#RebalancedMoons + Atlas
1 messages · Page 22 of 1
i love red dwarf
Hey @sinful jungle, I'm not sure if you were told but some of the trees on RBM Adamance and some of the other moons have the snowman particle effect and sound when destroyed with the cruiser
I also visited your adamance and I must say it's gorgeous :]
it's a lot more yellow than OG ada but I don't think that's a bad thing, it's really neat
iirc it was the tag or something zeekerss checks for what sound to make
you can check the code related to how snowmen make their sound, it still exists
and that'll lead you to it
thats fine
all trees need to have a tag: wood or something like that if there are no tags it will use snow effects, sounds
he made the default be the snow one yeah
like if there's no wood tag or smth like that it defaults to the new particle
the particle which... is impossible to see in vanilla cuz he removed snowmen
😀
Also uhm since you made ButlerSettings dopa I was wondering if you'd be interested in looking into this maybe uhm uhmhttps://discord.com/channels/1168655651455639582/1400374630887194674
okay so easy fix
i don't work on these kinds of mods anymore
its rlly cool tho!
could i have the leaf particle effects from rbm's adamance...
hopefully this isnt just something weird on my dev build, but looks like some of the contour map objects are a bit too low (e.g. experimentation). If they're tagged with TerrainContourMap they should be up pretty far in the sky or they'll be placed really far below the player (and thus invisible). I'd just look at the position they are in the vanilla scenes and copy that for the most part
(I think specifically you'd need to change the parent object's position, since the actual map's y pos is determined by the player, cant recall the specific structure off the top of my head but you can probably figure it out quickly)
when i placed them in the sky they didnt render on the radar for me
they didnt render for me properly until i put them near ground level
it was a lot of trial and error
yeah it's a bit finnicky. that sounds like it didnt have the TerrainContourMap tag (or got stuck in the sky due to a vanilla bug if you werent using ButteryFixes or UniversalRadar), but if not then idk what would cause that. you can probably debug it in-game using unity explorer to change the y-pos until it looks right if you need to
they did have the right tag
and i had both mods installed
they just would not show at all if i put them in the vanilla position
i do not know why
i had to go around the maps editing the heights for all the sprites for hours
titan was a nightmare
weird. well it doesnt show up in the current version either (for experimentation at least, unsure about other moons) so idk 🥴
I can do some testing myself later to see if there's some values that work
i playtested all the moons and it worked for me
i can double check
but thats rlly fucking weird to me
can you check titan? im certain titan works
i like worked rlly hard to make sure that this works with universal radar on every moon so the news is rather disappointing
i havent been working much lately because ive been sucked in by brickadia
titan works, but it isn't tagged which means the sprites will just stay where they're placed (this is fine, actually looks better this way in a lot of cases, but different from experimentation where it is tagged)
no problem, I only noticed it on experimentation so that might be the only one that's off. I tried a few other moons in testing a while ago and they all looked good 👍
ill fix it alongside the snowman tree bullshit asap
Oh yeah speaking of the Snowman Tree thing, @urban veldt Also has that issue with Galetry what exactly causes it?
tag
i didnt give trees wood tag or something
zeekerss made the default vehicle break effect snowmen
because why not i guess
idk why the fuck hed do that but yeah
@sharp finch miss u friend everything kinda sux lowk
hello friend
it will be okay
Out of curiousity, what in ButterRyBalance does Rebalanced Moons depend on? I see it's a dependency but I can't really guess how the two work together
Ah 
so basically you dont technically need it but once upon a time this mod used to modify the stats of moons
but i basically agree with all of butterys balance choices on that front
so its easier for me to let her maintain that end
Ok, that makes more sense
So hypothetically it still works without Buttery's mod, it's just the intended experience to have it included I take it
yea
you can remove it/disable it
it wont break anything
oh that reminds me
@sharp finch do you know whats up here
is this person full of it or did you make manor more common on titan
because im pretty sure you didnt
i made manors slightly more common and mineshaft significantly less common
oh
factory is still primary and greater chance than both combined
i kinda dislike less common mineshaft but not for balancing reasons
its just thematically kinda disappointing i guess
yes
thematically it's disappointing to me too but mineshaft is really unfun on titan
man
it is way too big and monster spawns are way too problematic
mineshaft titan + a jester makes me want to kill myself
basically
I really need to get off my ass at some point and rework interiors
i just wish i had the drive to do
literally anything
it sucks
yes
probably the worst feeling in the world
at least for me
"i have so many ideas and plans that excite me but no motivation to do them"
story of my life
lol
neither of us touch the scrap value multiplier and neither of us touch red soda
the only thing i touch related to scrap is embrion shenanigans
i still love my goofy solution for that btw
max value for soda is 225 (-1 because Random.Next)
but all scrap value is multiplied by 0.4x and rounded down in basegame
so you'll never see a soda worth more than 89
yes
it's not a bad concept
embrion's two handed density sucks and multiple delivery trips aren't really feasible
but "equally weighted one handeds" has a pretty good spread of "useless garbage" (like vanilla embrion) and "this is actually worth"
you'll find perfume right next to a metal sheet
or find a gold bar and kill yourself going for it even if it's arguably not worth the weight
i just find it amusing
just fuckin
sort through all items list scrap items except for weapons
set everything to max
Balancing
I hope mineshaft gets a good overhaul like mansion did
I know its coming just hope its good
the next one is facility
Yep
i have a thing for injecting tiles into interiors if you ever wanted to do something along those lines
Rebalanced interiors would be absolutely peaknits
rebalanced mineshaft is already a thing, will say that
That sounds like it has a lot of potential
was testing it earlier today
i copied the vanilla tile
and added my plush on top to distinguish
you can see where the problem is though, its not a shader problem either afaik
i think its just the project patcher copied the interior very slightly differently so it looked a bit off
but yeah its a coderebirthlib thing ofc
Oh yeah I remember some discussion around something like that in maybe the LLL thread? Can’t remember now. It doesn’t look THAT different though, so I definitely think there’s still potential.
that means if i can add additional tiles to my own scene (moon)?
huge
Back then that was about shaders, I think this here is just the material being very slightly different in base colour
Uhh it would apply it to any moon when that interior generates but I could look into that
Chat what doth this mean?
All I did was delete presets.json from lethal quantities so I could start over
maybe it's just experimentation, I'll keep troubleshooting
Fresh profile worked, so I have a modpack issue I think
isn't this an issue with rebalanced moons and reloading or something
pretty sure if you route away and come back it'll work
There's a mod that fix that.
i believe thats something else
they need to send the full log, the errors certainly dont start there
What does hotreloadpatch do?
"Fixes a common error (mostly with RebalancedMoons) that prevents the player from landing on first sessions or when rejoining."
i think rebalancedmoons might break the ogopogo from biodiversity on vow? it spawned in the middle of the terrain when it's meant to spawn in water. i have to guess that rebalancedmoons extends the water to be under the whole map which would cause this
ogopogo has some pathing problems all around
it relies alot on the water on moons being set up like vanilla (which it isn't. for alot of moons.)
yeah, that probably needs to get changed
i mean i don't see any alternative way of doing it
why would i do that
Hm
i don't do that
then i've got no idea
so wait, if I have rebalancedmoons, I need hotreload patch?
Thank you!
rebalanced moons exposes a bug in original LLL that still has yet to be patched upstream
Ahh okok
in some circumstances you would need LLLHotReloadPatch even if you don't use RBM
iirc the bug is just "if you load a save routed to a custom moon you need LLLHotReloadPatch"
but it might specifically relate to the scene replacement thing RBM does
whatever the case is
if you use RBM you 100% should use LLLHRP
What about the collider box? That’s what actually matters with Ogo
is the water trigger the same as vanilla?
ah didn't see you already asked
Wait, I'm confused. It says yesfox isn't a dependecy but installing this mod installed yesfox and says yesfox depends on it?
yes
butterybalance has yesfox as a dependency
you can disable it
not anymore
the version of butterybalance that rebalancedmoons requires requires yesfox
It's cus Rebalanced Moons hasn't updated the dependency version yet
yes i know
Butterybalance removed that but you didn't update the dep version yet
Funy 
I don't tend to run RBM and haven't run into this issue, I suppose I should check what's up
I could see it messing up, I'm not sure if vow Ogo has our really bad baindaid "set coordinate spawns" or not, I'll ask Cc
yup it is
shouldn't spawn in the middle of the map though.
unless the system is made that way
in which case uuuh
I'll ask ccode for a more appropriate fallback
pp
poo p
Also turns out yesterday's issue wasn't even cuz of RBM, cuz Ccode can't reproduce it with just Bio + RBM
@woven tiger ??
i don't know anything else that could possibly make the ogo do that
Ogo feeling quirky
Guirky
Yeah idk, can't think of anything
I had a similar issue once on a profile I had to delete
it was my testing profile and whenever Ogo spawned it would literally just ignore all commands and spawn either in the interior, ouside of water or under the ship
deleted the profile, remade it perfectly and it didn't happen ever again
so
iddk
A ghost was in the profile
FOR REAL
A ghost was in the code. Like, ghost codes or something…
i like this tho
anyways wishlist tf2 classic on steam
But does classic tf2 have hat 🤔
but does classic tf2 is classic?
Why does experimentation just look odd with rebalancedmoonsbeta? The front entrance is darker and the beam on the right of the fireexit is super skinny
what beam
front entrance is darker because it looks fucking badass
the front entrance is darker because i redid the lighting on every moon at some point
don't know about the beam you're talking about tho
-# and it looks fucking badass might I add
is it configurable?
is what configurable
you can disable the experimentation scene altogether
im not making a config for something that minor
its not that much darker
the sky?
it's cuz of #1362461184468455424
majora weather heheh
clears fog and adds a purple-ish effect everywhere
can look pretty good in some cases
it also crashes a giant moon into the map but that's secondary really
you can config it so it doesn't look like the majora's mask moon and it actually looks kinda mental
the evil orb
oh im cooked
Hazard level B 🤗
hazard levels showing up on the screen during the prettiest most dramatic scenic landing sequence you've ever seen
if it was a delightful breakfast time treat it would be absolute cinnamon
omg lmao
That pun caught me off guard
holy shit I just got it LMAO
Doesn't look like peak
😂 lmao
you think YOU'RE cooked? 
Good bye💀
that's a old screenshot (11 days ago lol)
dayum, 11 days already died poor employee💀
this one's from a week ago
before you ask about the timer and the collapse
I used oath of order at first, moon gone, later on I used song of time, moon came bacc and said "fuck you in particular"
no

WHAT
also turned on OP ocarina btw 
I didnt knew the ocarina could respawn the moon LMAO
me too
good job buddy LMAO
song of time ressurecting the moon for the impact is canon now
😂 i- i dont know what to say lmao thats insane
I can try to replicate that next time
it happened on pandoramus btw if you heard about this moon
I dont remember but dw about testing it seems cool 😎
yeah, nothing to worry about 

not anything I can think of off the top of my head really
mod works looks and plays great
my only criticism (im late to this god) is that the fire exit on top of artifice's building looks a little barren and undecorated
compared to the one off to the side
I think my only complaint is something that probably has to be fixed by zeekers, which is the fire exits appearing next to each other
that's not a moon issue at all, yeah
best chances of this being fixed is in 2060
Worst case is never happens (most likely)
Its knly an issue in the sense that more fire exists are kinda ruined by it
ty
Keep in mind, in vanilla the only moon that can support more than one fire exit is march
At zeekers current rate, yeah...
I'm still going to look into this, sorry
lack of motivation
So why would he fix something that's a problem for modded and not really vanilla
Right and I think even happens there sometimes
I have a question tho lowkey
I think...
I think I have opinions
so like
Shoot
Yuhuh
do you think it should be its own mod or should i just make it part of this
Oh no worries dopa didnt know it was something you might be able to fix
Honestly just make
RebalancedDopa (or smthn I'm not good with names)
And package both mods into it 🔥
Or a RebalancedInteriors where both mods depend on eachother in thunderstore only would be nice
Rebalanced interiors would be fun, ive enjoyed the changes in the current mod
Dopebalances
Although part of me thinks that thing should wait until after the game is finished lol
Lest it break again and again
i mean, if your worry is stuff breaking based on update, you're gonna have 0 mods ever released again if you're suggesting to wait until the game is finished
Trueeee
similarly I think the 2nd fire exit's decor feels a little out of place in the game, might be the scale of the objects or something, not sure what it is but it doesn't feel 100% right? that's a relatively small grievance though
different mod probably
Inwas gonna throw this out as an idea but I didn't wanna put pressure or anything hehe
rebalanced moons and rebalanced interiors separately
I don't wanna download a moons pack for interiors (sorry)
yeah
something that I think would be interesting for interior changes is possibly making different interiors on moons have different room changes, probably the only way to do this would be to make new interiors that are copies of another but I think it would be interesting
imagine going to artifice and finding that the mansion entrance has the older larger size
or generally some of the existing rooms (such as the bathroom, poolroom and birthday party room) has slight variants with object being in different places or possibly being removed
I think that would make moons feel more unique from each other in their entirety, rather than blurring together once you enter the facility
JLL can actually do stuff based off moon tags and I bet it can do names as well. I don’t know that you could reshape the tile like the mansion idea but props/decor would be doable
oh cool
ye that's how volition does its funky mansion variant right
i prolly wouldnt use JLL for that
i know crlib has a thing for adding tiles or whatev
but you can just kinda rip the basegame stuff and add shit to it, right?
from what I've heard yes?
i mean, you can either just add tilesets to things properly or re-add the entirety of facility as a new interior and bloat your bundle size, which one you think would be better 😭
the latter
clearly
thats how i'd do it tbh
i doubt the interiors are that big
in size
cuz ideally id want to change up all tiles
probably not but i dont see the point personally, replacing things ingame is a lot more annoying than messing with them
i could have been smart with RBM and instantiated my changes in code but for my own convenience i have them packaged as entirely new scenes
its obviously not the most performant option but it works for me and i like doing it like that
tbh im mostly saying this because vanlla game has like 3 facilities and i dont wanna know how LLL's gonna interact with someone replacing the facility
ye
i think 3rd is unused but ye
this mod already cuts the 2nd one out of the equation
it replaces march's interior with the normal facility because iirc its more updated
and LLL handles the 3 exits obv
yeah i just kinda kill it
yeah it's a lot better imo, sounds like you'd get a bit more versitility from doing so esp if the changes are bigger than just tweaking x tile
OH RIGHT @sinful jungle remember to change the particles of the trees breaking from the cruiser back to the wood ones
When the dropship is ascending, the light turns purple. I noticed this on Adamance and Embrion
the ladder from offense is a little broken
oh that's one of the rare patcher issues of not fully importing the animation
yeah i had to update all the dropship animations after my SSD died
i guess i missed some.
srry
i will fix soon
@coarse spear appreciate the video bug reports, they're very helpful
thank u
its a lot better than someone saying "dropship is broken" lol
Lmao
Something is broken somewhere. Pls fix 🙏
Thank you
i played rbm again yesterday!!!
I'll try to get a screenshot but the stormy and eclipsed skies look just a lil odd to me on your adamance rework
they're v pretty but the colors stick out a bit much with eclipsed lighting making the floor and most other things orangey, If I can hop on in a lil bit I'll take some screenies for ya
also I noticed offense has a lil ladder on the pipes!!!
that was fun to discover, def like that it makes the jump more rewarding for the whole crew rather than for whoever makes the jump
I think RBM Offense and Vow might be my fav rbm moons cuz of the ladders, makes commute just a lil more interesting and makes the layours more dynamic
I'm just now realizing I might've subconsciously tried to replicate the feel of the vow ladder with the fence on my moon
what maps does this affect
other than ada
or is it only ada
ye i was only talking about ada
this doesn't really make sense to me
i have it set up the exact same on experimentation as every other moon
ig ill set it as untagged and test
also i dont know why this is happening
all the trees on adamance are already tagged as wood in the terrain layer
so idk what to change
the only difference i noticed
trees have an object called LeafColliders under the Room layer
but my trees had that under the Terrain layer
thats it
everything else was the same
ill try fixing that i guess
also eclipsed seems normal @somber spoke
oh my god wrong monty
im sorry whoever i just pinged
we talking about the trees breaking like snowmen? Yeah idk seems like it's just the root that needs the tag
hmm
yeah I don't think static or not would make a difference
I remember seeing the code somewhere
Buttery maybe?
oh wait
these basic trees are not wood
i assumed monty meant the maple ones
@unique wyvern is this what u meant?
ohh ok
so its prolly this then
ok
luckily i prefabbed all the trees
so
its an easy fix across the board
ay nice!
ah yeah that could be it
whats wrong with it
yeah i see what you mean
its weird it doesnt look like that in editor but it def does ingame
ill do some tinkering
ya
but it's like baby blu
why does it like pulsate
Idk
I can't fix it
I think its a bug with the engine
or hdrp maybe
I very carefully looked through each value that changes in the eclipse/stormy animations and theres not a single value that pulsates or even fluctuates at all
everything linearly increases or decreases
that's so weirdd
U should probs stretch the height of these lights here on Artifice a bit
Looks a lil' goofy otherwise
Like the building's judging me
Eyeball buildings 2: Electric Boogaloo
hi
where
Artifice in the bottom right warehouse from the ship
the one closest to ship?
I dont touch that one, so probably dopa forgot the lights when adding the flicker
also on artifice
hi
I cannot get enough of how well Artifice's main entrance redesign was executed
Farming so much aura for no reason
Why is this droplet sad?
LMAO
Would you add cross fading to the LOD in the next update
Apparently it's possible (and it's very pretty)
#dev-moons message
Does your Experimentation reverse flood?
What the barnacles
gg everyone
we don't know if it's fully over yet
shhhhh its not over
It's not over
Mmmmm beef wellington
it really is so over
mph
doomer...
it is not over!!!
I wish I had your enthusiasm
Ive given up in a lot of ways
did you ever work on any mods?
bcuz abandoned mods might never be restored
well some of them
I concerned about the fiend and SCP stuff such as interior at most (and casino a lil bit)
I hope that projectscp will do their best 
nothing too different from when v50 happened
if mods were open sourced and permissively licensed
i can practically guarantee people will come out of the woodwork to fork and update them
ya
EXACTLY

I have faith that we'll get through this, especially when another major update (such as the facility expansion) happens
its fun
let a girl say "its so over" and live a little
im sorry i just don't like fatalism
netcode patcher has to update
brings everyone down
but i get what you mean tho and it's totally fine to say it
hehe
this mod will be broken until then
i just dont share the opinion
that's most of the way thru atp I think? they've been working on it for the past two days
it is updated
nothing EVER happens!!!
oh rlly
use the pin in dev general
i gotta update yhen
we'll still use LLL even though it's majorly neglected, no mods will break despite netcode changing, nothing will be different because NOTHING EVER HAPPENS!!!
trust
I still need to put a bounty on the stupid sky thing
since i was given permission for that
@sinful jungle just a heads up that the project patcher is apparently totally busted right now
so you wont be able to rip v73
yeah don't do anything yet
let a girl become GREEN
nothing EVER HAPPENS!!!!
Sorry unrelated tangent but where the fuck is dan hentschel
he hasnt uploaded in like 2 months
its making me upset
they got him
I'm getting issues when trying to land on vanilla moons with this mod :,]
v72 or 73
rbms networking hasn't been updated yet for 73
73
I see
@sinful jungle there's a chance your stuff might be good with just updating netcode patcher and recompiling
i dont think project patcher has been updated for v73 still
but 2022.3.9 asset bundles will still load in 2022.3.62f2
and zeekerss didnt change any of the scenes (and idk if you care about porting his scrap to dine or not)
oh i suppose that's right
okay yeah you can probably just update netcode patcher and recompile then
and "be generally fine"
no promises it will work flawlessly but i dont think you'd have much trouble
there's also no rush on doing that, just wanted to mention
im still being haunted by pulsating skies
I cant beleive this fever dream happened
Does rebalancedmoons currently work with v73?
Don't think so, the scene selection it uses probably needs fixing
Will there be an update soon-ish? I am pretty used to this mod and love the changes it makes
I 'spose dopa's taking a small break atm but I don't think it'll be long before a patch is released
in the meantime I'd recommend checking out MapImprovements, it's a decent enough substitute for the time being
I already have it on the radar, I am currently waiting for its compatibility update to RebalancedMoons X3
yes
Looking forward to it ^-^
Cool pfp by the way Dopa
Fake faces on an animal’s body like that are one of my favorites
artist
sorry unrelated but your name is one letter off from my middle name that i used to go by primarily and the notification keeps throwing me off lol
okay, i pushed an update so the mod at least works in v73
this update also updates dependencies and fixes tree particles when running them over
Were so back
Very nice. I should have known it was FNaF
@sinful jungle Btw you can deprecate LLLHotreloadPatch and remove it as a dep
it's no longer needed with LLLUpdated
I removed LLHotreloadPatch to test it and couldn't land on experimention
I was testing and things worked just fine
You need LLLUpdated on v73, if you're on v72 you still need LLLHotReloadPatch
you pulled the lever first right?
@spring depot Go scarab, fix thy bug that you said you fixed
He fixed the lobby reload issue, I wonder how this specific issue isn't solved
I've done lobby reloads on v73 without the mod and could land the ship just fine
cus late join doesn't work
🤔
test better next time 
I think whatever is going on in the Rebalanced Moons case is smth else
LMAO yeah it indeed does not land however it plays the landing animation
I fixed the bug at its root 
nice root that u fixed
fix the branches next paco
Ah
That I fixed 
You didn't
this is with your current LLL build
So bug not fixed
I be looking into it
"Uhmm excuse me sir, you're violating my personal space, please back the fuck off"
I didn't reload the lobby just enter a new save and pull the lever
the ship landing animation playing and forcing it to become large is hilarious
Same
so still an LLL bug 
well yeah but they had to do this way cuz LLL's scene stuff itself didnt work lol
Oh
I mean yeah I haven't fixed that specifically
I've fixed bundles being unloaded after a lobby reload
iirc the issue was LLL had the operations backwards though?
about the lobby reload stff
stuff
it'd try to see if it can load a bundle when you left and unload when you joined
rather than the other way around
Lobby reload was uhhhhh
Combination of things
NetworkBundleManager instances would persist after exiting lobby, so their Initialize() methods would run as well, and Initialize() has a call to unload all bundles before loading the current moon's 
Or something
So the current instance's Initialize() would run, which would load the current moon's bundle, but then a previous instance would unload stuff
And I forget why it couldn't load them again after that, mighta been because the AssetBundleGroup was considered 'loaded'
I forget exactly
It was some fucky wucky thing, I cannot remember exactly what was going on 
lol
I fixed it in June so I do not remember much 
- Singleton classes NetworkBundleManager and LethalLevelLoaderNetworkManager are now destroyed upon creating a new instance (after a lobby reload), which then becomes the 'main' one...
Lol
But uhhhhhh yeah I'll look into the scene selection stuff soon™
Spooky Bozo keeps gettin delayed by Lebron 😔
But yeah @sinful jungle you can try subscribing the scene switcheroo method to Plugin.onBeforeSetup or doing a StartOfRound.Awake prefix instead (though with high priority, iirc LLL's default HarmonyPriority's like 200 but I'm not sure)
That do be the point when bundles load if there is one present for the current moon
(here specifically: https://github.com/pacoito123/LC_LethalLevelLoader/blob/LethalLevelLoaderUpdated/LethalLevelLoader/Patches/NetworkBundleManager.cs#L110, could also do a prefix for that Refresh() method actually)
~~DawnLib also has moon multi-scene that should work for adding more scenes to vanilla moons with some extra stuff :p ~~
huh
what hpapened
LLLUpdated fixed some stuff that made LLLHotReloadFix obsolete technically
naah
it didnt
i tested without the patch before uploading
it was still erroring or something
with patch it doesnt
yeah paco says thats cuz you're doing your stuff too late for LLL to detect that you put a new scene in
also
what is a dawnlib
it's my lib :3
oh fr
yee, i've been working on it the last few months and it should have everything in vanilla in editor and code except interiors
this is all it supports rn (Vehicles and Interiors dont work too well)
im pretty proud of it
(obv im not the only dev of it, that would be a bit much)
RebalancedMoons switching to DawnLib would be fire 🔥
I do not need it but it sounds cool
wait wdym achievments
Would be awesome to see DawnLib becoming more common place for things like these
that sounds cool lol
DawnLib adds an achievement system that modders can use to add achievements to the game
I mean I would use it if I had an application for it
I'll show UI in a bit but similar to steam achievements
top left is supposed to be mod icon + mod name but the way im importing my mod locally in the mod manager causes it to just look empty lol (basically i dont import the manifest locally which the mod uses to get the icon + name)
this has so much sovl
Idk but maybe it would make sense to make some map related achievements or sth. Could be neat
i have no idea what sovl means but i agree
its a sovlnvke
nope
ive only seen this happen with loaforcs
anyways this is an issue with some mod you have (not mine)
probably one that optimizes reverb triggers
This video is the second test without this mod
i just realized i accidentally included a version in the changelog that doesn't exist
1.15.7 is lost rbm media
maltigi
It seems the vanilla moon is more spaced out than this one
still no thingys on the ladder on Experimentation
Does lethal resonance still have issues with reblanced moons
ambience outside and players footstep sounds
is that the ship navmesh?
No
reverb triggers
looks like those are the reverb triggers
yeah
they're probably so close together that you can squeeze into a spot where you touch both at once
and it causes problems
That's a SoundAPI issue not LR
you need to enable the Spoofing setting in SoundAPI
this issue also happened with some of the Lunar Lights moons
Is HotreloadPatch still required ever since LethalLevelLoaderUpdated came out?
@sinful jungle Idk if u read the thread anymore sorgy
someone said it is
Ah ty
LethalLevelLoaderUpdated probably removes the requirement but I need to check my modpack if I still have it
LLLU technically has it but rbm runs its patches too late from what I remember

its still needed rn ya
Til you do a hotfix basically as pacoito described. I still wonder why your patch allows the scene bundles to get detected quicker than the native LLL implementation I imagine you did something specific to do that
Patch is done as soon as possible on my version
QuickMenuManager.start
which is instantly when you load into a game
I guess the "official" fix is done later
Done earlier, u need to patch earlier
when
Yeah right I misinterpreted
Yeah ig startofround awake
Other way around
There we go
I'll fix it next patch or something. but it isnt urgent to me because the dependency mitigates the issue right now
trying to fry a bigger fish atm
I will say, I still think the spotlights would look better if they reused the old bird's head model, keeping the stand and red lights though too
Would add some nice worldbuilding I think
Your politics bore me
Yea i misinterpreted the concept art when i was making the building
sorry
Huh? I recall you saying it was intentional
naw
Did you want me to change it
I wanna add more up there in general. maybe a heli pad
it feels empty
Yea I was also gonna criticize that but I felt bad because you did so well on it
Yeah, and maybe add more generators/air conditioners/pipes, etc, to the top
Only if you want to tho
Heli pad sounds cool
Makes sense considering Shartifice is a military moon
ye
I should mention the “military” content tag is just conjecture by Batby for LLL’s internals, it does not have direct basis in vanilla. The moon’s history in the terminal gives hints to military association, but still nothing definitive
? Yes, that's what I'm referring to
Both Artifice and Embrion are military moons lore-wise
yeah it could use some decor
I don't go off of that tag for them anyways
I refer to them as Marsh and Amethyst respectively
artifice is not a marsh, i still think that's objectively incorrect
I think a landing pad for an autopilot ship could be more fitting than a helipad personally
I've leaned more into it being a marsh /w MapImprovements in my modpack
but yeah that's not what Zeekerss envisioned
It's a mix between the Wasteland (Experimentation) and Valley (Vow, March, Adamance) biomes, from Zeekerss' own mouth
but Idfk what else you'd call it anyways then
Apparently it was convicted of as a snow moon, so the terrain may have been sculpted with that in mind
It's not the Wasteland tag because it isn't barren rock
and it's not the Valley tag either because it's too barren to be a forest
Artifice literally has several warehouses with medical bays littered throughout
it is also described as homing several weapons/classified technology throughout the site
Not to mention, the old birds were originally stored in them, as revealed in v50's trailer
Not to mention the fact that its existence is completely redacted
I am the kind of guy who stresses the difference between “strongly implied” and “confirmed”, maybe I have had too much indie horror plot twists
Idk what twist you could really pull here
It's still a military moon, whether the intentions were for good or bad or not
Oh yeah it isn't like Embrion where it's listed vaguely in the terminal
Artifice could have been revealed to be a scientific research moon with no explicit military ties that was overrun by Old Birds
It's entirely wiped
why would a scientific research facility have an infirmary
Feels unlikely, really
ye thats fair
they still house war robots though
so explicit ties are clearly there
Anyway I am just saying all this, this mod is your take on the moons
Yeah, they still were in the warehouses at one point
Assuming the trailer is canon 
Why would it not?
Could have easily just been staged for a cool reveal to drive hype
I look at the v55 trailer showing a bunch of stuff that does not occur in-game
it lowkey looks like what tundras and pastures look like after snowy season is over
id think a marsh looks more swampy but not full on swamp
minus the watar
could work but the fact it's fully redacted leads me to believe it's a highly confidential military facility
Like I said, evidence does point there
yee
i can agree with this but for what its worth in my head i was more thinking of dried marshes which are a lot closer of a comparison
i dont know man your the one who was being weird about it ngl
That kind of thing does matter to me as a developer though
For example atlas relies on these internal tags for the skybox selection
If artifice had the wasteland tag for example i would not have to handle it manually
and here's my reasoning for that
This is very true
Content config mods allow us to change moon tags at least
Though those are not everyone’s cup of tea
It should definitely be a LLL default feature
moon rage?
if you google dried marshes that is pretty close 😛
fair enough!
I also found this while looking up, "Horse drink," on Tenor
LLL will never support user customisation of content tags
Well good thing other mods do
Unless? 
-# jk I understand the intended concept for the tags
Lmao
Also I do be planning to open a PR with the scene swapping time fixed + a couple networking improvements, I just got distracted by some stuff 
pacopacopacopaco fix scene selection pacopacopacopacopaco pls paco plsplspls also work on your 60 other maintained mods pacopacopacopaco

LMAOOOOO
@sinful jungle @clear cradle Either one of you gave me an invisible shovel on Vow 😭
The dropship also plays its music while landing too, not when it's landed, like it should
this is an issue with the animation not ripping correctly iirc
By any chance, did you grabbed te shovel before it hits the ground?
Yes
Is that a vanilla issue?
I've had this happen with jetpacks
Yes, I recommend adding NicheTweaks, it has an option to add a cooldown when the dropship spawns an item
It works while its still in your inventory but then disappears entirely when you drop it
Nichetweaks is such a lifesaver for that
Yes
We have enough mods already, but noted
We'll just wait before grabbing an item immediately instead...
NicheTweaks adds some quality of life things besides the cooldown
I recommend it, but at the end is up to you ofc
how many
151 in Confined Contract, 117 in our client-side modpack

We still think it's too much nonetheless
ye, issue w the patcher itself
it's slightly more involved than a one button click to fix it
but it's relatively easy nonetheless
Honestly it's not really the mod count that matters so long as everything you add is optimized lol

It seems Wesley fixed that for his moons.
Apparently it’s fixed on moons made in v73 according to the two messages i saw regarding it
please stop pinging me for game related bugs
its getting a bit annoying and i cant do anything abt that. stop pinging the other guy too because all his mod does is instantiate props onto moons
but yea i mightve missed the music clip thing on vow
the new patcher rips it properly yeah
only ping me with an issue you're having if
A. materials/meshes/vfx/animation clips are broken somewhere on the exterior of a moon
B. its something added by this mod (e.g the drop ladder, or the reworked vain shroud rules)
C. the moon desyncs/doesn't load for some people
if ai breaks, items despawn/desync, or theres a player related glitch, its not me
i can say that pretty confidently
the last and second to last kinda apply for all moons in general
w the exception of items added by the moon prolly
As the other guy I would appreciate it if there were only pings for important things too
My only complain are the missing ladder steps on experimentation. Besides that, the mod is perfect for me :]
Sorgy
Honestly I'd have fixed it by now but I just find it kinda funny lmao
I will fix it come next patch
:']
U should totally add the Fridge from VotV to the out of bounds dam on Rend lol
Have some poor sucker discover it and get their game exploded from getting to close to it
We have never noticed this tf
Which ladder?
lol why
i mean
that sounds kinda funny
The Most MYSTERIOUS Mod in Lethal Company...
LLL scene selection is not broken 
Amazing, fix it tho
I mean I could improve a couple things with it, but it do work 💀
s1ckboy and vodka tried it and it doesn't sync w clients iirc
thanks for looking into it, btw
I remember vodka and I tried to ask batby how to get it to work and there was no response
this was likee.. a few months ago i think
Oh I haven't tested multiplayer actually
But I do have Adamance loading when landing on Bozoros 
nice
You gotta use the names of the actual scene files and not the bundle file names, so like BozorosScene for instance
Level10Adamance
this was it
also sorry for the false alarm on the syncing LOL i reaaally misremembered that, my bad
thank you paquito bonito...
not saying this is wrong but the mentioning of assetbundling in this context sounds really strange
its hard to tell what they are actually talking about
Oh I can call vodka over so they can tell you abt it, we tried reaching out a while back but I assume you were quite busy at that time
I can't speak for them and I haven't tried doing scene selection myself yet
If we can figure out what's up that'd be awesome as well cuz I'd love to do scene selection for a moon eventually

