#Tartarus [Modded Moon/Interior]
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luckily, since its every frame i can just cut out literally liek 400 keys and see no difference
in fact, since the keys are so specific
i can change this abomination
into this
and its the same thing
making it 600kb instead of 15mb
@verbal silo are you proud
attempting to do first ingame test for this update
nvm
WAIT THIS IS THE OLD INTERIOR
i messed something up
wouldnt be a teaisnt playtest if i didnt somehow fuck up horrendously multiple times in ways that dont make sense
oh duh no wonder the file size seemed small
that WAS the old bundle file
okay i need more time i absolutely fucking totalled it
the whole assetbundle section in my unity project is shattered
now its spamming 100 warnings per second
and it closed itself
???????????
oh wait
i cant read
okay 20mb
and the date is right now
lets see if that is blatantly lying or not
SUCCESS
now the real testing begins

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??||
i have zero idea why the breakable object is still not synced
ive checked this one over 5 times and it looks fine
unless im just completely misunderstanding something??
Fumo is on the case
actually i did the same thing for the rotating hall too and that didnt end up being synced either
so im def just missing something
Eeh, just suggestion but try set requireres ownership to false
In server rpc
Also you can check your net patcher ig
hm alr ill try it
whats that?
Netcode patcher
sounds like something i should probably be aware of
You cant just use server rpc and client rpc without it
https://lethal.wiki/dev/advanced/networking you can read about it here but example is kinda uuh...
dotnet tool install -g Evaisa.NetcodePatcher.Cli
into your cmd
this is worded way beyond my intelligence level but ill try my best
.
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);
}
}
}
and dont forget to put this into csproj
ah that i dont seem to have
i guess i already tried doing part of this at some point
and mustve given up or smth
you can check if it patches somethin by checking your dll in ilspy/dnspy
there will be something like this
and your rpcs will look like this
i think i found this, its some net thingy i download?
.net decompiler
yeah thats not patched
ill try rebuilding now that the csproj thing is in
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?
uuuh idk
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DebugType>embedded</DebugType>
</PropertyGroup>
<Target Name="NetcodePatch" AfterTargets="PostBuildEvent">
<Exec Command="netcode-patch "$(TargetPath)" @(ReferencePathWithRefAssemblies->'"%(Identity)"', ' ')" />
</Target>
i always just did this
oh i was looking at something else
that i dont think is supposed to be there...?
it wont let me build with whatever it is
idk where it came from
but we good now
hm nope still looks the same
what visual studio console says?
this looks correct as far as i can tell
this is what i see when i build if thats what you mean
no tartarus_original?
?
it supposed to make 2 files
patched
and yourmod_original
never seen that before
maybe it puts the file in another directory for some reason?
did you try to remove dll from ilspy and drag&drop it again?
tried it now that you mentioned but no change
yeah no clue about this _original thing i cant find anything like that
no clue what that is so i mightve missed it
aha
mine was not set to that
thank god youre showing me this shit i would have died of old age before getting anywhere near to figuring this out
it might be just pdbonly or something like that by default
also you can try to patch it manualy with cmd
yeah still normal
there is also exe in github page
oh
uh
i wonder why vs didnt tell you the same thing
thats an excellent question
can you give me your dll so i try to patch it on my end?
yeah the same thing
prob some smart people will know what to do in #dev-general
because i never seen that one
alr
smh
but hey atleast you installed netcode patcher
so they say
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
if you want to check if it works
also changed DiscardHeldObject to this (without server rpc one, because this one is public)
Oh pog I'll take a look in a bit
I appreciate the help lad

it does yea
Now just need to understand what you did wrong
Pretty colorsss
๐ค
isnt that just another way of doing the same thing?
nope
you cant call DiscarHeldObjectServerRpc because its private iirc
even if you publicize it
OH the despawn object function
wait no it is public
i dont really get it but you seem to know what this means so ill just do the swap
alr so what else do i do so this works from now on
you can try to patch it ig
and comment this to be sure
im not sure why it says that, same for me
still no tartarus_orignal.dll?
just this
what about csproj.
and mine just look like this hmm
ig i need to recreate what i did
oh yeah im not sure why do you need this
Electric Boogaloo
wdym
Tartarus 2: Electric Boogaloo
sorry I forgot to reply to this last night, but I've never really seen an error like that
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
that annotation that the publicizer added indicates to you that it was originally private, it's good to check that if you're unsure
no worries, TKronix figured it out ๐ appreciate it though
forgot to mention its solved
nice, glad to hear it
gonna attempt to do some more ingame testing rn
progress is in a stage that i dont entirely understand but hopefully i can guess my way towards a functioning mod
note to self: ||fix whatever this is when a card is spawned||
note to self only host can grab it, grab isnt synced
ah i see
"only server can spawn networkobjects"
breaking news we are slowly getting closer to a functional mod
nvm
Are you winning, son?
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
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 ๐
And unfortunately I just don't have the time anymore to just keep bashing my head against the wall until it magically works
Same lol
I'll need an explanation on what's happening lol
Issues with networking my interior, I can go into more detail when I get home from work if you have time to take a look
It's not really interior related though like generation
More just syncing items/interactions
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
aw wtf the rest of the footage corrupted i think, or just didnt record properly
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
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!!");
}
}
}```
heres my current code in the breakable object
previously i tried without the if(IsServer) check, and all the item spawn code in just the client rpc but neither seemed to work
heres what the item its trying to spawn looks like
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
theres additional functionality later but this is what im trying to fix first
lemme test again to get some additonal footage and logs
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
Just add an isserver check before you call the serverrpc
oh i see that makes sense, putting the IsServer check just in the serverrpc doesnt make much sense lol
Yes
especially since now that i look at it i just copy pasted all the code into both
Cuz only the server runs the serverrpc anyway
i remember just being really frustrated at not being able to get it to work ๐
kk ill try that
that makes more sense
testing again now
I'm gonna hit you
Lemme see
Looks good
There's still gonna be a problem
But you've solved one thing I guess
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
And just get rid of the second client rpc
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
Well there's a few different ways, but this should make it just work
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
oh yes i should probably clarify, it inherits from IHittable
and is called via IHittable.Hit
{
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);
}```
Looks fine to me, but don't add an isserver check in the serverrpc
kk ๐
its been a while since ive used these rpc things
ServerRpcs only run if the player is the server then?
and ClientRpc i assume would just be the server telling everyone to run that code..?
Anyone can call a serverrpc, it tells the host to run the code inside the serverrpc
Only the just can call a clientrpc, and everyone runs the code inside the clientrpc
U cant call a clientrpc inside a clientrpc, same with serverrpc inside a serverrpc
ah gotcha, so one person breaks this object -> hey you server specifically, run this code
Yes
then the server tells everyone to run whats in the client rpc thats called within, got it
makes sense
my problem then wasnt that it was some weird bug i just fundamentally did not understand rpcs
Seems like it
appreciate it ๐ this should help a lot
we're getting closer!
will still need a bunch of time to debug but im beginning to understand the network code im writing
gonna test some more rn
still havent tested the enemies at all yet which will definitely work perfectly first try hahaha....
i feel like im missing something here, is there a specific step i need to make to make client rpcs run for everyone? im storing stuff like the sounds playing and animations triggering there but they still dont seem to play for the other clients
you just need the attirbute [ClientRpc] and ClientRpc at the end of the name
all the stuff in the serverrpc runs and works perfectly, synced and all which is great
but the sound and animation do not play for anyone else
Oh!
nevermind! now they do
???
i didnt change anything in the code but i guess it just works now
...?
Wait what
Why do you register prefab at runtime
And only for server
oh yea i forgot i threw that code in ther
i dont remember what it does
If i understand corectly it will throw error for clients
Because they dont know what did you spawn
when i instantiate the prefab? it works fine
they can pick it up and examine, etc
should i remove that register thing tho?
You should move it somewhere else and store prefabs in some static list or smth like that i think
oh okay so it is something i should still do
i have a list for the possible prefabs to instantiate so maybe on awake foreach(prefab) register
something like that
Still no
You should register prefabs only once
hm, wouldnt this just register them all once tho
Like in your plugin awake or somewhere else like gamenetworkmanager start postfix
Yes
hm
would i just put the same list in uh
my entry tile maybe..? and add a list of the prefabs on there and register them..?
id need a physical reference i assume
You can just find them all in assetbundle
ah
still gotta figure out how to find my assetbundle in code
gah why is modding so much harder than just making a game
๐ญ
I can help you with this all tomorrow if you need help
that would be fantastic
ill try and see if i can get my enemies to spawn ingame for now
hm okay yeah they do spawn but are COMPLETELY broken which is expected
no clue what any of this means, just gonna leave it for now as i gotta sleep anyways
they seem to be able to move around but looking at a player is when they break
they just keep moving and spam errors
@onyx ember im available all day if you have some time
I'm a little busy right now, so I'll ping you a little later when I'm ready, ok?
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.
The auto doors seem to work and I found my way across the Parkour pits
Although, maybe if there's gonna be a lot of Parkour pits, a couple more blocks could be added for casual players.
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
i believe the ancient beta thats out right now has maybe 7 or 8 tiles?
and ive added i think 6 more since then
Ah gotcha. Looking forward to seeing the next update then
lemme confirm rn
yeah the reason its been so long since updating is because of the sheer amount thats going into it ๐ the current version is very old
The interior definitely fits the cryptic and otherworldly nature of Cosmocos and Starlancer Zero
i was hoping it wouldnt take as long as it has but its ended up being more complex than i expected
ive since made the tile easier to traverse and made it less common so i thiiiiink this should be good now
(as of new update i mean)
but it still needs more testing to be sure
And this is why I got my Testing profile with Imperium equipped
All I gotta do is roll on over to Cosmocos or Starlancer Zero and hop to the main entrance
okay yeah so theres now 14 tiles, as of the old update there were 7
the generation is working perfectly im just currently working through errors and networking problems
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.
oh wow thats weird ive never gotten that before
And due to this misplacement of reality, bullets go straight through my friend while they stick into me.
I start using him as a guinea pig and a fallback plan
At the same time
One time, not even Wesley's infamous ball pit could kill him.
I'd imagine the Reaper will have a hard time knocking him down.
i was going to argue otherwise but if even the ball pit isnt enough im no longer sure...
@gritty dock I'm ready
pog i am as well
okay lemme remind myself what we were tryna fix 1 sec
oh yes the assetbundle stuff
i build my assetbundles with LLL iirc
we can chat here or in PM or we can go to the voice channel (but I donโt have a microphone right now because Iโm not at home so youโll have to read)
sure that works, i can mic
major progress has been made!
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
then i believe it should be ready to ship
(after i make a trailer)
Last I played with a friend, I broke a statue in the main lobby, but there were no items from it of course. I don't think the cards were released yet.
Will there be a more elaborate lobby?
Correct
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
I was just trying to imagine the lobby floor of Tartarus from the game, where all your party members wait around for you to begin the expedition.
Currently the only thing that differentiates it from a typical cube tile is the lights on the ground
Oh yes I did consider that but I plan on saving that for if I ever make it a moon
Which I would like to do but i want to at least release this update first
Maybe when I'm pretty happy with the state of the interior I'll start making a moon
At least having a moon that Tartarus can fit on perfectly means I'll make that 100% spawn chance.
Yup
Most moons I think don't 100% fit it tbb
It's a kind of weird and specific interior
Having one moon that an interior is guaranteed to appear on is a great thing to have.
Yeah like black Mesa
For testing purposes
Honestly the more I'm thinking about it a moon wouldn't really be that hard
I already have a lot of the assets I'd need
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
Hmmm
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.
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
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
Imperium and I are ready to raid the hallways
currently tartarus is just under 14mb! i could probably lower it further but im keeping it at that for now
just a few bugs to fix and itll be ready to ship

now trying to figure out why any time i route to a moon where tartarus spawns it crashes the game
๐
i think i solved it
#dev-interiors message
how this door moved is BEYOND me but oops??
nvm
its still broken

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"
Of course it wouldn't fit with the otherworldly theme, but it was just a funny idea I had.
ive been considering what id set as the apparatus, im not really sure what it should be yet
very very early sneak peek
just wanted to mess around a little bit today
partially so i could feel like im atleast making progress on something
making a moon looks both easier and harder than i expected
setting everything up for the moon was extremely easy, the issue lies in the assets im using/what id need to make mesh-wise
the environments in P3 are VERY optimized.... too optimized
nearly every mesh in this scene does not have geometry on all sides
because ingame your camera is fixed rotation
so they made use of this by well.... not creating the geometry on any of the models on all sides
even the trees....
fixing up all this is extremely doable, but would take some time
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
Oh boy, when the devs take shortcuts, it hurts the people that break boundaries and deconstruct the scene for themselves.
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?
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
This is correct, especially since this was for the PS2 which meant there was still file size constraints that needed to be met
Anything the player can't typically see will not exist as it unnecessarily bloats the already strict file size
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?
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
And Zeekerss already has issues with messy texture mapping, as I have found out when making my own suit.
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)
Wait, so at Midnight, we get an extra hour of shadow-killing mayhem?
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)
Absolutely
For the [employees] that are being protected from the Midnight Hour
Though mostly outside the school gates as who's chillin at school when it hits midnight

Oh good point
i have fixed the crashing issue, back to testing
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
๐
(because my ass is way too busy to check out every moon and figure out weights)
heres current weights, lots of guesswork
I usually edit the weights myself, but I appreciate you gave some to Cosmocos and Starlancer Zero, my top two picks.
w.i.p
i believe the mod is largely ready, just doing some (probably final) testing tongiht
then last step is the trailer
i mean what
for those who want to see it early. (contains spoilers! if you want to go into the interior spoiler free wait until the update releases)
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
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
some people like being surprised, and don't enjoy when someone removes that element before they can try it themself
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
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
The way I get excited to experience something is simply to see it. Sure, screenshots only show me one angle of it, but they're fine honestly. The more, the merrier, although I can get a better look at it in-person.
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
That's precisely what I like about going in blind personally
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
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
Yeah I'm the opposite
I find the most joy out of discovering something I had no idea existed while looking for something else
These differing viewpoints is why it's done in the first place
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
But sometimes it's more efficient and functional.
Adding 1 extra click to see something barely makes an impact on how easy it is to see it, cmon now
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
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 ๐ญ
hopefully i can figure this out today
i could test it and see if it works
i have a moon set up where only tartarus spawns (in the current release)
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
yeah i guess if it didn't already generate the entry in LLL that would be a problem
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
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! โค๏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
testing time
hm looks like gale still doesnt recognize theres an update, i guess it takes a bit
r2 will take like 2 hours to show it
oh yes heres the trailer
while yall wait
not my best trailer but it does the job
is it supposed to be disabling every light source on the map?
i'll try it on a fresh profile to make sure i'm not messing something up
thats very strange
maybe an unusual mod incompatibility..? ill try running it on my big pack
ruh roh
thats interesting, i didnt expect a mod incompat this early and so uh.. destructive
ive seen it happen before
Kite's moon Synthesis did this before it was updated for v60 i think
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
do /pin-bot
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?
im gonna be so real
my ass still didnt see the update on gale
got bored
opened balatro
fair enough
not full darkness either
yep
how many mods u got in your pack
just confirmed coderebirth and lategame upgrades aren't doing it
220 here
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
oh god not again
don't let it be cullfactory please
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?
yknow what
i'll add Tartarus to the interior disable for cullfactory
and see if that helps
sure
is the dungeonflow name just Tartarus
time to ask zaggy for a default disable
probably just easier to add tartarus to the list of interiors disabled by default
yea prolly
they already do it for things like grand armory
request submitted, for now ill add it to the list in pins
ite
it only started working when cullfactory was disabled
it didn't work with the interior disabled in the config
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
sure
for some reason tartarus makes my moons (atleast experimentation) dark, and I'm not using mrov's blackout weather
known issue with cullfactory
ah
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
It's the power of the Shadows overtaking the Moon
yeah sorry about that, ill be attempting to work on a fix for it sometime today
@versed wolf @worthy marten CullFactory incompatibility has been fixed! hope you guys enjoy the mod! โค๏ธ
itll take a sec for thunderstore to receive the update, but it has been just uploaded so itll arrive soon enough
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
๐ญ
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
i was boutta say isnt it supposed to be dark
||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||
w.i.p ||crystal formations similar to the breakable objects but cant be broken, sometimes contain useful weapons lodged into them||
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
||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||
||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||
||toy store interior 2|| ๐
lmao kinda ||except these chests you dont have to jump in to grab the loot, it just sits ontop the tiny chest easy to see/grab, and every chest is guaranteed to have an item||
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
some more w.i.p
even more w.i.p
||really sticks out like a sore thumb lmao||
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||
These are sick
looking a bit better
||attempting to do first very early tests of moon ingame||
starting to look kinda nice!
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
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
ah shit i was worried about this, is it only on a certain moon?
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
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
It shouldn't kill you right? Regardless of if you have cards or not?
oh no it never should kill you
Ok
ill download those moons rn and do some inspecting with imprerium
If you can't reproduce it I can send my pack as well
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
Probably so
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
Cool!
very w.i.p
fix just uploaded, will take a bit for mod managers to recognize it
hope this works for yall 
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
Thanks a lot :D
np! 
Do you think it would be better to designate a spot within the interior zone for the Velvet Room so it doesn't overlap with kill planes?
ok so there was a talk about this with zaggy i believe, about why the velvet room is where it is
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 
(it breaks the lever when pulled)
Oh shit that's my bad
I'll fix when I get home from work
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
Tartarus map was included by mistake
Solutions?
Do not try to land on it
Questions? : is it like random interior
the map was supposed to be a moon that the author mistakenly included in the update, tartarus itself is just an interior
And is random? No any way to trigger it?
Random like any other interior
Thanks, this will helps alot
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
Got it ๐
hi, i wanna make a guide about this mod, could u dm me how ur mods work?
Yeah sure I can do that, how detailed should I be?
Enough to make a video
Like how much item is there, what's the mod special mechanic
Okay sounds good
I'll DM you some details sometime tonight
Just need to finish work and release a bug fix first
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.
oh shoot yeah i forgot about bestiary entirely
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?
discord not embedding the mp4 ๐ญ
drag&drop?
just imagine this spins
yup
hmm
maybe its a specific encoding thing
update just uploaded
bestiary entries should be up as well as the fix for the false moon
The enemies are working fine
awesome! those were the toughest to figure out so im glad to hear they seem to be working well

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 ๐ฎ
wym
thank you for the kind words!
glad to hear you enjoyed it, its possible you missed the scraps as they can be hard to see with all the post processing and such, scrap can spawn in every tile so it should be fairly spread out
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
which modded moon you guys recommend to use with tartarus to fit well the theme ?
its set to spawn on a few moons by default so you can check the list on the mod page for a starting point 
heres the default weights
Starlancer Zero and Cosmocos ???
Yes, I suggested that due to their almost mystical and anomalous nature.
Cosmocos got the glowy aesthetic already
And Starlancer Zero defies logic at times
interesting
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
Oh I see
I wasn't aware there was a nyx moon, the name alone would definitely fit 
yea, but im more talking specifically about they aesthetic, don't even know what their names mean.
https://thunderstore.io/c/lethal-company/p/DemonMae/Espira_moon/
https://thunderstore.io/c/lethal-company/p/Tolian/Nyx/
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
Nyx is the god of death and the main antagonist of Persona 3
[pronounced Nicks]
Neither have I, lol
I watch playthroughs and listen to my ex-girlfriend's long rant synopsis on the series
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
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
hallway.png
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
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)
It would be only visual of course
the hallway would just become straight when you get closer
ah yeah that's indeed a thing
uh oh
for context, happened when opening a case. only occured on one, didnt happen on the next one i found
01957559-d445-70a9-3cb5-bee3ee7921b8
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
What exactly happened in-game for you? Did the chest open and give you the item? Did it only open for one player? Nothing happen at all?
how did you pass GameObject into NetworkObjectReference?
Honestly it's been over a week so I have no memory of my code, I'll check in a minute
nvm you actually can
yeah heres the full script
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)
or you can search for chests nearby too and compare scrap with what's inside other chests
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)
just check if scrap is active
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
yeah singleton will prob work
idk what that means but 
nice i think i got it working
just not sure how itll work in multiplayer, needs testing
trying some visual trickery that may work
ah shit it doesnt really work if you have a light
actually i got an idea
HOLY SHIT I COOKED
this worked WAY better than i imagined
note: this is in-editor so visuals will look different ingame, etc blah blah blah
I was playing solo, go into the main entrance and the case is right there, first tile from main. I go to open it, but interact doesn't make it animate or drop and item, and it sends that error once. After that one I went to a different room and found another, which worked as intended
interesting
(Also just saw the preview above my msg, looks amazing so far)
w.i.p
I have this issue as well, found 5 cases, 2 worked, 1 played the animation but was empty, 2 did nothing when interacted with except display the errors below:
interesting
im hoping my new code fixes that, itll be included alongside the next update
I have bad news, it happened on Calist (Wesley's Moons) with the newest version :(
whaaaaaaa
well shit
i literally cant move it any more
agh ill have to try and think of a completely different solution then
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.
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
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?
It's been a while since I tested it. Thanks for reminding me
also thank you for 20k downloads!!
Yeah, I've seemed to find the normal shadow on only interiors that aren't tartarus but they work fine. I haven't seen the reaper yet but I imagine he's unimaginably rare so I don't think that's a problem
i see, interesting
the reaper iirc i set to a weight of 5 on some moons, and up to 15 or so on others
could also just be cus i have so many other modded enemies that he gets pushed out
cus even the normal shadow is pretty rare to come across
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.
i would one day like to make a better configurable weight system but it would require some custom coding/logic, and learning how to make configs in general. i would like to though!
lemme pull up how i do the weights rn
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
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
reaper spawn weights:
shadow spawn rates:
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
(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)
alternatively you can just use LQ or another weights managing mod to override the logic completely and set whatever you want
ive been meaning to add a config for a while so this is good motivation!
ill try and have one with atleast some basic adjustables out along with the next update
any guess what these errors could be caused by?
this one occured during generation but a similar TartarusChestController error happens when you try to interact with broken chests
(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)
first error is known and should be fixed in the next update, 2nd error is... stranger, its possible it might be some kind of mod incompatibility
nvm about the second issue
i think lethal quantities was messing up generation
the same issue started happening on black mesa where main wouldnt generate
so i turned LQ off and it worked again
๐
nvm again
i generated march with lq disabled (tartarus spawned according to chest errors)
and main still is blocked
yeah just replicated on the original moon it occurred on, with LQ off
don't know why it only started doing it recently
it's also causing a bit of lag after the chest errors
Hm weird
is it possible that its failing to generate main because of LLL dynamic size restriction?
i just realized it
cus my min and max are 0.8 and 1.3
could be desyncing the generation somehow and causing that idk
messing with size to my memory tends to cause issues like that
(total guess)
3 things to mention here just in case
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
dunno if this will help but yknow
i'm back to wondering now if its the entrance teleport networkobject not spawning
like sector alpha was getting a bit ago
like this
ok so
tested with lethalperformance disabled because it does caching of entranceteleport
and suddenly main entrance teleport started working again
it seems to be the same issue as sector alpha
@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?
yes, entrance teleport is not networked
ruh roh
is that just a matter of adding a network object component to the entrance teleport?
no, you need to use SpawnSyncedObject and set prefab with entrance teleport
Entrance tp ?
entrance teleport is currently not networked correctly
so you are unable to enter through main if you have lethalperformance (beta package) installed
Ooh
same issue is happening with Sector Alpha (and apparently tolian interiors, didn't know about that)
and a variation of this issue is happening for every fire exit added by map improvements
Yeah idk I don't have lethalperformance
I'm gonna try and make some time today to get an update out
not doing configs yet because my brain melts at the mere thought of figuring that out rn
i wanted to add a config for enemy weights but brain exploding couldnt figure it out
im gonna get back to it at some point when my brain is less prone to exploding
(im just tired)
Like how to do the actual spawn weights or to make it a config file ?
brain implosion energy, 10,000 grams of pure caffeine
both
Make the config file would be easy but yeah, for the rest it's hard
Gonna do some in-game testing for the update today
Lmk if you'd like me to test as well
thatd be great because the guy i was gonna play with's PC broke ๐ญ
i can zip up the update once its "maybe ready" and drop it here as a beta maybe
actually i dont have nitro so might be too big
oh cool looks like i can upload it
warning: VERY untested
could just blatantly not work
knowing my wacky ass code
Alright
I'll test it when I get to my pc
Is this just the fix for door networking?
nah its like everything ive been working on
๐
which according to my brains smartness and good planning should PROBABLY be playable, and fully functional
other than maybe the visuals, i havent checked how the post processing/materials/etc look ingame with the uh... new stuff
or like any of it actually
Sponge shader on its way to make it look like shit
oh god yea that.... i have everything configured very specifically with how the game renders
so anythign that messes with it will probably both make it look horrific and expose a lot of problems
Well it can't be that bad 
or im wrong and itll look great! who knows!
but yea lemme know if like the game implodes or something
or i adjusted a setting that makes the game unplayable accidentally
gonna test rn
well
WHAT
Desktop discord broke itself so I can't send some stuff
But I can mention some things going on
The chests are all broken, none of them were working
The teleporter back to main is getting the same weird effect as main itself
The fire exits do work properly
And level 2 works and looks pretty good even with sponge shader
Man
As soon as I was gonna send the stuff too
ok desktop working now
this was getting spammed in logs the entire time
dayum
dayum dayum
i appreciate the bug reports, ill look into fixes tomorrow and (hopefully) have the update tomorrow or the day after but we'll see
When I see the code base of LC it's hard to preshot if something will work or not xd
I love the blue corridors
Lmao yeah I'm always like "yeah I... Think this should work." And it COMPLETELY doesn't work at all
Yeah... You can't imagine how much time I spent debugging my mod lol
Yup I feel that ๐ญ I probably have spent atleast 200-300 hours on this mod
mixture of a lot of effort, laziness, and confusion 
aka the typical modding experience i guess
okay i think i fixed the above issues except for the entrance spawn
i have literally 0 idea why thats happening
Yes
Hello, just wanted to give my thanks for this amazing mod ๐ , 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
Thank you for the kind words! Chests are currently getting a rework and should be fixed soon. I'm not sure I've heard of railroad bridge; I'll have to look into it!
even