the aloe has an indicator its around you

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which imo, defeats the purpose

spice igloo
unique wyvern
#

which I like

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it's based on the loch ness monster, so

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it makes sense that it thrives in lakes lol

zenith dust
#

there aren't really any other vanilla moons with a prominent water area besides march

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it is cool that vermin spawn on flooded weather

spice igloo
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Arent they still bugged? I dont know if vermin were fixed

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They used to break and got turned off if i recall

zenith dust
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they are?

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I haven't paid much attention towards them recently

charred turret
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ngl ive never seen a vermin

unique wyvern
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they're not brokey

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just sometimes they can get stuck inside the ground

charred turret
#

ok theyre not brokey

unique wyvern
#

I brought up to cc a better way to spawn em but he's been busy with two new entities so he hasn't worked on that before

charred turret
#

i guess

#

its like lowkey but bro

unique wyvern
#

I also feel like vermin are just the worst thing we have in the mod rn cuz they're not very well designed

#

not coding or model wise just game design wise they're kinda booty

#

uhm

#

but I do have plans for them in the future, just not now

wind marlin
#

they don't do anything honestly 😭

#

u just die to water or fall damage or somehting from ogo before any interaction with them

charred turret
#

no they do something

#

they spawn in

spice igloo
#

even wax soldier can do that 💀

#

Its funny because for surfaced we had the samw issue of a disabled enemy spawning but in our case the code worked

#

But it was just a white box

charred turret
spice igloo
#

So people got flung by boxes

#

Dont get me started on clownhornfish being a capsule

unique wyvern
#

they're more a lore addition than anything

#

cuz I didn't want the Ogopogo to just kill you

spice igloo
#

Well it already does with water which is fatal in lethal

unique wyvern
#

it grabs you and drops you in the water so its babies can eat you, that's kinda the only reason they exist

spice igloo
#

Just look at mineshaft water tunnels

unique wyvern
unique wyvern
#

if you're talking about the footsteps that's only when it's passive

charred turret
#

oh

#

ok

unique wyvern
#

and also when they run away from you but at that point you've already seen em

#

the aloe is a bit more important in the current beta cuz of the new speed configs allowing me to tweak how fast it goes during certain phases

#

I would love to fine tune the values but uhm... smth about the new acceleration system kinda fucked its movement so the whole entity's broken right now LOL

zenith dust
#

Prototax is probably the most forgettable (at least to me)

unique wyvern
#

they don't show up much ye

sinful jungle
#

new thread icon + summary cuz it was severely outdated

zenith dust
#

nice

spice igloo
#

Once drew this

zenith dust
dense hull
#

I like them as little wobbling critters

#

They're very fun to watch waddle around

zenith dust
spice igloo
#

Global hurt sound

dense hull
#

That sucks balls, but that's not at fault of the prototax itself

spice igloo
#

Redwood x prototax

dense hull
#

Maybe

spice igloo
#

Monty got so mad when people called the prototax a pp when it came out lol. S1ckboy, its modeler, literally named its blend file "pp"

#

Remember mithzan saying it was one when he first saw it

sinful jungle
#

that reminds me the project file for this and by extension the mod has two meshes called assterrain and titterrain

#

just thought you guys should know that

zenith dust
#

a little off topic but I think the radius that the walkie talkie does the sigurd sound behind the wall thing should be bigger

sinful jungle
#

o

#

i dont replace company scene

#

should i

charred turret
#

add granny

sinful jungle
#

we have talked about it

#

ngl

zenith dust
zenith dust
#

you should

spice igloo
#

I love naming things

sinful jungle
#

coomerrebirth

zenith dust
obtuse mortar
#

better than naming shit Cube (1)

sinful jungle
#

i think i did that once or twice NGL

charred turret
zenith dust
#

well yeah but thats out of bounds

obtuse mortar
sinful jungle
#

most of my objects are named

#

its not that bad

#

but i might've missed one or two meshes

#

its possible

zenith dust
#

but most people just stand by the wall with the walkie for like a minute and hear nothing (not knowing they have to go to the circle at the drill area and stand there for like 15 minutes)

charred turret
#

i got freerefillsforever once

#

im not getting kola

#

kola sucks

sinful jungle
#

you know what else sucks

#

my embrion heat wave effects

#

getting it right is really hard

#

idk hwo to do it

#

i wish it would just decompile properly

charred turret
sinful jungle
#

i guess

#

idk how to make it better

#

i thought the random scrap pools i added were fun

charred turret
#

tbh just

spice igloo
#

Embrion would be better with more robots imo

charred turret
#

get rid of the obscene amount of 19-27 LBS items and two handed items

sinful jungle
#

i already did tho

charred turret
#

its over

#

embrion never good

zenith dust
charred turret
#

WHAT

sinful jungle
#

i made it 100% chance for every one handed scrap item in the game

#

its very funny lol

#

i dont think the loot is the issue though

#

i think its just

#

Too hard

#

or i suck idk

charred turret
#

the problem with embrion is there is like
nothing to use around main to stealth from old birds

woven tiger
#

what about the two handed scrap...

charred turret
#

fire path has actual structures

zenith dust
#

in my modpack I tried to make the apparatus very expensive though I'm not sure how you would do that

sinful jungle
#

xD

#

like

sinful jungle
#

people seem to just not be happy with embrion no matter what

charred turret
#

what 😭

#

nah they gotta tripping

#

this has gotta be rubbish

woven tiger
#

can you add one giant old bird in the distance

#

that will fix it

charred turret
#

ultimatum

zenith dust
#

it was just before it blocked the ship path so it looked to cluttered so they were removed from the direct path of the entrance to the ship

sinful jungle
#

yeah and it shoots a galick gun laser beam at the ship when you pull the lever

charred turret
#

you should make embrion have eterns spawn curve

obtuse mortar
sinful jungle
#

so it just Feels less cluttered

zenith dust
sinful jungle
#

but it actually isnt

charred turret
#

cruiser is peak on embrion

zenith dust
zenith dust
charred turret
#

ah i see

sinful jungle
#

i wanted to do that for a moon im making

charred turret
#

there is a forest moon that makes it land in a spiral motion

#

i forgot the name of it

#

has an elevator to main and a cringe masked at the top of the stairs to it that disappears because its very scary and evil

obtuse mortar
spice igloo
obtuse mortar
#

yes

#

easily

sinful jungle
#

i wanted to make it land in a straight line down

#

instead of like

#

from an angle

unique wyvern
unique wyvern
unique wyvern
spice igloo
#

cheese

dense hull
unique wyvern
#

that's super cool

unique wyvern
#

I remember there being rumors about dat

#

didn't know it was an actual thing, or like I think I remembered it being a thing but I wasn't sure if I just dreamt it or smth

unique wyvern
unique wyvern
dense hull
#

Lucky you; you can resize goats with this one!

unique wyvern
#

can't believe they added goats to lethal company :o

clear cradle
#

Embrion with car is great

#

Also I keep meaning to put out the MI update that has the new cave path in the middle so maybe that'll help those complaints about Embrion

unique wyvern
#

idk I feel like the point of embrion is to be hard lol

#

car embrion is pretty straighforward, it's just a matter of if you decide to greed it or not

#

the longer you stay the worse it gets for you w the car (and in general, I suppose), but the path behind the big ass rock right of the ship is super good and not a lot of OBs go there in the first place

clear cradle
#

Embrion is still hard don't worry

unique wyvern
#

oh nah Im not saying the path would make it easy dw

unique wyvern
#

Just saying regarding some of the talk around embrion in general

clear cradle
#

I've gotten pretty good at getting worms to kill old birds from all the testing on the moon, but that still doesn't help when your friends pull app early

dense hull
#

The worms:

sinful jungle
#

oh my god thats fucking scary

dense hull
#

I don't find leeches scary

sinful jungle
#

yeah i know you're weird though

dense hull
#

You would probably be off-put that I find them cute

dense hull
sinful jungle
#

/j /j

#

hehe

dense hull
#

lol Ik

sinful jungle
#

leeches honestly just give me hl1 flashbacks

#

i dont have a huge fear of them

#

i would prefer to stay away from them though

dense hull
#

I cannot take leeches seriously when they look like this

#

No, seriously, that's what their faces look like

sinful jungle
#

speaking of which

#

how TF do leeches bite gordon through his radiation suit that can tank bullets!?

clear cradle
sinful jungle
#

like WTF!??

#

no wonder they were removed from black mesa

dense hull
#

The topic of their faces are barely recorded online, so here's the most popular example

sinful jungle
#

okay they do look kinda funny

sinful jungle
#

they still bite though..

dense hull
#

Well yeah, animals need to eat

clear cradle
#

Give him a smooch

dense hull
#

He would go nicely with a red bowtie and Victorian era top hat

dense hull
#

(No offense, leeches. I'm not tryna be bigoted..,)

unique wyvern
dense hull
#

Not wrong

sinful jungle
#

@half lion I finally figured it out 😭

#

turns out

#

theres literally a "camera fade" block

#

i finally got the heat wave effect to match vanilla

#

im almost certain he did it screen spaced

#

i took some screenshot comparisons between vanilla and its really close

#

crazy thing is i couldnt find this anywhere online and for the first time ever google's AI overview function was useful

half lion
sinful jungle
#

aghh it looks so good ingame omg

half lion
#

Compared to vanilla's heat wave effect it looks a little more subtle, and honestly I think I prefer it that way

sinful jungle
#

its seamless

#

i need to record it ingame

#

oh the quality is kinda balls one second

#

it looks so good aaaa

#

i couldnt get it to fade properly and it would abruptly cut off when you get close to it

#

so im glad i fixed it

half lion
#

Embrion looks so amazing ough...

#

I rly gotta play a mostly vanilla pack with this and the buttery rebalance mod sometime

sinful jungle
#

you should check out distinct moons too its really cool and fits vanilla well :]

half lion
#

Hmm I think I heard about those, maybe could look into those too 🤔

unique wyvern
#

that looks neat!! great job on that :]

high haven
sinful jungle
#

ye i already talked to xu abt it

high haven
#

iirc it also messed with how the cruiser was attached to the ship

#

it would make the front clip into the ship until the end

obtuse mortar
#

ill test that but i feel that's caused by something else

high haven
#

na

high haven
#

it's cus kite's ship animation changed rotation as well

#

so as it was landing the cruiser started clipping in the wall and then got bakc to normal when the ship got to the ground

#

i think 1.0.4 of Vacuity was the last one with the custom animation

sinful jungle
#

@clear cradle im adding nodes to embrion btw

#

im putting them in an empty gameobject so if you need to disable them easily you can

#

it'll be called like ExtraNodes I guess

#

I'm doing this bc boulders are only spawning on the right side of the map. and it isn't desireable

#

so again, NodesAndPoints/ExtraNodes

#

update is out now

sinful jungle
#

i apologize for the 3 patches in the past hour

#

i kept finding bad issues

#

but im done, for good this time

#

embrion is all patched up and healthy

spice igloo
#

Just one more...

sinful jungle
#

but yeah this is interesting

sinful jungle
#

would tell nomnom but idk

#

they are Busy

obtuse mortar
#

from what i can tell from the screenshot, it's LowAudio gameobject

sinful jungle
#

yes

obtuse mortar
#

so ye, play on awake is false

sinful jungle
#

huh

obtuse mortar
#

it's probably playing via audioreverbtriggers

sinful jungle
#

why does it play then

#

its not tohugh

#

none of the triggers set to play any audio

obtuse mortar
#

isnt the top one for audio?

sinful jungle
#

its empty

#

no audio clip

obtuse mortar
#

does it have an audiosource?

sinful jungle
#

ye

obtuse mortar
#

cuz it might just be doiung .Play

sinful jungle
#

wasnt working on my scenes

#

i had to make it play on awake

#

like it does on adamance

obtuse mortar
#

and you've got basically everything here the same?

sinful jungle
#

more or less

#

but like, adamance has it set to play on awake

#

and it works there

#

so i did the same thing

#

and it started working

#

so like wut

obtuse mortar
#

as far as i can tell from the code, it should just work™️

#

your collider is an IsTrigger with the player layer not excluded right?

sinful jungle
#

correct

obtuse mortar
#

well, assuming the player really does go through that trigger while moving down, and u havent like, changed the layer of the gameobject or anyhting like that, it should just work

#

im unsure in this caser

sinful jungle
#

aall of the ship triggers have the same settings except the one inside the ship

#

the player is def going through them

obtuse mortar
#

yeah that looks right to me

#

oh wait,

sinful jungle
#

and actually

#

huh

obtuse mortar
#

changeAudioVolume

sinful jungle
#

yea

obtuse mortar
#

i think that's making it so it doesnt play

sinful jungle
#

no?

obtuse mortar
sinful jungle
#

huh

#

i see

obtuse mortar
#

it's a lil weird, im not sure i really fully understand the part of the audio reverb trigger after this

#

but it tries to change the volume

sinful jungle
# obtuse mortar

i dont get why hes checking for changeAudioVolume to not be modified to play

#

that seems so unnecessary to me

obtuse mortar
#

i think he wants to change the volume before playing, but he's doign it in a really really weird way

#

that includes checking for local fog

#

i dont have much of a clue lol, it's odd

sinful jungle
#

god this is rancid

#

whatever setting it to playonawake works

#

and it still changes volume

#

so its fine

obtuse mortar
#

noice

sinful jungle
#

im going to bed

#

lol

obtuse mortar
#

lol

#

jinx

#

owe me your moons now

sinful jungle
obtuse mortar
#

modding in a nutshell

clear cradle
#

More nodes should be fine

stuck oar
stuck oar
sharp finch
#

yeah there must be something else causing it

#

it just seems like code rebirth would make it replicate much more consistently

stuck oar
# obtuse mortar damn my b discord

set power off at start <- is probably a good spot

i do this to fix the bug, im just setting the exitpoints to null then using the vanilla function (on all entrances)

[HarmonyPostfix]
[HarmonyPatch("SetPowerOffAtStart")] //should be late enough.
private static void fixExitPointsPostfix()
{
    resetExitPointToNull(entrancesTeleportArray); //non vanilla function to fix a bug with entrance teleports being pre-linked to the wrong exit point (usually only happens with entrance IDs 0 and 1 on the outside.. entrance 1 often being linked to the interior of exit 2/3

    preloadExitPoints(entrancesTeleportArray); //at end of the check, load exit points so they are never null so masked dont have issue using unused fire exits
}
crisp mango
#

I'll check if I can replicate the bug soonish with a friend

crisp mango
#

140 mods now

crisp mango
#

ok, I've been able to reproduce the unsynced fire exit bug on client with only these mods

sinful jungle
#

not host?

#

i thought it happened for everyone

crisp mango
sinful jungle
#

sucks

crisp mango
#

I mean,
A moon with 2 fire exits
We both enter fire exit A outside to inside
Host goes to fire exit A inside
Client goes to fire exit B inside
If Client leaves the same door where it enters, he goes to fire exit B outisde

mental breach
sinful jungle
#

yeah

#

it does

#

so change the logging level on it to not be debug lol

mental breach
#

Lmao

#

Won't stop Matty's SQLite from colelcting all the debug logs unfortunately peepoLie

sinful jungle
#

it was for testing purposes but it would be kind of pointless to patch it out now inc i need to test it properly + most people have mods that make other mods only log warnings and above

#

oh

#

idrk what that is

stuck oar
unique wyvern
mental breach
#

The issue where 2 fire exits lead to the same fire exit inside?

unique wyvern
#

yes

mental breach
#

I'm thinking it's a LLL or DungeonGenerationPlus bug

#

I doubt JLL has anything to do with it

unique wyvern
#

It's not either

mental breach
#

As far as I'm aware JLL doesn't touch Fire Exits at all

#

so wouldn't be JLL

unique wyvern
#

I know, it's not the fault of any mod in specific

mental breach
#

Well it's not a vanilla bug

#

lol

unique wyvern
#

You can read up on the thread if you wanna find out more

#

it's too much to explain

mental breach
#

I will say I never had this bug during my runs of Journeys and did only start getting it recently and Rebalanced Moons has had several updates so

#

It could be something to do with Rebalanced Moons cus I added it after I finished Journeys

#

and I didn't have it until recently

#

and iirc Rebalanced Moons had an update that touched fire exits

unique wyvern
#

Just read from here, basically

#

#1308174824505479290 message

#

Neither you or I are smart enough to figure out a culprit by ourselves so speculating on it is kinda useless

unique wyvern
#

Haven't had it since

#

So, like I said it's useless to try and narrow down specific mods that could cause it, imho

mental breach
#

I never had it when playing Journeys however since it sounds like it's on DungeonGenerationPlus

#

that did update at some point after I finished it

unique wyvern
#

It's not a bug that's the fault of any mod in specific, from what I've gathered

mental breach
#

I mean if it's not happened with only LLL and JLL I think it's a bug with DGP somehow

unique wyvern
#

Let people who actually know how this whole thing works figure it out, I'd say

spark heath
#

could also be maybe something with butteryfixes since that touches fire-exits iirc? but i doubt it since i'm pretty sure it just rotates the way you face upon enter

unique wyvern
#

in a profile narrowed down to just DGP JLL and LLL it still happened, it's not butteryfixes

#

some mods can probably increase the likelyhood of this issue happening

#

but it's not caused by any single mod in specific

cinder jackal
#

dopamoons

spark heath
#

if i'm not misremembering i swear i had it happen once in a random public lobby i was in on March, so could even just be a vanilla bug

sinful jungle
#

its a vanilla bug

#

my mod technically increases the likelihood of it happening because there are several moons with multiple fire exits now

#

but its not something i did that causes that to happen

spark heath
obtuse mortar
#

It's okay, just blame dopa, always her fault 😔

spark heath
obtuse mortar
#

Exactly

sinful jungle
#

march was the only moon with more than 1 fire

#

now theres march, dine, titan, and artifice

mental breach
#

So what mod is gonna bug fix this issue?

#

ButteryFixes or LethalFixes? PikaSip

sinful jungle
#

idk, buttery expressed interest

mental breach
#

I see a ButteryFixes update incoming

#

:3

obtuse mortar
#

I thought I saw virus making a fix, idk

mental breach
#

LethalIntelligence is definitely not gonna be used by everyone

raw rampart
sinful jungle
#

i meant where did they talk about how to fix it

#

sorry

raw rampart
#

Ah mb!

sinful jungle
#

you're good

sinful jungle
#

ill just check their source

stuck oar
#

the fix i did is to make fire exits null.

i did send something before in this thread.. but, not sure it was enough, this is exactly whats needed. beyond the below code, all i did was run EntranceTeleport.FindExitPoint() on all entrances, but i did that for masked because they dont do it themselves when they use fire exits (so its not needed for players, but can be done, my fix works for both players and masked)

entrancesArray = Object.FindObjectsOfType<EntranceTeleport>(includeInactive: false);

[HarmonyPatch(typeof(RoundManager))]
internal class RoundManagerPatch
{
         [HarmonyPostfix]
         [HarmonyPatch("SetPowerOffAtStart")] //should be late enough.
         private static void fixExitPointsPostfix()
         {
              foreach (EntranceTeleport et in entrancesArray)
             {
                 et.exitPoint = null;
             }
         }
}
sinful jungle
#

oh i might've missed it in the commotion

#

a lot of messages were being sent

stuck oar
#

but yeah, i put it in LI to fix the issues i was seeing in LI, never imagined everyone would use it, just figured someone would eventually add it in to a patch compilation :D)

stuck oar
# mental breach I'm thinking it's a LLL or DungeonGenerationPlus bug

from memory, because its weeks since i last really tested it.

JLL on its own = i cant replicate it
DGP on its own = i cant replicate it

I assume they both have LLL as a dependency

when all 3 are installed.. with the patchs from september/october/novemberish... it can be replicated.. but it rarely happens.. i had to try so many times.
when using march patches.... it happened frequently

it may just be potlock and maybe it happens at the same frequency.. but thats the vibe i got at the time.

so i felt it was vanilla of origin.. with other factors making it more frequent, but i never found any code that made sense to be the reason why it occurs in any of those mods or vanilla.

sinful jungle
#

has to be vanilla of origin bc purp had it without any of the above in a public lobby

#

and theres video evidence of that too

stuck oar
#

yeah i saw, im just reeling off my thoughts from like.. a month ago.. before i knew that. xD

sinful jungle
#

its all so weird lmao

#

this game is held together by rope and string

marsh wave
#

Is the fix going to be included in Rebalanced Moons?

sinful jungle
#

probably

#

yes

marsh wave
#

Then... what do you think about making fire exits unable to be generated in the same room

#

That only happened on March cuz it was the only moon that had more than 1 fire exit, but it happen more often with this mod

sinful jungle
#

that's a lot easier said than done, lol

#

and will probably only be in my dungeon improvements mod at some point

#

when i get around to that

marsh wave
#

oh cool

#

what improvements will it have? plink

clear cradle
#

Map Improvements vs Dungeon Improvements

crisp mango
#

Monster Improvements watching from a distance

marsh wave
#

Btw, why TitanLighting option affect only inside

#

It could affect the hanging lamp at main entrance too

sinful jungle
#

it doesnt

#

it affects all powered lights

#

im pretty sure i already told you this

#

but titans main entrance light is a different color for that reason

marsh wave
#

But it's different when Titan override is off and TitanLighting is on cuz outside is yellowish and inside is white

sharp finch
#

the bug impacts clients individually

#

a modded client can force the bug to occur in vanilla lobbies

sharp finch
#

im like 99.9999999999999999999% confident this will never happen in unmodded games

#

true unmodded games

wild elbow
unique wyvern
#

it has also happened to me as a host

#

and Virus has reported it happening to host + client

spice igloo
crisp mango
#

So, someone is planning to do a fix?

sharp finch
#

at best there are 15 seconds for that to occur within the ship doors opening

spice igloo
#

i like those odds

sharp finch
#

in reality you probably only have like 1 or MAYBE 2 seconds with insanely bad netlag

#

all of that is purely theoretical btw

#

but bad ping and a jetpack may make it possible under extremely specific circumstances which is why i dont call it impossible

stuck oar
sharp finch
#

we are talking unmodded

stuck oar
#

oh

sharp finch
#

that only applies to march unless mods are used

#

anyways i still need to make that mod to patch it

#

@unique wyvern would you be able to test my plugin before i release it

#

you made it sound like you experience it extremely consistently so you'd make for a good tester

unique wyvern
#

most definitely!

sharp finch
#

i could just release it to thunderstore with good confidence it'd work, but like, confirmation is always nice

#

i haven't written it yet but i will do that today

unique wyvern
#

I mean I haven't encountered the bug myself in quite a bit, but that's because I ditched the modpack I got it on a lot for a bit

#

I can go on that profile today tosee if it still happens

#

then download your plugin and see if it fixes it

unique wyvern
#

on moons like Gratar (has like 4 or 5 fire exits) and Hyve (same amount) it was suuuper common

unique wyvern
unique wyvern
sinful jungle
#

will add that as another dependency i guess

wild elbow
barren abyss
#

L man hates the spider sounds. (I also was never satisfied with them, but I SWEAR THE SPIDER SOUNDS ARE BUILT DIFFERENT YOU DONT UNDERSTAND)

unique wyvern
barren abyss
#

Look I made the spider sounds myself and i was never satisfied, Everything else for the most part is great BUT I SWEAR TO GOD. They feel so repetitive, even with variety and I never could figure out why @unique wyvern

unique wyvern
#

I do agree they're a lil repetitive

#

but basegame does have a lot of stuff like that and it's never bothermed me suuuper bad; I think its biggest crime is just being a bit too over the top LOL

#

but most of LR's sounds are extremely over the top (which I like)

crisp mango
#

ping me lol

#

I'll CHECK if I can improve the sounds, can't confirm nothing

ancient wolf
#

quick question mildly related to rebalanced moons; how hard was it to change the interior lighting color on titan? as in how hard was it to make it white-r?

sharp finch
#

@unique wyvern sorry i didnt have enough time to wrap this up before i went out for the night, this is a bit later than i anticipated

[Warning:Fire Exit Fix] Some previous mod has set the exitPoint of a fire exit's EntranceTeleport before SetExitIDs() was allowed to run. This is very dangerous and likely to cause problems.
[Info   :Fire Exit Fix] Successfully remapped exitPoints for all EntranceTeleports. You should no longer experience fire exit bugs today

you should see the above in the log on any day where this bug would have occurred without the mod

sinful jungle
#

@sharp finch hi

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this is kind of weird but could i have the patch for it

sharp finch
#

well

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if it works i was going to put it on thunderstore and open source

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but if you need them right now

sharp finch
#
[HarmonyPatch(typeof(RoundManager), nameof(RoundManager.SetExitIDs))]
[HarmonyPrefix]
static void RoundManager_Pre_SetExitIDs(ref object[] __state)
{
    // locals
    __state =
    [
        false,
        Object.FindObjectsByType<EntranceTeleport>(FindObjectsSortMode.None)
    ];

    EntranceTeleport[] teleports = (EntranceTeleport[])__state[1];
    foreach (EntranceTeleport teleport in teleports)
    {
        if (teleport.exitPoint == null)
            continue;

        __state[0] = true; // need to reassign exit points, because some mod's behavior expects them to be there
        if (teleport.entranceId > 0)
        {
            Plugin.Logger.LogWarning($"Some previous mod has set the exitPoint of a fire exit's EntranceTeleport before SetExitIDs() was allowed to run. This is very dangerous and likely to cause problems");
            break;
        }
    }
}
#
[HarmonyPatch(typeof(RoundManager), nameof(RoundManager.SetExitIDs))]
[HarmonyPostfix]
static void RoundManager_Post_SetExitIDs(object[] __state)
{
    if (!(bool)__state[0])
        return; // no problems

    EntranceTeleport[] teleports = (EntranceTeleport[])__state[1];
    foreach (EntranceTeleport teleport in teleports)
    {
        foreach (EntranceTeleport teleport2 in teleports)
        {
            if (teleport.entranceId == teleport2.entranceId && teleport.isEntranceToBuilding != teleport2.isEntranceToBuilding)
            {
                teleport.exitPoint = teleport2.entrancePoint;
                teleport.exitPointAudio = teleport2.entrancePointAudio;
                break;
            }
        }
    }
    Plugin.Logger.LogInfo("Successfully remapped exitPoints for all EntranceTeleports. You should no longer experience fire exit bugs today");
}
sinful jungle
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no nevermind i should probably just dependency

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i dont wanna be rude or anything

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i figured you wrent gonna upload it

sharp finch
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ideally we would know what mod is causing it

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and fix it upstream

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but it's a common enough issue and it's a showstopper

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so there probably ought to be some release for it

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maybe i can pull my rotation fixes into this as a config setting to justify its existence

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i dunno

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first version will just be the patch for this bug and we will see if it becomes anything more

unique wyvern
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I'll check it out tomorrow, its like 4am teehee

sharp finch
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yeah

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i had it finished like

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9 hours ago

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but i didnt want to drop it until i at least tested it

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and a bunch of stuff happened in between in those 9 hours

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i was about to head to bed and remembered i never followed up lolll

unique wyvern
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its all good!!!

sharp finch
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and verified that the debug logs worked (which should mean behavior works)

sinful jungle
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lol

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im having an awkward bug where sound panning is inverted on some of the outside hanging lights

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so like

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you'll hear them turn off from the left if they're to your right

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unity is so fucked and weird

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turning the audio spread to 0 fixed it

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xd

stuck oar
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Ah I see your fix actually assigns them using your own method at setexitids

I patched it later as I worried that someone may change them after setexitids too (to future proof against some dumbass) fiddling xD)

Also the vanilla function (for setting exit point) works, and I cancel setexitids so I may have to rework my patch, woo. Lol

glossy wren
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Are there maps of the changed moons? I would like to see them..

tawdry peak
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This seems like a neat mod

unique wyvern
sinful jungle
sinful jungle
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they're not that heavily different i don't think its super necessary

tawdry peak
sinful jungle
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i know you from tdp

tawdry peak
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Oh god

sinful jungle
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I'm care there

forest plover
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tdp?

tawdry peak
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Don't remind me, I'm embarrassed

sinful jungle
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lol

tawdry peak
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Of my behavior

sinful jungle