#RebalancedMoons + Atlas
1 messages · Page 21 of 1
:-(
shit i thought you said investors 😭 was gonna ping investor.....
Tell the assessment to shove it up their assess
@sinful jungle @clear cradle Question
Snowmen are still in non-Christmas LC right
So...
why have I literally seen none of them on y'alls ice moons
If it's even a you issue
I don't have any ice moons
You have Dine options tho
Map improvements is the vanilla scene with add ons spawned in
Scratches head
That's how it's compatible with rebalanced & custom moons
Are you using both our mods together?
maybe dopa messed with the spawn rates
try disabling one of them and see if you still can't find any, then try with the other disabled
If neither changes then it's probably some other mod
no
yes
I should remind you this mod no longer modifies the stats of the levels
it just swaps out the scene
any issues you have with spawning is something else

they're just incredibly rare
Ye, even during the holiday update I never ever saw any. I am not sure I ever saw a vanilla snowman, they always seem to be the CustomOutsideObjects ones
0.01% spawn weight... D:
That's because they are very common
That have a minimum of 1
as far as I can tell Map Improvements works and just is a bit off with the new trees on adamance
I dont think any other maps have changed, but I haven't looked at the paid moons yet
it seems like the new contour maps are set textures
rend at least is the same
good luck with that dopa
Map Improvements will not be touching that
Interestingly Titan does not have one
how are these even made?
titan's verticality would probably mess it up
March does not have one either
i might be in preference of the old terminal's visuals tbh but i'd need to look at it more often to judge it
Its seemingly just a texture on a plane floating above the map (but assurance seems to be parented to the ship because it moved down) and a camera above the player can see it
I also prefer the old one
Yeah Dopa will have to edit the texture for rebalanced
March not having one might point to changes coming to that scene
I guess custom moons need one made
How bad is it
how bad is what?
How m uch work is gonna be needed to fix this lol
Depends on how much actually changes with the full release. Right now in regards to our map edit mods its just Adamance's aesthetic and the contour maps
Good luck friend
I am probably gonna have to ask him how he makes them and pray
He answers like 85% of my questions so its worth a shot
You probably can just take the png and edit it to match your scenes
ask him about Titan's and March's missing ones while you're at it
This will unfortunately spell the death of the unsupported modded moons that were able to hang around methinks
Hard to get around a missing map element
It doesn't break anything
It's not that easential
just makes it hard to see where others are outside on the terminal
Waiting on the @stable moon tweak that reverts to the old visuals
(/j unless?)
Not a horrible idea, at least for the exterior anyway
Looking forward to making Cesspool's contour map (big hole)
An algorithm to scan the surface of moons and live-generate some sort of map would go insane, but that is too much to ask
maybe something using the depth texture from the map camera and then posterizing that to create the different levels?
I was just gonna take a screenshot in editor and then edit it
in the dead air ive been wasting my time doing lua stuff in minecraft
i did this cool absorption effect for fun
I typed "damn you're so cool" and realised how sarcastic it sounded so this is the response instead
probably cutting off the damn would make it sound less sarcastic
Probably
idk why i did this
wtf no you ..
I don’t get it
you photobombed the recording lol. The 'orang' was separate
Oh I see
you sure they're missing?
Didn't see them on monitor or in free cam like on every other planet
I'm assuming LLL or similar will have to add this as a fallback anyways, since as of now modded moons don't work with the radar at all
There's a friend inside of us all, but especially inside of Woody...
Audio by Toby Fox.
And As The Years Go By
I Will Never Die
Excited for chapter 3 and 4?
I know how to make the contours now so I should be ok
my only problem is procrastination
Share your knowledge with us custom moon makers
I've developed a pretty good pipeline for doing it in Blender, the "clean up" part in particular can take a while. Also found a way to shade contour layers based on height. Might compile a full tutorial at some point, but I'm waiting for updates to see if the contour maps change much/see the ones that arent added yet.
v70 updated moon scenes
this error occurred when starting a new lobby and trying to land on experimentation with RBM
didn't happen after taking RBM out
though i should say
it only sends that error on the first time
quitting and reloading it works fine
are you using this
yes
it does seem like the issue hot reload patch is supposed to fix
i will have to consult bat by
Do you know if there a set distance for the contours? ie 1m?
this is all he posted
i have virtually 0 experience with blender and have not toyed around with this at all
sorry
I did 10m apart planes in blender and it seemed ok in my case, havent checked closely against vanilla though
no worries, just seeing if there's a consistent way to make them look as vanilla as possible
I'll mess around with it and see, but update me if you find what looks best
Cesspool. I used the intersect method (sometimes difference gave better results) at every 8m. I might change the stairwell so it has the edge of the stairs. Thoughts?
Looks good
I LOVE CESSPOOOOOL LET'S GOOO
Does this mod have any incompatibilities?
Oh yeah also this doesn't work with v70 with the new radar if you arent aware
She is, she just needs to find time to work on it
@high haven @sinful jungle So I just ran a test and LLLHotReloadPatch worked fine for me when testing RBM, I suspect you have some other mod breaking it 🤔
It might have been some mod breaking initially after the V70 update cancelling the patch from running then cus something else errored first
XD
just makes dine cost a bit more to offset the buffs it has
like 650 i think
Ah btw any changes in mind for when you update for V70? I almost think the new grass on Adamance might look cool on Vow
Also I believe I've caught a bug that seems to happen on your replaced moon scenes when SoundAPI is present where sometimes footsteps and some other audio stops working
I produced it on Titan in the past but also had it on Vow while doing some testing
I never experience it without RBM
vow already has custom grass
Does RBM use the loot pool from the original moons? As in if a mod adds scrap or monster weight to experimentation will RBM use that or does it essentially just use a copy of vanilla experimentation weights?
rbm doesnt affect loot pools barring embrion
in other words
yes it uses the vanilla ones
and respects mods
Thats why I use butterebalance
that is why the mod depends on butterybalance yes
me and her generally share the same balancing philosophies
and it is easier for me to maintain this while she does her side of the fence and i do scene changes
she is essentially the co creator of this mod against her own 77 - Volition
yes
Yippeeeee!
so small
Squish
But see mine is compact
Also maybe we should spoiler in case someone hasn't played
I wouldn't want to ruin someone else's experience
Not that its a major spoiler anyway
It's fine
People have had plenty of time to figure out who tenna is imo and he was in the trailer for the game
True, but the shock of him being 3d surprised me
yknow this reminds me of
If you want me to do some I can if you send me the terrain
can i just pay you to do them for me lowk
adamance, offense, dine, embrion
Yeah just send me the files and I'll get them back to you as soon as I can
@sinful jungle did you actually want me to help make the contour maps?
Yeah just dm me the map models when you can
So with universal radar out, is this mod able to work with current version. Or does it need an update still
rebalanced adamance (if it even has a scene change) isn't up to date but since no other moons got an update it should be fine
i think rbm alters the terrain near the fire to make it more Cruiser friendly and it adds two lights to the main entrance
Just disable adamance's scene change (Unless you want the old one) and youre good to go
Rbm adamanced also adds another path to the cruiser after falling off the bridge
I find this amusing because it probably has the most terrain changes out of any moon
anyways I'll update it soon, no pc atm
probably tomorrow lol
i forget LOL I don't go to ada often
or didn't until the update ig
I also use RBM with MapImp so like
it's kinda hard to keep track of which does what LOL
holy christ its a miracle
i somehow didnt lose my project files when my pc was reset
pog
it did some funky stuff for me
with v70+
you should be generally safe but definitely backup
also probably not tonight
sorry i forgot
anyways i have somewhere to be "early-ish" tomorrow and will be kinda busy for a good chunk of the week end (not to be confused with the weekend)
The easyness depends on how your Unity project is structured, if all your assets are under one folder then u can just patch another Unity project, and drag that folder in there in the same spot
ye i have all my shit under a folder
im 90% sure this doesnt work
because assets like uhh
selectable levels items etc
they reference specific metadatas for the lethal company stuff
so patching another project and just dragging stuff over will cause it to load an invalid script
that happened to me before, at least
I do dis all da time
Works for me and I got moons, enemies, items, weather's, uh everything really
well i can try again but
Just not interiors ig but those would work
when i send people my scenes, i have to include all scripts inherently
because it tries to load the specific id for it
and its different per project
Uhhh that part I'm unsure about, for me I just have people patch, clone the github, and drag the files into a newly patched project
Hello, I noticed there seems to be a compatibility issue I thought was worth pointing out between Lethal Resonance and RebalancedMoons. The issue involves the outdoor ambience for Lethal Resonance glitching when loading the level and exiting/entering the area around the ship... I attached a clip of it (on a save using only Lethal Resonance, RebalancedMoons, and their dependencies). The issue disappears when disabling RebalancedMoons.
tell loaforc to update soundapi then
tired of people reporting this to me when it isnt my fault lol
@cobalt ravine please broo please
ah my bad will do
I wonder if bongo could get a separate maintainer or a helper for soundAPI at this point, could be helpful in keeping up w bugfixes and other stuff when life gets busy... I think resonance was also waiting on an update? I could be wrong tho
Yeah, that would be good :)
I know the spider sounds are done and ready from what I heard-
try using ReverbTriggerFixes and using the config for OnTriggerEnter
wait can resonance work without the button addon for soundapi???
about the waiting for the update...
yes
The issue is still somewhat prevalent, but much less so. It seems to have fixed it for the time being, thank you very much :)
life be lifing i guess
or he's working or other things that'd be fine too
my last assessment thing i have to submit is today
questionable
im probably not gonna be retaining this new grass texture in the update
i already gave adamance my own in the past and frankly i think it looks a lot nicer than this
were you gonna change your grass texture to a diff but similar one or keep the current vanilla one?
whatever you decide to do I know it'll look great :]
i mean like
im just gonna edit the grass texture i made for adamance to be a similar color to this
instead of using the one zeek added
honestly, its kinda bad, its really high res compared to the other terrain textures and thats something i try to keep consistent
he didnt even bother texturing the out of bounds stuff lol
I feel like zeekers is a bit checked out at this point and would rather just be done with lethal
I don't think so he was pretty excited to make v70
i think it was just a simple oversight
yeah he's pretty pumped about working on the game imo
not checked out at all, if he was he'd still be on another hiatus
Yea
Maybe im just projecting then
My friends didnt really see this update as a big deal
So its getting harder to convince them to play now
I think the implications of the update are bigger than the update itself
We're moving toward finalization of features in preparation for full release
And we basically have a road map of what's next
That's good enough to keep me interested
If only it would keep my group wanting more
I guess we have played nearly 400 hrs though so
I really like it but yeah a lot of the pngs he used in this update are super HQ lol
not something I expected out of LC
like the shirt pngs and the tools rack that's just painted on the wall
but I guess every major update does shift the artstyle a little bit, so I can't complain
Butlers were the first big artstyle shift I remember noticing, cuz no other enemy had that "realistic" of textures, it was really off-putting lol
Thumpers also got retextured in that update right
I imagine it'll happen to other enemies eventually
I swear thumpers got new textures at some point
Or at least new normal map
I gotta get a pic
it was kind of jarring when i first saw it
i think the foliage and trees and stuff are alright but the terrain texture is super wack
old thumper vs new thumper
lighting is different but u can see what i mean
they got more shriveled-looking at some point
I'm pretty sure this is just the lighting affecting this, like actually
it's not
Foreskin looking ass
doubting hard rn but maybe idk
Should go look at old videos from before those changes
i could've referenced one of those but i knew i had clips from v49 i could check
Yes at some point before v50 Zeekers gave the thumper a normal map when he previously didn't have any
I wanna say it was the challenge moon update but I don't know exactly which update it was, just that it was atleast before v50
Wrinkly ass
i am not totally sure
but it could be intentional?
artifice is the same way
artifice had its "grass" modified to be a lot more vibrant orange in v55
but all of the out-of-bounds stuff retains the original darkened palette
it might just be my taste but when i tried changing it to match, it looked really weird to me
i think he might have intentionally been going for that effect
where the playable space is a lot more vibrant
sorry
and the seams are not really visible with all the fog as the ship is landing anyway
anyways tldr adamance is maybe similar
i do lean a little more towards it being a mistake
though
it feels less intentional than the artifice thing
but that is from my extremely biased and not at all informed viewpoint
Did vow get new splatmap with v70? I swear there's new dirt paths around that weren't there before
it looks the same for me on both v69 and v72 projects
😔
yeah like i expected it really just isn't that simple
the scenes call for specific metadata ids for assets such as scripts and textures
so even if you import them into a new project, all vanilla assets will just die
Dunno the specific workflow but unitypackage’s are the intended solution for this kinda thing
Oh, yeah if you don't put all the assets you use into your own folder they'll go missing when repatching
honestly they should get some help from people that mod to add stuff to the game
I feel like more games with modding communities should do that
like mojang getting help from their modding community to improve the game's performance
bc there's a good reason why there's like 50+ different optimization mods for the game
it's just weird how nobody does
batby IS this a sign
Sign of interest, not anything happening lmao
With all due respect to batby and whoever else, this will just never happen
I think zeek is too stubborn about the solo dev thing (or simply just has no interest)
yeah i'd expect that
not like specifically from them but just in general with all game devs
Yeah we know
It's just an interesting thought is all
just clarifying because pedro seemed to have the wrong impression
Unfortunately that thinking is probably hurting the game
Many games are a team effort
allowing someone to "join the effort" means splitting the rewards
hes made it clear he doesnt need money anymore
irrelevant
he just wants it to be a solo art project
thats literally it
opinions change
wym
100%
hes said this after he was already adamant on being a solo dev
this happened to me when i used the new patcher
on a fresh project
and is why i went back to just cloning my v69 project and using the old patcher on it
i couldnt even load a scene
is this not the current one https://github.com/nomnomab/unity-lc-project-patcher
ive been using this one still https://github.com/nomnomab/lc-project-patcher
wtf why
it's the one installed to my project
that i've been using since like v49
and when i used the new one on a fresh project it broke all the materials' shaders
@sinful jungle when people ask you about the soundapi incompatibility, please ask them to try enabling AudioClipSpoofing in the experimental section of soundapi config. this should in theory fix it but it's also very invasive
I think he didnt expect it to become so popular
but now its...kinda died off, especially with REPO
Perhaps thats the way he wanted it
Only really died off cuz of the big gap in updates tbh
Still a massive demand for these kinda games
ye, I'm sure on full release it'll jump back up honestly
A true company asset stays with the company fr fr
though it's still at a good place in my opinion, esp w it being more of a friends game and less of a public lobbies thing (although I bet those are fun)
let me ask you something
do you ever, ever play pubs?
because im willing to bet that you dont
and a large majority of the players dont as well
so why is popularity relevant at all lol
LC pubs are like their own small community
Lethal really isn't dying off tbh, in my community especially people still prefer it over REPO. REPO is rather boring and has a huge issue of lacking replayability for most of us
I honestly should check out pubs at some point, but I'm afraid it'll be like other public lobby games where you get kicked the moment you make a mistake or smth loll
We even played the new update today and while the new stuff they added is cool, they nerfed the gameplay in other ways that make it feel worse
REPO has been on a steady decline since a month before V70 dropped tbh, it took off extremely for the first 2 months it existed but then it started getting really divisive and losing popularity when they had the new update in Beta stage for a while
sad cuz the loop and mechanics are great, there's just smth about it that didn't draw me in as well as lethal did and idk what it is
Id rather pull teeth
And this is the exact reason why
Or theyll say some horrid shit
so yeah no thanks
Id rather play with a trusted friend group
I mean. I'm not saying it's like this, so don't lump me into your experience hahah
I've just experienced that on games like L4D2, and that game's like one of the most toxic ones when it comes to public lobbies, esp on VS and shit
No idea if it's like that on Lethal
God dont remind me
l4d2 really has no reason to be this toxic anyway
like
I made friends from l4d2 lobbies though, so I can't imagine the experience on lethal is any worse
how tf you bein toxic on a pve game
still like
decade+ old game with no rank system on a competitive mode w public lobbies is why LOL
i don't think it has a good reason for it
i mean
if you give a playerbase a competitive gamemode they're gonna get tilted over it
its kinda just given
when there's no way for the game to tell a new player from an old one and everyone sweats the easiest course of action is kick the guy that just joined if they make a single mistake
yeah that much is unavoidable
it's not. good, it sucks but people there are evil asf LOL
i just don't get why l4d2 in particular is so bad with it
I'm talking about VS yeah
ye
which is survivors vs zombies, it's really fun when the connection isn't ass and the people aren't evil asf
i'm sure it is
i'd really like to get people to play vs but i don't have enough friends to get on it
it's already hard enough getting people to play mvm
I have a vivid memory involving l4d2 versus.
I got kicked cause I couldn't charge a off the no mercy rooftop. Cause they kept through Molotovs and pipe bombs
It's way more prevalent on VS because of how HEAVILY coordination based it is btw, you can't solo SHIT on VS lmao
yup
that'll do it
if you cant insta as a charger you're kicked from the lobby 99% of the time it's ass
or you get insulted over crusty ass mid 2000s valve voice chat HAHAH
I've been able to do it like~ 3 or 4 times in my 3 years owning the game, it's so rare loool
the 4th time it was w people outside my own country so the connection was terrible
Which is why I stuck to single player cause it's fun and I'm the guy who just downloads mods that just improve the game, gameplay/visual wise in terms of details
Like that one script that patches like a specific oversight
pub lobbies are a complete gamble
l4d2 is like one of the ggoat honestly
-# (greatest games of all time myeeah)
im super happy me and generic love the game cuz we were able to play it a bunch as inspiration for tower
l4d2 is still fun to play in single player or with a friend
yeah 100%
so much fun
The bots are surprislngly useful
they are, I just prefer to play games MP if I can help it honestly
I really fell out of singleplayer games the moment I got a better PC and better WiFi sadly
wait wtf am I saying I play terraria by myself
there was a mod i used a while ago
literally just lying through my fucking teeth LOL
that made the bots able to help with finales and use tier 3 weapons
that was a lot of fun while it worked
it stopped working out of nowhere months ago and idk why
l4d HAS been getting mad server updates so maybe smth broke that for whatever reason
probably
Dopa penguin core
hiii xu
im like
kinda worried abt this update im ngl
in order to import all my scenes properly im gonna have to overwrite every asset that they use
like this
because of GUID bullshit
its so annoying
i wish i could just make it reference the files i already have
and if ur wondering "why not just replace the assets in ur project with the unitypackage ones" im just scared of replacing something that was potentially updated in v70
i already asked batbyyy and he has no clue
so like fuck
idk
Hmmm
why does unity use this guid bullshit and not just
raw filepath
for references
literally why
Bleh, this is why I always just put everything in one folder and send it across
well yes
in your case that makes sense
im only working with mostly vanilla assets tho
Yeah I do get your problem, though when I use vanilla assets I do just drag the vanilla assets into the folder I send across lol
Idk if there's a good way to tell whether something like a sound changes though
Whether it's overwriting, using the original, or just having both in one project
i might just have to remake everything a third time
so exhausting
i am not mentally sound enough for this lol
And if you don't replace the sound, it goes missing in your scripts?
Dam, there's usually a script for these kinda things but unsure about any rn
i at least appreciate you listening to me rant lol
Anytime, unity can be pretty rant worthy
Well this might be kind of stupid, but all the audioclips are stored in the same place right?
ye
And I'm probably wrong but if the guid is stored in the .meta files, then you just gotta copy all the .ogg audio clips, not including the meta files, replace em with your own using unity packages and then paste the .ogg files to replace the ones you initially replaced with unity package
Something I'd probably try as an attempt of madness
no you're correct
Feels like I've dome this before though
meta files contain the guid stuff
Then yeah as long as the file name matches nothing should change about the GUID when you replace in a file explorer
its not a bad idea
certainly better than starting over.. again
so backup all referenced clips, import and replace, then re-replace the replacements but not the meta files
Yeah, just make sure you copy paste the audio clips folder somewhere out of unity, get rid of the meta files for the audio clips so you can select all the audio clips at one time
Then obv just replace the ones in unity with your own and re replace
Nu thank you for letting me be helpful
When unity is dumb we gotta band together, and I also discovered this on accident a while ago replacing old audioclips for some hazard
What exactly does Atlas improve/expand compared to vanilla skyboxes? Does LC have no unique skyboxes?
LC only has one skybox texture used on every moon
atlas expands it to like
uhh
i think 4 skyboxes
or something

Yea used it on 3 of Skelaah's moons and they improved the visuals of them well
does it still work?
as of v70
Atlas works but I had to manually add the moons (idk if it was automatic before v70 or not)
It depends on if the moon has proper content tags or not
it should work automatically on vanilla moons
if it does, the automation system still works, bc i didnt manually apply them to vanilla moons
Ah k, must be their moons tags then
But they do look nice with them
Btw @sinful jungle Whenever you update Rebalanced Moons, I fixed Sponge nuking my cosmetics by making sure they were properly set to HDRP/Forward, idk if terrain is also using that but if you were using deferred it might be why it nuked it so badly
the old grass texture is so jarring, especially ingame haha
it almost looks safe, lol
overall its a lot more cohesive, more warm colors to compliment the trees and it now more properly feels like an autumny biome to me
very happy with how this turned out
i might give it a custom skybox
very pretty and golden looking, i like it
Heck yeah
it looks nice being vibrant
you should probably add some gradual rotation over life
or just general rotation on its own
soooo cool
some other stuff you could do, assuming u havent already, is for most variables where its like a number you put in you could make it so you can add a min and max number instead and it just gives you some really nice variety
i.e. speed variation, size variation, rotation speed variation, lifetime variation, slight colour variation
ye i did that already
not color tho
i dont think it needs color variation, all the leaves are one color
it might look more natural with some that are slightly darker/lighter but iunno
Cant wait to die on this moon
@sinful jungle if you still want me to contour map your moons just send me the terrain models
im gonna just use universalradar
they gave me some stuff to have custom sprites for it
damn
yeah this isnt an option
Hmmmm got ya
I hope Scoops will take another crack at improving the shader again sometime soon
Okay that explains that issue with adamance I had-
you can just turn off the replaced posterization shader in sponge if it bothers you
it wont kill your performance
sponge does a ton of shit
is this too bright
it looks cool to me but i havent played in a while so my touch with the style might have gotten rusty
uhhh who do i ask that already doesn't dislike how my admanace looks
@unique wyvern you
I'd have to see what Vanilla Adamance looks like for a comparison
just forget what it looks like
pretend this is the first time you've seen adamance
im not going for accuracy
kewl
I mean you were asking if it was too bright so I was just gonna let you know if you got it close enough or not lol
i meant like
its definitely different from vanilla adamance
i just meant "too bright" in terms of taste
i intentionally made it brighter
only during the day tho
i always kinda felt like the trees look a bit jarring cuz the texture might seem a bit too low quality? i think thats it?
the bark texture is kinda literally the same as the other trees in the game (dif color tho)
the leaves you mean?
if anything the leaves are higher res
i am a bit confused
I like the new trees and am confused lol
oh
i did make the leaves darker
you can see that in my screenshots
they're not like a blinding red anymore
its more muted but still vibrant
heres a comparison
well ig its two things, not neccessairly a you thing but when i look at this spot it feels like theres a lot of visual clutter cuz of vanilla posterisation, probably cuz these tree assets dont have a lot of leaves so theres more visual focus on each individual leaf than you'd see in usual tree assets
mayyybee
so i suppose that is a me thing
also just realised there were two different tree types here lol
oh yea
small and large
the large ones have the falling leaves
the small ones dont
performance concerns
depending on how many it is the only real performance concern you should have is just disabling it when the local player enters the interior
im pretty sure they just dont render when out of view
oops wrong reply
because like
when i walk away from a tree and to another one
it takes a sec to like
start falling
idk tbh since its visual effects and not particle systems
though on the topic of visual effects you can kind of forget about performance concerns too much since its handled by the gpu which is where you'd put your more "lots of particles" heavy stuff
that might cause your leaves to just disappear while looking at em in some camera angles, but unsure
wut? its a huge box
how
oh you mean at the ground
yea i should make it extend to the bark
good ideas
ok it covers the whole area now
i fixed the graffiti's normal map to not say "20 adamance"
thaniks to buttery for pointing it out i always wondered why it looked off
these are the vanilla normals lol
actually here
lowkey i feel like that should be so much smaller
like
i think its funny its drawn around the light switch
on an unrelated note it's kinda dumb that the lights are on
because you can just look through the windows of the cabin and see "68 ART" and immediately get the clue
without having to unlock the door
i thought about just removing the widnows
i guess maybe the light switch is easily missed
well yes but i mean from zeekerss' perspective
idk why there was 0 effort made to prevent this
when it was a brand new secret
this is like
the only thing that comes to mind
at least the log adds some purpose
shrug
congrats
thanks i cant wait for everything to break when LLL updates skjdlflsjkdf
since i do invasive shit for interior selections
we'll see
oh right heres the changelogs
the update was entirely fueled by your guys' support bc i kinda dont have anyone to play with, my duo's gpu died lol
so thank you guys
i probably wouldnt be doing it otherwise
uhm uhm we could uhm ehm uhm
I think your makeovers and takes on vanilla stuff are really interesting, im always happy to see you work on stuff!!!
i really appreciate it monty, and if you want i could invite you to my discord server and maybe we can get a game going sometime
generic is already there and sends manul images daily lmao
yay!!!!!!!
yeah that'd be awesome
i wanna do more visual makeovers to other moons like zeek did to adamance
i might add pine trees to vow
alongside unique flora
That would be incredibly peak, however I would suggest to wait on doing something big like that in-case Zeekerss changes any other moons before release
Oh and I want to say this is one of my favorite mods for LC, I love the visuals in this mod a lot, and I honestly think you would make beautiful custom moons if you ever gave that a shot
I have a full terrain layout for a custom moon in unity, i just halted development on it because i suck at modelling trees
i think zeekerrss used some generator
Do i need to turn off vanilla maps from universal radar?
You shouldn't need to, for now
I don't think it does anything
btw, more proper support for universal radar will be in the next update, it'll have sprites and stuff
gonna try to get that out today
thank you!!
how did you move the maple trees on adamance? i thought they were combined meshes without their actual mesh available
i split them manually in blender
ah
by exporting the combined mesh to fbx
would you mind providing the split model...
i would not, but its only lod0
i didnt do the other lods
scaling might also be fucked
update out, full support for universal radar was added with sprites
Finally I can try to get my friends to play
snowy dropship is a little bugged in your moons for some reason.
He's around I think he's just being slow about updating his stuff
wym
how so
Ah he's on break
oh
i see the issue
no thats not an incompat thats me fucking up replacing animated textures after my ssd died
i will fix it right now
The lights are purple
yea]
missing texture
my fault
ill push an update rq i was editing titan contours anyways
is this correct
@sharp finch
i legit cant remember
i remember the star being more yellow
yeah its def more yellow but i cant find the material
ill look in my other project
oh huh
i used the right material
i guess it just looks dif ingame
fix is out
Love this mod so much. Almost all of the changes feel rather needed or are otherwise really aesthetically pleasing
lmk if you have any criticisms im pretty open minded to that stuff
I still would like options to remove the extra Fire Exits on all moons that have them, my modpack is balanced around them having their default amount, meaning this cool mod is a no-go for me atm
Rebalance them for more fire exits 
Double them
@shadow coyote unsure if you were having issues w this too but here you go, figured it'd help ya
Ooh trees! Thanks!
thank you guys for 20 likes on thunderstore! as far as i can tell barely anyone uses this feature so this is kind of insane to me
20 likes is damn good bro!!!
pretty much only people who publish shit on TS like stuff since they already have an account
so it's kind of like a "how much do active community members like my stuff" thing
ye
Will something break if i uninstall fox?
out of curiosity have you done this for the flowers too...
i just used the splitter for them and it worked fine
Yeah flowers were fine. I’m not really sure what causes some meshes to split well and others to split terribly
it depends on complexity
Something went wrong with my tree
like i said
scaling might be fucked
so
sorry but i didnt wanna go through the hassle of getting it 1:1 so i just resized it and changed the axis of the hitboxes in unity
Also comes in hell flavor when put in the place of the lod
is there any way to keep the scale of colliders while changing the scale of the mesh
you would need to separate the meshrenderer from the meshcollider
both inherit the transform of the object they are attached to
what's the easiest way to do that
If you copy the break trigger and the leaf colliders from one of the Adamance ones, here's the scaling/rotation I have for the big one
and the small
just move them to separate gameobjects
lol
have a gameobject that's either just the collider or just the renderer
and then have the other be a child gameobject with the other component
and then you can adjust the scale on the child so it lines up with the parent
and then you can prefab-ize that or whatever
to reuse it
since I'm here, is there a way to swap the order of these materials while keeping them associated with the proper part of the mesh? I ask because the tree without the leaves looks kind of cool in some cases, but I don't see how you can have an empty element 0 while keeping element 1 if that makes sense. If it were the other way around I could just use one material, the bark and it'd be fine.
this data needs to be changed in the mesh itself
just use an invisible material
someone maybe wrote an editor plugin to do it but otherwise you'd need to re-export the mesh with the submesh order swapped or edit the actual text data of the mesh
this is easier to do though
just use a material with full alpha
You know what, I like this hacky solution tbh
its not really a hacky solution
if you have a model and want a face to be invisible (but cant/dont want to edit the mesh) you use a transparent material
"we're going all in- Okay we're not going all in"
Ive always turned off the fox spawn so
white square
logs and the dropship are with the white square
alright thanks ill look at all the logs
and artifice dropship the top light is purple
sobbing
okay ill fix all this rn
sorry about that
consequences of ssd death
was going through all the moons and my brain was low power or something and searched "april" after i did march
my favorite
is it actually good lol
it's just a forest moon
nothing of note lol
an okay layout, probably super outdated atp
fix for all of this bs is out, apologies again
some things slip through the cracks
love the scrap in the shack
although I will say the normal is a lil too overdone here, feels like the paint's fully jutting out of the wall
-# or atleast it feels too much
Free scrap?
Free scrap
its not free scrap lol
it takes scrap from the moon's scrap pool
ergo, less stuff spawns inside
ok lmao
the nine thousand baboon hawks down there:
Scrap spawning there is cool as hell
Are you planning to add something similar to artifice or other moons with buildings outside?
i think she already added outdoor scrap spawns to rend's cabin previously
unless i am mistaken
no
probably not
Oh okay
I mean its "free" since I dont have to go inside
It does give a reason to go in those cabins
ladder from titan
fixed
I need to turn off vanille sprites from universal radar to your sprites appear?
no
experimentation
Just climb it its fine
is it intended to be like this?
If you're talking about the quality of those beams, then unfortunately, it's probably how the mesh split. When we rip the game into Unity a lot of the props in the moons are sort of baked in place and together as a combined mesh so we have to do something to split it. Some meshes don't split well and lose quality.
thx
Yeah, one of the moon/interior making struggles lol
can artifice's terrain near the fire exit be changed to be a bit more flatter? right now its really inconsistent when cruiser jumping and it kinda ruins the fun of the moon for me
great mod tho!
no ill fix it
sure
some of the trees on RB Adamance have the snowman breaking effect
iirc it's a layering issue?
there was one around here that had it
This also happens on a lot of modded moons
pretty sure it's just a layering thing
probably!
some trees on RB vow too lol
there was one around where my truck is rn
theres probably some on all moons that have trees
it is yes
if the collider on the "Terrain" layer is not tagged "Wood", it defaults to playing the audio from running over snowmen
if (this.tempColliderResults[0].gameObject.CompareTag("Wood"))
{
gameObject = this.breakTreePrefab;
audioClip = this.breakTreeAudio1;
audioClip2 = this.breakTreeAudio2;
}
else
{
gameObject = this.breakSnowmanPrefab;
audioClip = this.breakSnowmanAudio1;
audioClip2 = this.breakSnowmanAudio1;
}
this is a new v70 thing
i guess zeekerss wanted to keep the snowmen at first but before the final release he removed them completely
even though the cruiser interaction is fully functional
probably a similar case of vain shrouds getting nerfed in v60 even though they were simultaneously removed
well, not entirely removed, they're still in the game
they just don't spawn on planets anymore
@river ferry
🤣
zeekers :)
Oh I need to fix that on my moons!
No worries. Easy enough fix
already done with it. Probably push the updates with something else small within the next few days though
kinda wanna try atlas but idk how to tell if the modded moon have their own skybox or not(grabbing from vanilla?) 
does anyone have a good list to blacklist
I think Arcadia is a good one to blacklist off the top of my head
But other than that I don’t know
I would also be very interested if anyone has a general blacklist for moons that shouldn’t have atlas skies
Calist
Not sure if reported already, but the rope ladder on Vow doesn't work anymore
Can post pack code if you need
The ladders on vow and offense work fine for me
Oh, hmm not sure what's wrong with my pack, it's pretty basic in terms of content 🤔
I play with 250 mods and I can use the ladder perfectly fine
So
Whatever mod you have on that breaks it should be relatively easy to narrow down
Lmk what mods you have installed
Here's my profile code:
0198410f-ad69-6450-58a0-589e7ad7239b
what happens when you try using it?
just nothing?
It shows the interact prompt, but pressing/holding E doesn't show the circle or does anything
wtf
yeah idk i dont think thats me
because like my networker only does shit after the interaction prompt
it not showing the circle is very strange
all thats client sided
My modlist is pretty tame, only vanilla moons, wesleys interiors and standard GI, Sciencebird, Buttery stuff
I have gone in and configured stuff to how I like it though
RebalancedMoons is all defaults though
For me its working even this one
ill fix that model soon btw sorry just been procrastinating lol
you can just say uhh
its a stylistic choice
it broke in lore lol
Do you know any differences between vanilla moon and modded moons that broken fox IA?
Your mod changes vanilla moons but the fox still works
fox ai shouldnt be breaking on modded moons with yesfox
but i modify how vain shrouds behave on my stuff
i basically reworked them so they cant generate in inappropriate areas
i think im the only person to do this
aw thats unfortunate:( poor guy
you might wanna ask 1A3 or Buttery
something might be wrong with the moons navmesh nodes too but idk given wesley and generics experience i doubt it
1A3 says that maybe is that moons don't have mold attraction points but buttery says that Dine and Rend dont have this too.
The log: See player leubes begging attack. Something like that but it never attacks.
Sorry for bother you. Even the mod owner doesn't know.
nah you're ok dw
wish i could help more :(
ill try to look into it with buttery later
First i thought it was a problem with generic moons since it has problems with navmesh.
Just tested it and figured out the issue. Pressing E doesn't work when any scrap/item is equipped from hotbar. Does work when an empty hotbar slot is selected. Is that intended?
I feel it should work same as when holding single-handed items but not double-handed
that is definitely not intentional, ill look into it
thanks for the clarification
for now just remember to use both hands i guess xp
Oh yeah I got that as well
lmao i might have ticked a box on accident
It doesn't do anything if you're in an occupied slot
it happens
Also, I found a ||cube with a cat texture and a tail|| in one the corners of ||Adamance||. Is that vanilla easter egg or modded?
It looks like something Generic would do.
Is it possible to add compatibility of snowyweeds with chameleon?
What about them are incompatible?
Chameleon has better texture for the vain shrouds. The snowyweeds is the default one.
It doesnt change the texture, just the rendering
and also Dopa either made that part of chameleon or helped make it
FancyFoliage - Improves the shaders used on foliage to allow light to spread through the leaves.
FancyShrouds - Applies the same visual improvements from FancyFoliage to Vain Shrouds (for YesFox users)
This one here
Fancy shrouds doesn't change the texture, it just adds subsurface scattering
and it works with snowy shrouds
they arent incompatible
this is true i did help make it
hard to say shrug
A mystery we take to our graves
she basically did the whole thing
i just refactored how it discovered objects to apply the textures
anyways its entirely compatible
fancyfoliage is actually partially implemented into vanilla now
as an aside
the normal forest materials and new adamance trees use fancy diffusion profile stuff already
i just apply it to the greenhouse plants and snowy forests
Oh. Sorry, they look different, so I thought they weren't compatible.
For me the snowy vain look like this and never like that
The snowy maps are naturally very dark so theres not a lot of light that can pass through it
Ladder wants to be released twice i guess
Why does your ship look like that?
Thats the vanilla ship
That is indeed vanilla
yea
It is really mismatched tbf
||
