#Tartarus [Modded Moon/Interior]

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gritty dock
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which for specifically unitys animation system is fucking terrible

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luckily, since its every frame i can just cut out literally liek 400 keys and see no difference

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in fact, since the keys are so specific

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i can change this abomination

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into this

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and its the same thing

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making it 600kb instead of 15mb

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@verbal silo are you proud

gritty dock
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attempting to do first ingame test for this update

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WAIT THIS IS THE OLD INTERIOR

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i messed something up

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wouldnt be a teaisnt playtest if i didnt somehow fuck up horrendously multiple times in ways that dont make sense

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oh duh no wonder the file size seemed small

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that WAS the old bundle file

gritty dock
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okay i need more time i absolutely fucking totalled it

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the whole assetbundle section in my unity project is shattered

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now its spamming 100 warnings per second

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and it closed itself

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???????????

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oh wait

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i cant read

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okay 20mb

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and the date is right now

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lets see if that is blatantly lying or not

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SUCCESS

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now the real testing begins

verbal silo
gritty dock
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personal note to self regarding stuff to fix before update:
||rotating hall does not sync the type of hall it chooses which is kinda funny cuz they actually function the same it just looks different, i didnt set up enemy spawns correctly to override which enemies will spawn on specificially this interior, breakable object breaking is not synced. tarot card doesnt seem to spawn right, cant be picked up, and the spawn isnt synced??||

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i have zero idea why the breakable object is still not synced

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ive checked this one over 5 times and it looks fine

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unless im just completely misunderstanding something??

verbal silo
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Fumo is on the case

gritty dock
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actually i did the same thing for the rotating hall too and that didnt end up being synced either

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so im def just missing something

onyx ember
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Eeh, just suggestion but try set requireres ownership to false

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In server rpc

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Also you can check your net patcher ig

gritty dock
gritty dock
onyx ember
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Netcode patcher

gritty dock
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sounds like something i should probably be aware of

onyx ember
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You cant just use server rpc and client rpc without it

gritty dock
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uh oh

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how do i know if i have it?

onyx ember
onyx ember
gritty dock
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this is worded way beyond my intelligence level but ill try my best

onyx ember
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then you need to prepare your plugin class with

 var types = Assembly.GetExecutingAssembly().GetTypes();
 foreach (var type in types)
 {
     var methods = type.GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static);
     foreach (var method in methods)
     {
         var attributes = method.GetCustomAttributes(typeof(RuntimeInitializeOnLoadMethodAttribute), false);
         if (attributes.Length > 0)
         {
             method.Invoke(null, null);
         }
     }
 }
gritty dock
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i just put that into my Plugin.cs?

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its already in there it seems

onyx ember
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and dont forget to put this into csproj

gritty dock
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ah that i dont seem to have

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i guess i already tried doing part of this at some point

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and mustve given up or smth

onyx ember
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you can check if it patches somethin by checking your dll in ilspy/dnspy

onyx ember
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and your rpcs will look like this

gritty dock
onyx ember
gritty dock
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that yea

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i opened the dll with it but it all looks just normal

onyx ember
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yeah thats not patched

gritty dock
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ill try rebuilding now that the csproj thing is in

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would source files just be the folder all my mod files are in within the project? and then destination be wherever the dll is output?

onyx ember
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uuuh idk

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  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
    <DebugType>embedded</DebugType>
  </PropertyGroup>
  <Target Name="NetcodePatch" AfterTargets="PostBuildEvent">
    <Exec Command="netcode-patch &quot;$(TargetPath)&quot; @(ReferencePathWithRefAssemblies->'&quot;%(Identity)&quot;', ' ')" />
  </Target>

i always just did this

gritty dock
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oh i was looking at something else

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that i dont think is supposed to be there...?

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it wont let me build with whatever it is

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idk where it came from

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but we good now

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hm nope still looks the same

onyx ember
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what visual studio console says?

gritty dock
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this looks correct as far as i can tell

gritty dock
onyx ember
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looks like it patched something

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make sure you checking for this one ig

gritty dock
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i am yeah

onyx ember
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no tartarus_original?

gritty dock
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?

onyx ember
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it supposed to make 2 files
patched
and yourmod_original

gritty dock
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never seen that before

onyx ember
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maybe it puts the file in another directory for some reason?

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did you try to remove dll from ilspy and drag&drop it again?

gritty dock
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tried it now that you mentioned but no change

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yeah no clue about this _original thing i cant find anything like that

onyx ember
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hmm

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what about debug symbols?

gritty dock
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no clue what that is so i mightve missed it

onyx ember
gritty dock
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aha

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mine was not set to that

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thank god youre showing me this shit i would have died of old age before getting anywhere near to figuring this out

onyx ember
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also you can try to patch it manualy with cmd

gritty dock
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still normal i think?

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idk what its even supposed to look like anymore

onyx ember
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yeah still normal

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there is also exe in github page

gritty dock
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says same error as you

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idk if thats bad

onyx ember
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i mean you need to put path to your dll

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instead <plugin>

gritty dock
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oh

onyx ember
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netcode-patch -nv 1.5.2 <plugin>

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or
netcode-patch <plugin>

gritty dock
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patch failed wtf

onyx ember
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uh

gritty dock
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whys everything gotta be so complicated ๐Ÿ˜ญ i just want my mod to work

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aghhhh

onyx ember
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i wonder why vs didnt tell you the same thing

gritty dock
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thats an excellent question

onyx ember
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can you give me your dll so i try to patch it on my end?

gritty dock
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sure

onyx ember
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yeah the same thing

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prob some smart people will know what to do in #dev-general

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because i never seen that one

gritty dock
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alr

onyx ember
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but hey atleast you installed netcode patcher

gritty dock
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so they say

onyx ember
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@obsidian nest sorry for ping but maybe you can help there?

onyx ember
# gritty dock

not sure what exactly i did but i:
decompiled it
fixed all the errors that vs gave me
and slightly redo the cproj file and it patched

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also changed DiscardHeldObject to this (without server rpc one, because this one is public)

gritty dock
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I appreciate the help lad

onyx ember
gritty dock
onyx ember
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plink Now just need to understand what you did wrong

thorn thunder
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Pretty colorsss

gritty dock
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isnt that just another way of doing the same thing?

onyx ember
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nope

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you cant call DiscarHeldObjectServerRpc because its private iirc

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even if you publicize it

gritty dock
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OH the despawn object function

gritty dock
onyx ember
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i mean

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also there is some stuff going on inside

gritty dock
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i dont really get it but you seem to know what this means so ill just do the swap

onyx ember
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anyway

gritty dock
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alr so what else do i do so this works from now on

onyx ember
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you can try to patch it ig

onyx ember
gritty dock
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wait hold on

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tartars_original.dll mentioned

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it says it deleted it though?

onyx ember
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im not sure why it says that, same for me

gritty dock
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tried patching it manually again

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same error

onyx ember
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hmm

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can you show me how your plugin.cs looks like?

gritty dock
onyx ember
gritty dock
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just this

onyx ember
gritty dock
onyx ember
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and mine just look like this hmm

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ig i need to recreate what i did

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oh yeah im not sure why do you need this

uncut copper
onyx ember
uncut copper
obsidian nest
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side note, it should be possible to call a private server RPC, but it might desync things because the public non-RPC that calls the server RPC probably calls the final client side method immediately to predict the action on the client that activates it, meaning that the message to the server and back to the clients will not call that method

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that annotation that the publicizer added indicates to you that it was originally private, it's good to check that if you're unsure

gritty dock
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forgot to mention its solved

obsidian nest
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nice, glad to hear it

gritty dock
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gonna attempt to do some more ingame testing rn

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progress is in a stage that i dont entirely understand but hopefully i can guess my way towards a functioning mod

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note to self: ||fix whatever this is when a card is spawned||

gritty dock
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ah i see

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"only server can spawn networkobjects"

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breaking news we are slowly getting closer to a functional mod

gritty dock
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nvm

uncut copper
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Are you winning, son?

gritty dock
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I have absolutely zero idea how to make further progress on this, it'll have to wait until I find someone to help me out in VC or something

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I spent a few days trying to figure out some of the problems but ended up just breaking more things than fixing any of it ๐Ÿ˜…

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And unfortunately I just don't have the time anymore to just keep bashing my head against the wall until it magically works

verbal silo
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@fiery yacht i choose you

fiery yacht
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Whar

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For wut

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I'm in class rn

verbal silo
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Same lol

fiery yacht
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I'll need an explanation on what's happening lol

gritty dock
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It's not really interior related though like generation

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More just syncing items/interactions

fiery yacht
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Hmm ic I might be able to help then

gritty dock
# fiery yacht Hmm ic I might be able to help then

heres the first problem ive been occuring, if the player who is not hosting breaks one of these breakable objects, the item i want to spawn from them doesnt spawn properly, and for the host it seems to sometimes spawn multiple which is interesting, ill include the error and my code as separate images in a sec

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aw wtf the rest of the footage corrupted i think, or just didnt record properly

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i tested it the same way with the host trying to break one of the objects, the item spawns and is grabbable but the item in general just doesnt exist from the other players perspective, even when holding it and dropping it the other player sees nothing happening

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private void OnHitClientRpc()
{
    animator.SetTrigger("Break");
    audioSource.PlayOneShot(breakSound);
    //breakable object is broken! now, check if we spawn an item...
    int randSpawn = Random.Range(0, 101);
    if(randSpawn <= spawnChance)
    {
        OnItemSpawnServerRpc();
    }
}
[ServerRpc(RequireOwnership = false)]
private void OnItemSpawnServerRpc()
{
    int randItem = Random.Range(0, possibleDrops.Count);
    GameObject gameObject = Instantiate(possibleDrops[randItem], GetComponentInChildren<Light>().transform.position, transform.rotation);
    if (gameObject != null)
    {
        gameObject.GetComponent<NetworkObject>().Spawn(destroyWithScene: true);
        Debug.Log("(the tarot card) spawned! yippee!!");
    }
    //OnItemSpawnClientRpc();
}
[ClientRpc]
private void OnItemSpawnClientRpc()
{
    if (IsServer) //only server can spawn network objects, so check if is server.
    {
        int randItem = Random.Range(0, possibleDrops.Count);
        GameObject gameObject = Instantiate(possibleDrops[randItem], GetComponentInChildren<Light>().transform.position, transform.rotation);
        if (gameObject != null)
        {
            gameObject.GetComponent<NetworkObject>().Spawn(destroyWithScene: true);
            Debug.Log("(the tarot card) spawned! yippee!!");
        }
    }
}```
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heres my current code in the breakable object

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previously i tried without the if(IsServer) check, and all the item spawn code in just the client rpc but neither seemed to work

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heres what the item its trying to spawn looks like

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essentially im just trying to make it so when any player breaks one of these breakable objects, theres a chance it spawns this card item where that golden light is, and makes it rotate until its picked up

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theres additional functionality later but this is what im trying to fix first

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lemme test again to get some additonal footage and logs

fiery yacht
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Firstly, you have everyone in the clientrpc running the serverrpc, meaning that for every player in the game, you're making the host run the serverrpc function one time

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Just add an isserver check before you call the serverrpc

gritty dock
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oh i see that makes sense, putting the IsServer check just in the serverrpc doesnt make much sense lol

fiery yacht
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Yes

gritty dock
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especially since now that i look at it i just copy pasted all the code into both

fiery yacht
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Cuz only the server runs the serverrpc anyway

gritty dock
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i remember just being really frustrated at not being able to get it to work ๐Ÿ’€

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kk ill try that

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that makes more sense

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testing again now

fiery yacht
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I'm gonna hit you

gritty dock
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?

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OH wait

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i did a silly

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the if has been moved

fiery yacht
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Lemme see

gritty dock
fiery yacht
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Looks good

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There's still gonna be a problem

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But you've solved one thing I guess

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I have to go so I might as well say it.
First of all, you're running a client rpc, to run a server rpc, that ONLY runs another client rpc, the fuck is the point.
At the same time, ONLY the host/server can instantiate and spawn network objects, so I'd move the code in the second client rpc into the first serverrpc

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And just get rid of the second client rpc

gritty dock
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ah okay that makes sense, so in the initial server rpc thats called when hitting the object, i should put all the stuff for actually spawning the object, that logic, etc, and then just call client to play the animation/audio

fiery yacht
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Well there's a few different ways, but this should make it just work

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The way I'd do it, since it's based on hitting an object, and HitShovel isn't rpc'd to other players by default, I'd just call a serverrpc after HitShovel and just spawn it or whatever, then clientrpc sounds animation or whatever, though I don't know your setup so might not be viable

gritty dock
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oh yes i should probably clarify, it inherits from IHittable

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and is called via IHittable.Hit

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{
    OnHitServerRpc();
    return true;
}
[ServerRpc(RequireOwnership =false)]
private void OnHitServerRpc()
{
    if (IsServer)
    {
        //breakable object is broken! now, check if we spawn an item...
        int randSpawn = Random.Range(0, 101);
        if (randSpawn <= spawnChance)
        {
            int randItem = Random.Range(0, possibleDrops.Count);
            GameObject gameObject = Instantiate(possibleDrops[randItem], GetComponentInChildren<Light>().transform.position, transform.rotation);
            if (gameObject != null)
            {
                gameObject.GetComponent<NetworkObject>().Spawn(destroyWithScene: true);
                Debug.Log("(the tarot card) spawned! yippee!!");
            }
        }
    }
    OnHitClientRpc();
}
[ClientRpc]
private void OnHitClientRpc()
{
    animator.SetTrigger("Break");
    audioSource.PlayOneShot(breakSound);
}```
fiery yacht
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Looks fine to me, but don't add an isserver check in the serverrpc

gritty dock
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kk ๐Ÿ‘

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its been a while since ive used these rpc things

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ServerRpcs only run if the player is the server then?

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and ClientRpc i assume would just be the server telling everyone to run that code..?

fiery yacht
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Anyone can call a serverrpc, it tells the host to run the code inside the serverrpc

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Only the just can call a clientrpc, and everyone runs the code inside the clientrpc

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U cant call a clientrpc inside a clientrpc, same with serverrpc inside a serverrpc

gritty dock
fiery yacht
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Yes

gritty dock
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then the server tells everyone to run whats in the client rpc thats called within, got it

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makes sense

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my problem then wasnt that it was some weird bug i just fundamentally did not understand rpcs

fiery yacht
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Seems like it

gritty dock
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appreciate it ๐Ÿ‘ this should help a lot

gritty dock
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we're getting closer!

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will still need a bunch of time to debug but im beginning to understand the network code im writing

gritty dock
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gonna test some more rn

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still havent tested the enemies at all yet which will definitely work perfectly first try hahaha....

gritty dock
fiery yacht
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you just need the attirbute [ClientRpc] and ClientRpc at the end of the name

gritty dock
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all the stuff in the serverrpc runs and works perfectly, synced and all which is great

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but the sound and animation do not play for anyone else

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Oh!

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nevermind! now they do

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???

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i didnt change anything in the code but i guess it just works now

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...?

onyx ember
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Why do you register prefab at runtime

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And only for server

gritty dock
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i dont remember what it does

onyx ember
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If i understand corectly it will throw error for clients

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Because they dont know what did you spawn

gritty dock
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when i instantiate the prefab? it works fine

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they can pick it up and examine, etc

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should i remove that register thing tho?

onyx ember
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You should move it somewhere else and store prefabs in some static list or smth like that i think

gritty dock
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oh okay so it is something i should still do

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i have a list for the possible prefabs to instantiate so maybe on awake foreach(prefab) register

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something like that

onyx ember
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Still no

gritty dock
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no?

onyx ember
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You should register prefabs only once

gritty dock
onyx ember
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Like in your plugin awake or somewhere else like gamenetworkmanager start postfix

gritty dock
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oh wait

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this does it for each breakable object

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so it would run multiple times

onyx ember
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Yes

gritty dock
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hm

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would i just put the same list in uh

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my entry tile maybe..? and add a list of the prefabs on there and register them..?

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id need a physical reference i assume

onyx ember
gritty dock
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ah

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still gotta figure out how to find my assetbundle in code

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gah why is modding so much harder than just making a game

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๐Ÿ˜ญ

onyx ember
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I can help you with this all tomorrow if you need help

gritty dock
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that would be fantastic

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ill try and see if i can get my enemies to spawn ingame for now

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hm okay yeah they do spawn but are COMPLETELY broken which is expected

gritty dock
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no clue what any of this means, just gonna leave it for now as i gotta sleep anyways

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they seem to be able to move around but looking at a player is when they break

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they just keep moving and spam errors

gritty dock
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@onyx ember im available all day if you have some time

onyx ember
gritty dock
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yeah no worries

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๐Ÿ‘

uncut copper
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I did a bit of trekking through the interior yesterday, and so far things look fine, although the limited amount of tiles to work with can make the interior very repetitive.

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The auto doors seem to work and I found my way across the Parkour pits

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Although, maybe if there's gonna be a lot of Parkour pits, a couple more blocks could be added for casual players.

gritty dock
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nice! theres since been quite a few tiles added so it should be a bit less repetitive but i def plan on adding much more tiles

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i believe the ancient beta thats out right now has maybe 7 or 8 tiles?

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and ive added i think 6 more since then

uncut copper
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Ah gotcha. Looking forward to seeing the next update then

gritty dock
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lemme confirm rn

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yeah the reason its been so long since updating is because of the sheer amount thats going into it ๐Ÿ˜… the current version is very old

uncut copper
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The interior definitely fits the cryptic and otherworldly nature of Cosmocos and Starlancer Zero

gritty dock
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i was hoping it wouldnt take as long as it has but its ended up being more complex than i expected

gritty dock
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(as of new update i mean)

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but it still needs more testing to be sure

uncut copper
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And this is why I got my Testing profile with Imperium equipped

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All I gotta do is roll on over to Cosmocos or Starlancer Zero and hop to the main entrance

gritty dock
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okay yeah so theres now 14 tiles, as of the old update there were 7

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the generation is working perfectly im just currently working through errors and networking problems

uncut copper
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I get Networking issues all the time with my friends. They usually see the furniture in my base all out of place, or the cruiser in the wrong position.

gritty dock
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oh wow thats weird ive never gotten that before

uncut copper
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And due to this misplacement of reality, bullets go straight through my friend while they stick into me.

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I start using him as a guinea pig and a fallback plan

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At the same time

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One time, not even Wesley's infamous ball pit could kill him.

uncut copper
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I'd imagine the Reaper will have a hard time knocking him down.

gritty dock
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i was going to argue otherwise but if even the ball pit isnt enough im no longer sure...

uncut copper
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He exists on an entirely separate dimension from mere mortals like us.

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By accident

onyx ember
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@gritty dock I'm ready

gritty dock
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okay lemme remind myself what we were tryna fix 1 sec

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oh yes the assetbundle stuff

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i build my assetbundles with LLL iirc

onyx ember
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we can chat here or in PM or we can go to the voice channel (but I donโ€™t have a microphone right now because Iโ€™m not at home so youโ€™ll have to read)

gritty dock
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sure that works, i can mic

gritty dock
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major progress has been made!

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breakable objects, and the functionality associated with them is all functional, and the enemies mostly work, i just need to finish networking, and then sync the teleporter sound/vfx

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then i believe it should be ready to ship

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(after i make a trailer)

uncut copper
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Will there be a more elaborate lobby?

gritty dock
# uncut copper Will there be a more elaborate lobby?

It's slightly more complex now but as of current plans itll probably remain about the same, maybe I'll add some little decorations that only appear in that tile so it's a little easier to tell it's the entry tile

uncut copper
gritty dock
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Currently the only thing that differentiates it from a typical cube tile is the lights on the ground

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Oh yes I did consider that but I plan on saving that for if I ever make it a moon

uncut copper
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I gotcha.

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Oh man, seeing the entire tower from outside would be insane

gritty dock
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Which I would like to do but i want to at least release this update first

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Maybe when I'm pretty happy with the state of the interior I'll start making a moon

uncut copper
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At least having a moon that Tartarus can fit on perfectly means I'll make that 100% spawn chance.

gritty dock
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Yup

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Most moons I think don't 100% fit it tbb

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It's a kind of weird and specific interior

uncut copper
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Having one moon that an interior is guaranteed to appear on is a great thing to have.

gritty dock
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Yeah like black Mesa

uncut copper
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For testing purposes

gritty dock
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Honestly the more I'm thinking about it a moon wouldn't really be that hard

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I already have a lot of the assets I'd need

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And it wouldn't need any unique mechanics or coding stuff like the interior, which is the only thing that's been dragging me down

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Hmmm

uncut copper
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One thing at a time though. The hard job is still gonna need attention, but I feel like a Tartarus moon bundled with this is guaranteed to come in the future after everything is settled.

gritty dock
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Yeah I'm mostly just thinking on it for now, I would love to work on it some day but I think it should wait until the interior is in a good state

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Im mostly confident in what's currently ready for update but it still needs more testing once it's out, and I want to work on it more afterwards before I add anything crazy to my plate like a moon

uncut copper
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Imperium and I are ready to raid the hallways

gritty dock
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currently tartarus is just under 14mb! i could probably lower it further but im keeping it at that for now

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just a few bugs to fix and itll be ready to ship

uncut copper
gritty dock
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now trying to figure out why any time i route to a moon where tartarus spawns it crashes the game

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๐Ÿ’€

onyx ember
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๐Ÿ’€

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Trollface even

gritty dock
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i think i solved it

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#dev-interiors message

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how this door moved is BEYOND me but oops??

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nvm

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its still broken

onyx ember
uncut copper
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Not trying to say this should be implemented, but it would be kinda funny if there was a glowing greenish Apparatus of the same color as the wall lights, surrounded by the gears you see in some rooms, and it's called a "Soul Apparatus"

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Of course it wouldn't fit with the otherworldly theme, but it was just a funny idea I had.

gritty dock
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ive been considering what id set as the apparatus, im not really sure what it should be yet

gritty dock
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just wanted to mess around a little bit today

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partially so i could feel like im atleast making progress on something

gritty dock
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making a moon looks both easier and harder than i expected

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setting everything up for the moon was extremely easy, the issue lies in the assets im using/what id need to make mesh-wise

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the environments in P3 are VERY optimized.... too optimized

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nearly every mesh in this scene does not have geometry on all sides

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because ingame your camera is fixed rotation

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so they made use of this by well.... not creating the geometry on any of the models on all sides

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even the trees....

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fixing up all this is extremely doable, but would take some time

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i was hoping to get the update out soon but i still have zero idea what is causing the interior to be completely nonfunctional in both the editor and ingame

#

to the point where i cant really even test it in the editor at all to help figure out whats going wrong

uncut copper
#

Then again, this is all on Japanese crunch-time.

#

Oof...

#

So we have a bit of a dilemma.

#

Do we force devs to work harder so we can eventually reap the benefits, but only from a modder's point of view, or do we save them from crunch time by letting them take those shortcuts?

worthy marten
#

and consider that you're not supposed to be boundary breaking in normal gameplay

#

this is optimization taken to the extreme, similar to how animators do their work

#

the sets and models only need to be developed enough where the camera can see it

#

cus if there's a bunch of detail that isn't ever going to be seen by the camera in a normal playthrough, what's the point of putting the effort in?

#

sure it sucks for people who boundary break or deconstruct models, but that was never the original use case

gritty dock
#

Anything the player can't typically see will not exist as it unnecessarily bloats the already strict file size

uncut copper
#

I wonder how much size it creates for the files if you just use the same texture on multiple faces. How much would one extra side in the texture mapping increase the filesize without actually increasing the amount of textures?

fiery yacht
#

it adds up

#

this is a common optimisation technique, zeekerss needs to make use of it since a lot of his stuff has internal geometry in places the player cant see

uncut copper
#

And Zeekerss already has issues with messy texture mapping, as I have found out when making my own suit.

gritty dock
#

Luckily though I can leverage how the dark hour/tartarus works to hide a lot of these mesh issues

#

(putting giant sculptures/buildings to block off paths to an area where you'd see some issues)

uncut copper
gritty dock
#

That would be interesting but for now plan is just the whole day is within the dark hour

#

(otherwise how are they entering tartarus outside of the dark hour)

uncut copper
#

Oh right, lol

#

Will coffins be laid around the map?

gritty dock
#

Absolutely

uncut copper
#

For the [employees] that are being protected from the Midnight Hour

gritty dock
#

Though mostly outside the school gates as who's chillin at school when it hits midnight

uncut copper
gritty dock
#

Oh good point

gritty dock
#

i have fixed the crashing issue, back to testing

gritty dock
#

as the mod will soon update i am once again requesting any advice on the weights per moon you want to see this interior on

#

๐Ÿ‘€

#

(because my ass is way too busy to check out every moon and figure out weights)

#

heres current weights, lots of guesswork

uncut copper
#

I usually edit the weights myself, but I appreciate you gave some to Cosmocos and Starlancer Zero, my top two picks.

gritty dock
gritty dock
#

i believe the mod is largely ready, just doing some (probably final) testing tongiht

#

then last step is the trailer

#

i mean what

gritty dock
#

i believe it should be all ready, just planning to do one more playtest tonight, then depending on the results either releasing tonight or tomorrow

worthy marten
#

this looks so good

#

can't wait to play it

uncut copper
#

I dunno why some people obsess about not being spoiled on the details of a mod or update and wanna go in blind...

#

Unless they were content creators recording gameplay

worthy marten
#

i'm not one of them, but i get where they're coming from

#

it's a major buzzkill when something you're excited to experience gets spoiled

gritty dock
#

I mostly do it because I myself am that way, and I don't know if anyone here likes that I do it but I wanted to do it incase there is someone so I don't harm their experience with the mod

#

I'm not going to force anyone else to do so mostly cuz the contents of this mod aren't really that important to hide, it's not like there's a story/journey to go on, I just like doing it

uncut copper
#

I like to be PREPARED, and in order to be PREPARED, I need knowledge beforehand.

#

It is frustrating if I get blind-sided by something I didn't know about.

#

That's how I knew to check the configs of the new Rubber Rooms.

#

Also death is unforgiving in Lethal Company. It could ruin a whole quota

gritty dock
#

I don't like being prepared outside of my own learning within what I'm experiencing

#

Like whenever I play Minecraft I always select a modpack that has mods I've never heard of (or don't even look at the mod list at all, which is what I usually do) so I can go in and be surprised by whatever's going on in there

#

But that's just me, everyone likes experiencing things differently

uncut copper
#

I prefer to know what the mods contain before even downloading it, that way I know what I can actually get out of it, or else I don't download it at all

gritty dock
#

Yeah I'm the opposite

#

I find the most joy out of discovering something I had no idea existed while looking for something else

worthy marten
#

Making it 1 touch harder to see what's included prevents people from getting spoiled unexpectedly, and doesn't make it inconvenient for people who want to know

#

Because the truth of the matter is that no 2 humans are alike, and we all enjoy things in different ways

#

So only accommodating 1 point of view is foolish

uncut copper
worthy marten
gritty dock
#

so im trying to do the very final fixes but imma be so real im so confused regarding whether the mod is actually setting the interior rates or not

#

testing with LQ and its adding everything thats based on moons EXCEPT the dungeonflow

#

which is unusual

gritty dock
#

as much as i want to get this update out i also dont want to ship it and literally 0 people can get the interior to spawn yknow ๐Ÿ˜ญ

#

hopefully i can figure this out today

worthy marten
#

i could test it and see if it works

#

i have a moon set up where only tartarus spawns (in the current release)

gritty dock
#

the problem is when the mod is added to a pack both LLL and LQ seem to pretend the interior doesnt exist and doesnt add it to anything

#

which is fine if like you they set the spawn but people who dont will never see it spawn if this issue exists

worthy marten
#

yeah i guess if it didn't already generate the entry in LLL that would be a problem

gritty dock
#

hm now it seems to be injecting into LLL properly just not LQ..?

#

gonna try ladning on a moon and see if the interior spawns correctly using the weights from lll

#

actually no it wont because LQ overrides

#

okay tested with LQ disabled and all seems to be fine

#

im not sure if LQ is actually having some sort of mix up (which could be related to me doing this wrong i dont really know) but i believe all should be good!

#

now that i think about it ive never tested ||the enemies outside of just this interior.... but they should work!||

#

kay! i think its finally time

#

im not forgetting anything.... i think..

#

i just need to set up all the mod page details and stuff before uploading..... which will take a bit

#

amazingly, despite this update adding so much its actually 2.5mb smaller!

#

the magic of proper optimization

gritty dock
#

the update is now out!! (JUST uploaded so thunderstore may need some time to receive the update)

#

i hope it works... and that yall have fun! โค๏ธ im very excited to hear what yall think and receive feedback, etc

#

if you notice any problems, or have suggestions please let me know

#

if its immediately broken then uhhhhhhh

#

ill go cry ig idk

worthy marten
#

testing time

gritty dock
#

hm looks like gale still doesnt recognize theres an update, i guess it takes a bit

worthy marten
#

r2 will take like 2 hours to show it

worthy marten
#

is it supposed to be disabling every light source on the map?

gritty dock
#

im sorry what

#

uh..

#

no not really

worthy marten
#

i'll try it on a fresh profile to make sure i'm not messing something up

gritty dock
#

thats very strange

#

maybe an unusual mod incompatibility..? ill try running it on my big pack

worthy marten
#

ok its a mod incompat

#

i gotta figure out which one though

gritty dock
#

ruh roh

#

thats interesting, i didnt expect a mod incompat this early and so uh.. destructive

worthy marten
#

ive seen it happen before

#

Kite's moon Synthesis did this before it was updated for v60 i think

gritty dock
#

Known Issues

-Velvet Room is broken on the modded moon Calist.
-Chests may get confused and not contain loot on rare occasions.
-Mechanics based around teleporting players are known to have a delay on other players' screens.
-On very rare occasions scrap may spawn in unreachable areas.
-May not be very well balanced, if you have any balancing suggestions please let me know!

#

idk how to pin without perms so if someone with perms sees this pin please ^

#

i have a section on the modpage for this but itd be very helpful to have an editable version in this thread at all times

worthy marten
#

do /pin-bot

gritty dock
#

nvm

#

ty โค๏ธ

worthy marten
#

so after confirming it works right on a fresh profile, i was able to confirm it isn't diversity, openbodycams, shipwindowsbeta, or loadstone,

#

i'm still testing, but have you found the issue in your own pack?

gritty dock
#

im gonna be so real

#

my ass still didnt see the update on gale

#

got bored

#

opened balatro

worthy marten
#

fair enough

gritty dock
#

but just checked again and we good its there now

#

so will test rn

worthy marten
#

not full darkness either

gritty dock
#

oh wtf

#

yea i got the same thing

worthy marten
#

yep

#

how many mods u got in your pack

#

just confirmed coderebirth and lategame upgrades aren't doing it

gritty dock
#

141

#

๐Ÿ’€

worthy marten
#

220 here

gritty dock
#

that means its something we both have tho which in a sense does narrow it down

#

it means it should be a relatively common/popular mod

#

wait

#

maybe its cull factory?

#

when i move around sometimes certain areas in my vision light back up

worthy marten
#

oh god not again

gritty dock
#

WAIT

#

i might

worthy marten
#

don't let it be cullfactory please

gritty dock
#

know why. and it probably is cull factory.

#

one of the uh tiles we'll say, part of it spawns like 3000m above the map

#

maybe thats confusing it

#

somehow?

worthy marten
#

yknow what

#

i'll add Tartarus to the interior disable for cullfactory

#

and see if that helps

gritty dock
#

sure

worthy marten
#

is the dungeonflow name just Tartarus

gritty dock
#

im trying it fully disabled

#

yes it is

#

YUP

#

ITS CULL FACTORY

#

well fuck

worthy marten
#

time to ask zaggy for a default disable

gritty dock
#

either that or i rework the room thats breaking it

#

but idk how else id do it

worthy marten
#

probably just easier to add tartarus to the list of interiors disabled by default

gritty dock
#

yea prolly

worthy marten
#

they already do it for things like grand armory

gritty dock
#

request submitted, for now ill add it to the list in pins

worthy marten
#

ite

#

it only started working when cullfactory was disabled

#

it didn't work with the interior disabled in the config

gritty dock
#

wait shit really

worthy marten
#

yea

#

my guess is either the config isn't reading it right or it doesn't disable in the same way that the hardcoded disables do

#

i can try also disabling culling for the moon it spawns on in general

gritty dock
#

sure

versed wolf
#

for some reason tartarus makes my moons (atleast experimentation) dark, and I'm not using mrov's blackout weather

worthy marten
versed wolf
#

ah

worthy marten
#

one of the rooms is above the exterior which messes up the lighting

#

it's being worked on to see if that room can go under the map like usual

uncut copper
#

It's the power of the Shadows overtaking the Moon

gritty dock
#

yeah sorry about that, ill be attempting to work on a fix for it sometime today

gritty dock
#

@versed wolf @worthy marten CullFactory incompatibility has been fixed! hope you guys enjoy the mod! โค๏ธ

#

itll take a sec for thunderstore to receive the update, but it has been just uploaded so itll arrive soon enough

worthy marten
#

gaming

#

will try it

gritty dock
#

time to test it on my main pack after ive already uploaded the update saying it works

#

(how could it possibly go wrong)

#

POG it does work

#

fuck i forgot i added a light here i never testeed

#

why does my brain work like this

#

๐Ÿ˜ญ

#

i just add shit and forget i added it immediately

#

without testing

#

ill fix that along the next update tomorrow or the day after, minor visual silliness

worthy marten
#

i was boutta say isnt it supposed to be dark

gritty dock
#

yeah it is ๐Ÿ˜ญ

#

oopsie woopsies as they say

worthy marten
#

also q about the music

#

does it ever progress past 1st stage

gritty dock
#

||for now it doesnt, but im thinking of eventually having multiple blocks that can generate in the interior that lead to each other, and depending on your block the other song stages will play||

gritty dock
#

w.i.p ||crystal formations similar to the breakable objects but cant be broken, sometimes contain useful weapons lodged into them||

gritty dock
#

trying to add more dynamicism to tiles and make each one individually a bit more interesting

#

mostly so that each copy of a tile has more factors that can still make it a bit different

gritty dock
#

||entry tile gives you a free 37lb sign incase you dont have any shovels/dont find a sign, much heavier than a shovel and cant be sold for extra cash||

#

||another view of the sign but while being held||

#

||now going to work on a very experimental idea that just might work if im as much of a genius as i think i am||

gritty dock
#

||the idea essentially is chests that auto check after generation if theres scrap near them, if so it sets the position of that scrap onto the chest and disables it. so when it opens it looks like its instantiating the scrap but its actually just giving you a scrap that was nearby anyways, this should keep the balancing of whatever moon its on as it doesnt affect scrap at all, just makes finding scrap "cooler" because some will be found in these chests||

onyx ember
gritty dock
gritty dock
gritty dock
#

fixed some more texture references reducing the filesize even more, i need to really just sit down and fix all of these cuz thats shockingly like 90% of the filesize

#

i adjusted 4 textures just now and the mod went from 12mb to 8.5mb

gritty dock
#

some more w.i.p

gritty dock
#

even more w.i.p

gritty dock
gritty dock
# gritty dock

Note to self so I don't forget: ||add a list to the tartarus controller of currently selected scrap attached to chests, each chest needs to check the object they are trying to attach to is not already in the list so 2 chests don't link to the same scrap||

verbal silo
#

These are sick

gritty dock
#

looking a bit better

gritty dock
#

||attempting to do first very early tests of moon ingame||

gritty dock
#

starting to look kinda nice!

willow mason
#

Me and my friends have issues where we all get instantly killed when entering the velvet room, we are using the interior on modded moons

willow mason
#

We were able to enter once on a different occasion while holding tarot cards, however on two other occasions where ine one we had tarot cards and one where we didn't we died in both.

#

I think it's just where the room spawns it sometimes kills you on entry

gritty dock
#

the way the room works is that part is far down in the map, but it might be overlappign with an out of bounds death trigger on some moons

willow mason
#

It's happened on two different moons, Soreal and Idiosyn, both from Rosie's moons, but we haven't tested any others

#

Idiosyn we were able to go in on one day but on another day it killed us

gritty dock
#

oh hm thats strange

#

ill have to do some testing, appreciate the bug report

willow mason
#

It shouldn't kill you right? Regardless of if you have cards or not?

gritty dock
#

oh no it never should kill you

willow mason
#

Ok

gritty dock
#

ill download those moons rn and do some inspecting with imprerium

willow mason
#

If you can't reproduce it I can send my pack as well

gritty dock
#

hm okay yeah im getting the same thing

#

i was hoping imperium would visualize the death trigger below the map so i could see where exactly its placed to see if thats the problem but i cant seem to get it to appear

#

hmmm

#

actually no i think i do see the trigger but its actually above the interior

#

happens on eden too

#

and summit

#

im just going to assume its all of the moons

#

since i imagine theyre set up in the same way

willow mason
#

Probably so

gritty dock
#

okay yeah its definitely a manually placed death trigger

#

raising the room closer to the rest of the interior "fixed" it

#

im unsure if this will cause any other issues but i can push this fix soon

willow mason
#

Cool!

gritty dock
#

very w.i.p

gritty dock
#

hope this works for yall PRAYGE

#

also includes a few other things i was working on that are probably good enough to ship

#

oops i forgot to turn the light off

gritty dock
#

np! TS_kotoneHeart

uncut copper
worthy marten
#

in the initial 1.0.0 release, it was above the map so it wouldn't conflict with any triggers and could be isolated from any other sounds

#

but that caused an issue with cullfactory where the entire scene would lose its light sources

#

so it's back underground now, in a specific height to allow it to work as intended (since it is very tall) without touching the out of bounds killtrigger

#

but since the oob kill trigger isn't in a standard location for some maps i'm guessing it still causes issues?

#

idk what tea's plans are for it but i'd imagine moving it down a bit more wouldn't hurt (unless i don't understand how the scenes work)

#

wait i totally didn't read what was above this

#

my bad

#

also @gritty dock this must be a mistake right clueless

#

(it breaks the lever when pulled)

gritty dock
#

I'll fix when I get home from work

tawdry frigate
#

hey

#

hey there, i trying ur mods but is not working out

#

when I start the game with tartarus map

#

it doesn't work or even loading, im just stuck in the ship

onyx ember
tawdry frigate
onyx ember
#

Do not try to land on it

tawdry frigate
onyx ember
tawdry frigate
onyx ember
#

Random like any other interior

tawdry frigate
gritty dock
#

You can manually set the spawn rates with LLL or LQ

#

And view the default weights on the mod page so you know which moons it's set to spawn on by default

tawdry frigate
#

hi, i wanna make a guide about this mod, could u dm me how ur mods work?

gritty dock
tawdry frigate
tawdry frigate
gritty dock
#

Okay sounds good femchandsair I'll DM you some details sometime tonight

#

Just need to finish work and release a bug fix first

willow mason
#

Just letting you know in case it's an oversight, both your enemies have bestiary entries but they're just the name of the entity.

gritty dock
#

ill see if i can set that up along with the current bug fix

#

speaking of the enemies actually do they seem to be working correctly?

gritty dock
#

discord not embedding the mp4 ๐Ÿ˜ญ

onyx ember
#

drag&drop?

gritty dock
#

just imagine this spins

gritty dock
onyx ember
#

hmm

gritty dock
#

maybe its a specific encoding thing

gritty dock
#

update just uploaded

#

bestiary entries should be up as well as the fix for the false moon

willow mason
gritty dock
#

awesome! those were the toughest to figure out so im glad to hear they seem to be working well

bitter light
#

Hi ! Wanted to say that I really love the interior BUT !

#

where the scraps at ? XD

#

Tbh this has to be the most impressive interior I've played in, there's so many features and all, the whole place reacts to entities, really wonderful !

#

I wish we had more psychedelic interiors like these ๐Ÿ˜ฎ

worthy marten
gritty dock
bitter light
#

I see ! Well yeah, I was on Assurance and we found like 4 scraps after going through the whole dungeon, I even found the Velvet Room but I didn't find the keys for the doors

wicked patio
#

which modded moon you guys recommend to use with tartarus to fit well the theme ?

gritty dock
#

heres the default weights

bitter light
#

Starlancer Zero and Cosmocos ???

uncut copper
#

Cosmocos got the glowy aesthetic already

#

And Starlancer Zero defies logic at times

bitter light
#

interesting

tawdry frigate
#

anyone up for play

#

i need footage of 4 player

wicked patio
# gritty dock heres the default weights

yeah ik, but i usually like to set manually modded interiors for modded moons at lethal quantities. (example, i think fits a lot toy store interior with solace). So while theres not a tartaros exterior i was wondering what i should use..
thinking between **Nyx **or Espira

gritty dock
#

I wasn't aware there was a nyx moon, the name alone would definitely fit TS_dogeKekw

wicked patio
gritty dock
#

Ah gotcha dw about it then, it's a persona 3 thing

#

I'll have to take a look at these when I get home

uncut copper
#

[pronounced Nicks]

wicked patio
#

cool

#

didn't played any persona yet

#

i'm putting tartaros because a friend asked

uncut copper
#

Neither have I, lol

#

I watch playthroughs and listen to my ex-girlfriend's long rant synopsis on the series

gritty dock
#

I've played FES, reload, and portable (replayed portable 4 times) so I've played persona 3 a fair bit lmao

#

Not sure if that should be spoiler tagged or not, I guess it isn't directly spoiling anything

#

Well kind of

uncut copper
#

Take advantage of a lack of context. Beginners and outsiders won't understand it's a spoiler if they don't know the full picture.

#

By the time they start playing, they might just forget about it

gritty dock
#

hallway.png

bitter light
#

Sick !

#

It would be really awesome more incredible hallways like one that deforms like Bowser's Castle in Mario Kart but uh

#

with Persona style

gritty dock
#

I thought about that but unfortunately not really possible due to limitations of the navmesh

#

It's baked upon the dungeon generating and (to my knowledge) there isn't a great way, if any way at all to update where entities can walk on surfaces

#

The closest I can get is terrain that responds to enemy movement and forms back into the shape that matches where the enemy can walk, which is what I've done for the moving tiles

#

The colliders don't actually even move at all, even if you remove the moving tile pieces entirely you can still walk there

#

the closest we can get to that is a tile that deforms like that, then it forms back into a regular hall when an enemy or player gets near

#

though even then it would work very funky with hazards and scrap as they also depend on spawing on navmesh

#

so when the tile deforms the scrap/hazards dont move with it

#

(yeah its just a whole rabbit hole)

bitter light
#

the hallway would just become straight when you get closer

bitter light
worthy marten
#

for context, happened when opening a case. only occured on one, didnt happen on the next one i found
01957559-d445-70a9-3cb5-bee3ee7921b8

gritty dock
#

Ruh roh

#

Hmm

#

I think it's saying the scrap it is trying to "spawn" is null

#

Ah wait but it also says unhandled rpc exception which I think is something else

gritty dock
onyx ember
gritty dock
#

Honestly it's been over a week so I have no memory of my code, I'll check in a minute

onyx ember
#

nvm you actually can

gritty dock
#

on Start it checks for a nearby scrap with Physics.OverlapBox then if it finds a scrap, selects that scrap as the scrap it should "spawn" when it is opened

#

HOWEVER

#

there is a bug with it actually

#

which might be whats happening here

#

in some cases, when 2 chests are very close to each other AND they both happen to pick the exact same scrap, there is no code to tell them "hey that scrap has already been picked, dont do that pls"

#

my guess is maybe you opened a chest, grabbed the item, then found another chest close nearby which lost the reference to that scrap you found (it selected the same piece of scrap)

onyx ember
#

or you can search for chests nearby too and compare scrap with what's inside other chests

gritty dock
#

i could do that, or i just disable the audio source as a way of "marking" if a scrap has been taken

#

then enable it after all chests have selected their scrap

#

(i dont actually know if this will work)

#

(im just messing around with possible solutions)

onyx ember
#

just check if scrap is active

gritty dock
#

i was going to do that but if i disable the scrap on the same frame i set the position LC doesnt actually move the scrap

#

so i put the disable on a slight delay

#

there might be a better solution i just wanna check if this works for now

#

actually

#

maybe i can just have each chest tell the TartarusController (script on the entry tile with an Instance thing) to hold the chests reference

#

then each chest checks that instance

#

thats probably better

#

oh wait i called it factoryaudiocontroller

#

lmao

#

time to rename that

gritty dock
#

idk what that means but femctrue

gritty dock
#

nice i think i got it working

#

just not sure how itll work in multiplayer, needs testing

gritty dock
#

trying some visual trickery that may work

#

ah shit it doesnt really work if you have a light

#

actually i got an idea

gritty dock
#

HOLY SHIT I COOKED

#

note: this is in-editor so visuals will look different ingame, etc blah blah blah

worthy marten
gritty dock
#

interesting

worthy marten
#

(Also just saw the preview above my msg, looks amazing so far)

gritty dock
willow mason
gritty dock
#

interesting

#

im hoping my new code fixes that, itll be included alongside the next update

willow mason
gritty dock
#

whaaaaaaa

#

well shit

#

i literally cant move it any more

#

agh ill have to try and think of a completely different solution then

willow mason
#

I think it's just a Calist problem. It works on other Wesley moons and Calist is unique where you can fall off of the exterior terrain, so it likely has extra killboxes.

gritty dock
#

Yeah that's exactly what I was worried about, for now I'll just add it to the pinned messages cuz I don't really know how I'd go about magically having the room never intersect with kill triggers on all modded moons

gritty dock
#

I can't remember if I've asked this before but how's everyone's experience with the enemies so far? Do they seem to work? And do they spawn on some moons even if the interior isn't tartarus? (Which is expected since there's not much I can do about that without custom code) If they do spawn on other interiors do they seem to work fine there too?

uncut copper
#

It's been a while since I tested it. Thanks for reminding me

gritty dock
#

also thank you for 20k downloads!!

worthy marten
gritty dock
#

the reaper iirc i set to a weight of 5 on some moons, and up to 15 or so on others

worthy marten
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could also just be cus i have so many other modded enemies that he gets pushed out

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cus even the normal shadow is pretty rare to come across

fair cave
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I've heard the reaper several times over the past few weeks. Seen 1 shadow. I am curious if there will be ways to change spawn weights for them? Also messing with the interior size? I havent had any luck changing size but would like to.

gritty dock
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lemme pull up how i do the weights rn

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as for the interior size i havent looked into it in a while but from what i remember theres 2 values that control the size, 1 being the moon itself and another is a separate value for just the interior which i think is called map size multiplier

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however, (i dont know if this is still the case) but throughout my modding experience ive heard many say messing with that value can cause desyncs, im not exactly sure how true that is or if it still applies now but due to that i havent looked into it too much

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reaper spawn weights:

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shadow spawn rates:

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essentially the logic is theyre supposed to roughly line up with the spawn rates for the interior per moon, im thinking what i could do is add some custom logic where you can set the base rarity of each enemy that scales in this way

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(what i mean by this is the rarity is 5 at lowest and 20 at highest for the reaper, you could set it lets say to 25 which would make it 25 on moons set to low weight with tartarus and 100 on high weight moons)

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alternatively you can just use LQ or another weights managing mod to override the logic completely and set whatever you want

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ive been meaning to add a config for a while so this is good motivation!

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ill try and have one with atleast some basic adjustables out along with the next update

worthy marten
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any guess what these errors could be caused by?

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this one occured during generation but a similar TartarusChestController error happens when you try to interact with broken chests

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(also, is there anything up with the entrance teleport? like is it not networked? i generated this interior twice on lunar lights' moon Precipice, and both times main was inaccessible and only fire exit worked)

gritty dock
worthy marten
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i think lethal quantities was messing up generation

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the same issue started happening on black mesa where main wouldnt generate

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so i turned LQ off and it worked again

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๐Ÿ’€

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nvm again

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i generated march with lq disabled (tartarus spawned according to chest errors)

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and main still is blocked

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yeah just replicated on the original moon it occurred on, with LQ off

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don't know why it only started doing it recently

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it's also causing a bit of lag after the chest errors

gritty dock
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Hm weird

worthy marten
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is it possible that its failing to generate main because of LLL dynamic size restriction?

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i just realized it

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cus my min and max are 0.8 and 1.3

gritty dock
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messing with size to my memory tends to cause issues like that

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(total guess)

worthy marten
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3 things to mention here just in case

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1: increasing dynamic size multipliers didn't help
2: the main entrance room IS generating, ands the teleport from inside works, but the teleport from outside is not working
3: just noticed these logs also show on planets with tartarus

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dunno if this will help but yknow

worthy marten
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i'm back to wondering now if its the entrance teleport networkobject not spawning

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like sector alpha was getting a bit ago

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like this

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ok so

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tested with lethalperformance disabled because it does caching of entranceteleport

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and suddenly main entrance teleport started working again

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it seems to be the same issue as sector alpha

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@pliant sentinel you would be better at explaining how to fix this i imagine, turning off LP meant that the entrance teleports on tartarus interior started working again. is it possible that its because the network object isn't spawned like in sector alpha's issue a bit ago?

pliant sentinel
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yes, entrance teleport is not networked

gritty dock
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ruh roh

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is that just a matter of adding a network object component to the entrance teleport?

pliant sentinel
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no, you need to use SpawnSyncedObject and set prefab with entrance teleport

gritty dock
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oh i see

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yea i dont think i did that

worthy marten
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hows this mod doing rn?

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like when could we expect entrance teleport to be fixed?

bitter light
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Entrance tp ?

worthy marten
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so you are unable to enter through main if you have lethalperformance (beta package) installed

bitter light
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Ooh

worthy marten
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same issue is happening with Sector Alpha (and apparently tolian interiors, didn't know about that)

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and a variation of this issue is happening for every fire exit added by map improvements

bitter light
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Yeah idk I don't have lethalperformance

gritty dock
gritty dock
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not doing configs yet because my brain melts at the mere thought of figuring that out rn

bitter light
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figuring configs ?

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like you mean, config syncing ?

gritty dock
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im gonna get back to it at some point when my brain is less prone to exploding

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(im just tired)

bitter light
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brain implosion energy, 10,000 grams of pure caffeine

bitter light
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Make the config file would be easy but yeah, for the rest it's hard

gritty dock
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Gonna do some in-game testing for the update today

worthy marten
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Lmk if you'd like me to test as well

gritty dock
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i can zip up the update once its "maybe ready" and drop it here as a beta maybe

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actually i dont have nitro so might be too big

gritty dock
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warning: VERY untested

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could just blatantly not work

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knowing my wacky ass code

worthy marten
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Alright

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I'll test it when I get to my pc

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Is this just the fix for door networking?

gritty dock
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nah its like everything ive been working on

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๐Ÿ’€

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which according to my brains smartness and good planning should PROBABLY be playable, and fully functional

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other than maybe the visuals, i havent checked how the post processing/materials/etc look ingame with the uh... new stuff

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or like any of it actually

worthy marten
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Sponge shader on its way to make it look like shit

gritty dock
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oh god yea that.... i have everything configured very specifically with how the game renders

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so anythign that messes with it will probably both make it look horrific and expose a lot of problems

worthy marten
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Well it can't be that bad clueless

gritty dock
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or im wrong and itll look great! who knows!

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but yea lemme know if like the game implodes or something

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or i adjusted a setting that makes the game unplayable accidentally

worthy marten
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gonna test rn

gritty dock
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WHAT

worthy marten
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entrance teleports work now

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but somethings a little off

gritty dock
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honestly at this point i dont think im even shocked

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well

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actually i am

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cuz wtf

worthy marten
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i didnt try fire

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ill check that

gritty dock
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wait wtf

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i tested in the editor and it works perfeclty

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tele point should be here

worthy marten
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Desktop discord broke itself so I can't send some stuff

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But I can mention some things going on

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The chests are all broken, none of them were working

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The teleporter back to main is getting the same weird effect as main itself

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The fire exits do work properly

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And level 2 works and looks pretty good even with sponge shader

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As soon as I was gonna send the stuff too

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ok desktop working now

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this was getting spammed in logs the entire time

gritty dock
gritty dock
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i appreciate the bug reports, ill look into fixes tomorrow and (hopefully) have the update tomorrow or the day after but we'll see

bitter light
bitter light
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I love the blue corridors

gritty dock
bitter light
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Yeah... You can't imagine how much time I spent debugging my mod lol

gritty dock
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Yup I feel that ๐Ÿ˜ญ I probably have spent atleast 200-300 hours on this mod

bitter light
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Dawg

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It was visually worth tho

gritty dock
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soon itll be 1 year anni of progress!

bitter light
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Damn

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I didn't know Tartarus took so long

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Great job !

gritty dock
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mixture of a lot of effort, laziness, and confusion yoiled

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aka the typical modding experience i guess

gritty dock
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okay i think i fixed the above issues except for the entrance spawn

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i have literally 0 idea why thats happening

bitter light
noble wing
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Hello, just wanted to give my thanks for this amazing mod ๐Ÿ’– , tried out the early access and went from "this has potential" to the surprise full release "omg this is amazing" was very nice.
Gorgeous visuals, interesting rooms and gimmicks
Had a tough time choosing a fitting moon for this one, finally settle for railroad ridge... only because of the green hue when eclipsed... yeah not the best reason XD
I don't have many bugs to share, the only one I have is related to the suitcases, only the host can see them, thankfully is items are spawned anyone can see and pick them up, not game breaking anyway.
Seems to be a LLL related bug ? a few other mods have similar issues

gritty dock