Good to know ^^
it's this moon, as I said it's mainly because of the eclipsed weather color I paired Tartarus with it lol
If you have a moon recommendation to go with it, I'm listening π«‘
https://thunderstore.io/c/lethal-company/p/COREsEND/Railroad_Ridge/
#Tartarus [Modded Moon/Interior]
1 messages Β· Page 3 of 1
Best ones I've found that kinda match are on the mod page, and should be set by default
Haven't really found a perfect match yet
I recommend Cosmocos and Starlancer Zero
doing some more testing
still zero idea on the entrance bug
outside of that update is going well
hoping to get this update out in the next few days
i also finalized the idea i had for the next interior i wanna make, a simple one i can work on when i feel burnt out on this one
15 points to whoever recognizes this
(what do the 15 points do? dont ask, too many questions)
once its out ill be taking a mini break from this interior to work on this above concept
("havent you already been taking too many breaks??" too many questions)
I usually trust the modder's judgment with this kind of thing, and just leave it to whatever defaults in LLL.
Only exception is when an interior clearly matches one specific moon; Mental Hospital on Psych Sanctum, for example.
I didn't pay much attention to what you'd selected though, ngl π I've done that so much at this point that it's muscle memory.
thats very fair, i do a lot of configuring myself so i usually just ignore whatever the defaults are for stuff

especially for enemies and hazards
Hehe, I get my fill of configuration with literally everything else, last thing I need is to manually filter interiors for ALL my moons LMAO
custom curves for hazards on every moon ?! now that's some serious configuration lol
indeed
those days are behind me though, whether or not thats for the best is up to interpretation!
I usually keep the default values for hazards and entities and manually choose an interior/moon if the mod doesn't have the other
iirc the only mod I changed the spawn weight was for the Locker, it was way too rare by default imo
I probably configure 80-90% of my mods. But weighting I generally leave alone (especially curves) unless I find an enemy is either too rare or too common, in which case I just double or half the default until I'm happy.
u crazy
god im going to actually lose my mind working on this
my ability to code something perfectly functional in 5 minutes in the editor and be stuck for weeks getting it to work in the actual game is astonishing
π
it is such a SIMPLE mechanic
im going to persona 3 myself why am i like this
this should be so easy
WHAT THE FUCK JUST CALL THE FUNCTIION
I LITERALLY CAN TELL ITS RUNNING IT BECAUSE THE DEBUG IS THERE
IT JUST PRETENDS THE CALL DOESNT EXIST
π
oh for fucks sake okay i got it
it was because i accidentally left a networkobject component on one of the child objects
now to fix one of the other things that are completely busted
unity is so funny dont you agree
i love when things that work in the compiler don't work in game
what was the bug again
spawns outside the entry tile
i managed to get it to spawn inside by rotating the spawner but now you cant interact with it to leave???
i made the mesh visible and it seems like no matter how i scale it it makes it just barely small enough to sit inside the wall
for some reason...
maybe if i make it a child then scale it below that
cuz maybe its like setting it to 1 for somer eason when spawning
no code i just slapped a spawnobject whatever thing
which i thought was what i was supposed to do idk
spawnsyncedobject
that is what diffoz said
idk how other interior makers handle it specifically
specific
yea thats what im trying to get workin
now it wont even let me enter
π
even though it looks correctly sized now
fasgasahadasdxjpsdoiaskdsal,
jumping off a bridge or smth etc
AHA
I GOT IT
ITS FIXED
okay hm
now the question is do i just release the update right now and hope everything works
i think the answer is yeah
alright gonna upload the update, and go to bed
lmk what horrible ways i broke the mod tomorrow
in the case it actually works ill get started on that other interior tomorrow
so true....
Next thing you know, you end up summoning your Persona, Bill Gates, and he has a Computer Monitor for a head.
And now he deals Lightning Damage
through the power of money he is able to negate almighty damage
it works great btw
none of the chests seem to be broken anymore, main works fine, and floor 2 looks great
it also seems to run a little better than before? i'm guessing stuff like the chests erroring out was causing slowdown
hell yeah
btw expect bad generation, i couldnt figure out how to get floor 2 to actually generate properly consistently
half the time its just a single dead end
first generation was pretty stacked on floor 2
so maybe its not a consistent issue
Ooooooh
Yeah it's super inconsistent
btw are the custom enemies ultra rare ? I have yet to encounter either of them
by default they scale according to weights per moon
reaper ^
The moon I use must prevent them to spawn or a really tiny chance then
Would adding them manually in the spawning list work ?
the enemies use normal spawning methods so any mod that manipulates the weights will work!
Will try that Thx !
Also can't wait for the interior inspired by the screen posted yesterday ||Madoka|| right ?
Very curious to see what you will cook and how it will look x)
I'll need to find a good moon for it XD
yay someone recognized it! 15 points to you my friend 
im currently struggling with BMS scripts in an attempt to get some uh... assets. but worst comes to worst ill just have to recreate everything by hand
best case scenario i come up with enough to get a moon interior combo but dont get expecations too high!
Well if you plan to make an interior on the same scale as Tartarus I can understand how that would take a lot of time... The good thing is that it's not your first mod on LC anymore so you'll have an easier time... maybe... I hope XD
itll be simpler than tartarus in terms of the interior itself the hard part is the setup and asset creation
You might want to check assets from the older games maybe
im currently digging through a JP PSP game
ive found the archives for the models the tough part has been extracting those to get the gmo's
Oh, is that the dungeon crawler one ?
yea
ngl it really fits the LC aesthetic, sadly all the resource/database website I know off don't have much besides portraits and stuff
ive found a few rigged models but what i really need is the labyrinths themselves
theyre all packed in .pac archives though that ive been struggling to open...
iirc there are a few softwares that can help to do that
I remember the name noesis but it was years ago, no idea if it still exists/works
noesis wont work for this unfortunately
itll help with the model itself once its extracted
but it cant do anything with pac archives, not these ones atleast
π
the issue is when its archived like this you need a very specific method modified according to the way its archived
which is like a game-by-game/dev-by-dev basis to my understanding
so amicita for example can extract pac archives made by atlus, because its been configured that way but it can do nothing with these archives
my options are write the script that extracts it myself... or get someone else to do it π
OR theres some specific program out there that CAN do it and i just havent found it yet
but to my understanding thatd be very unlikely as these are archives that need particular configuration for it to extract properly
i think.... (i dont really know)
Yeah, that usually ends up that way, tried to translate a game for a friend, I never could find what to edit without breaking the game, you'd think just changing text would be simple...
Speaking of translation, maybe the people from gba temp had a crack at the game, they may know a good software for this one
omg there is
idk if it will help but it may give you some clues at least ^^"
already looked at this, yeah
its an english translation patch
ill try taht UMD thing mentioned near the start
gah changing language on the application doesnt work
i think this application just lets you browse within the .iso as is
not enter archives embedded within
Yeah but usually to translate they need to decompile/extract everything to locate where the text :/
I'll try to see if I can find something
thats true but all the models have their own specific archives under a different folder so i doubt they opened them
OH SHIT WAIT
OMG
GITMO WORKS
LADS WE HAVE MADE PROGRESS
Nice going !!
I was trying to use QuickBMS with a script for pac files
and then view the models after decompressing them
spoilers, it didn't work as planned lol
the problem is .pac isnt specific enough, within that are TONS of slightly different archives
both this game and some persona titles use .pac, but each archive is actually different despite being the same extension thingy
yeah a real pain while some games are much more straightforward
the real question now
can you extract the assets with Gitmo ? XD
i can extract them ezpz with noesis, thats what that screenshot is
the only tricky part was opening the archive
Neat !
Let's hope it will help for your next project ^^
I will now proceed to delete my totally legal ISO copy acquired very recently π¦
it definitely will! very excited to get this going
only thing that might be tough is getting animations exported but even if i cant thats totally fine, as i have some experience making them anyways
all that matters is i got models with proper textures/uvs, and theyre rigged
Might be hard to use animations 1:1 between both games anyway, Lethal being Lethal, but the rigging being there is a blessing
going to make a new thread, this is looking much better than i initially anticipated
Tartarus [Modded Interior]
#1366460093729734717 made a thread for it
for those wondering, no i am NOT abandoning this mod. thisll be the first time i disperse some modding time away from this mod/persona player models, i want to take this chance to expand my horizons a little bit and experiment with things
i fully intend to keep working on this interior as well, its just been a long time working on it so i want to take a bit of a break while still making mods
Take all the time you need π
are the briefcases in this mod supposed to be openable? i assume they are but when interacting with them nothing happens
ah shit are they still broken π
do your logs say anything?
illcheck next time I roll the map
I can open them fine on my end (latest version)
nevermind it worked fine yesterday but I can't open them now π
it let me open them another time without anything changing? seems like there might be some inconsistencies with them
same π
here is the log error I get when the chests can't be opened
@gritty dock
[Error : Unity Log] Tartarus (TartarusChestController) Error: Object to spawn is NULL. Please report this!
[Error : Unity Log] ArgumentNullException: Value cannot be null.
Parameter name: gameObject
Stack trace:
Unity.Netcode.NetworkObjectReference..ctor (UnityEngine.GameObject gameObject) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0009)
Unity.Netcode.NetworkObjectReference.op_Implicit (UnityEngine.GameObject gameObject) (at <895801699cfc4b4ab52267f31e2a4998>:IL_0000)
TartarusChestController.OpenChestServerRpc (Unity.Netcode.NetworkBehaviourReference playerRef) (at <bdd468e6bbe54cb89b5be2decbf5e6c7>:IL_00D7)
TartarusChestController.OpenChest () (at <bdd468e6bbe54cb89b5be2decbf5e6c7>:IL_003A)
UnityEngine.Events.InvokableCall.Invoke () (at <e27997765c1848b09d8073e5d642717a>:IL_0010)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <e27997765c1848b09d8073e5d642717a>:IL_0049)
InteractTrigger.Interact (UnityEngine.Transform playerTransform) (at <bdf6a080e98a49fd84b92b24894f768c>:IL_00B7)
GameNetcodeStuff.PlayerControllerB.ClickHoldInteraction () (at <bdf6a080e98a49fd84b92b24894f768c>:IL_0125)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
Lmao there's my error detect I threw in
Right at the start
Weird, I'll do some testing
I can't be sure but seems to be all chests or none at all, I have a session later with friends, I'll try to see if it's the same for clients as well
Really??? That's interesting
Played on day update with new tiles came, none of the chests worked for me (client) or host
We only rolled the interior once so no clue if that's a one off
Unfortunately, I think logs are overwritten so I can't give anything useful other than just saying it happened
Though we did have another issue, in the darker tiles in ||the room that fills up with red liquid, our host survived it and got stuck in there as the hit box for the opening for the tile didn't open like it visually did (so it just shut, and remained shut but visually was open)||
No idea if it's a mod interaction, but I would assume not, and again, logs are likely to be no go due to having restarts that sessions
oh interesting, ill have to check the animation on that
||how did they survive? LGU breath upgrade?||
||we do run LGU, but I'm not sure what upgrades we had, though they stood on the interactable thing when it started filling||
OH LOL
i never thought of that
that makes sense.
this is exactly why i like releasing updates more often, i miss stuff like that
||the room doesnt fill to the very top, so if you just stand on top of that youre fine when you jump lmao||
never considered that somehow
or maybe it does
i forget
I don't recall, I was spectating via poltergeist from far
And didn't save any footage (because that entire day went horribly, everyone died to a different thing)
I'll try to remember to check the lgu stuff on that save next time
nah thats fine, the main problem is the animation anyways
i kinda expected people to find ways around it
okay yup i see it now
||the collider is disabled at the end of the animation, but then accidentally enabled back again the next frame||
thanks for the report! 
ik this wouldnt fit with the og lore but giving the interior recolors based on moon tags would be nice
since rn its hard to find moons that fit with it
I considered that but ive started work on a tartarus moon so the ideas been scrapped
dam rip
Though currently I'm working on another mod
still sounds cool
is this battlecats
Nope but they did have a collab with battle cats funnily enough
I'd have though ||madoka|| wouldn't be that obscure though I only watched it relatively recently
It was super popular back when it came out
ahhh darn, yeah that's mainly why I guessed bc
gonna try and get that chest issue fixed today
as well as implement dungenplus properly
i think i got it!
doing some tests now
before i update im going to go through and try to optimize the mod a little more
YAY
i think it works!
uploading update now, please let me know if you have any further issues!
Yeah i have an issue! Your interior is awesome! π
I will admit i died to the damn tentacle in the ceiling π I saw the red stain on floor and weird thing on ceiling and got curious.
What do the tarrot cards do btw?
I used like 8 of them and noticed nothing
||gotta find the velvet room and trade em with the long nosed man||
Son of a Bitch!
We knew there had to be some gimmick with them instead I just kept throwing them going maybe it will do something now? No ok how about we do it an 8th time lol π
π
It was late in the stream and I was tired so I wasn't fully thinking logical by then lol
very fair, i feel that
this got triggered when entering the facility (the interior wasn't tartarus, it was sector beta)
also it seems like the fps takes a big hit whenever tartarus is spawned
Wait what that's odd, that's a function that only runs when the entrance tile for tartarus exists
The TartarusInteriorController part I mean
Hmmm
OHHH wait...
I might have done a silly
I'll check the code tomorrow but I think what's happening is when the interior is entered there's a call to that function from my mods main script
But since it isn't tartarus it can't find that function and errors out
I need to make it only do that if it's tartarus that's loaded
As for the fps part, is it just on spawn you mean? Or constant throughout all of gameplay on it
There's a particular tile that I think eats performance but I'm not sure to what degree, I can try doing some comparisons with and without it with an fps counter maybe
(the hands in goop tile)
(yes that's the best name I can think of to describe it)
If it's not that tile I'm not entirely sure what it could be... Maybe too many lights? Tartarus is pretty extensively lit up
Models are very low poly and most of the meshes that make up the interior are just cubes or planes with simple colliders
yup this was it
fixed
i also noticed the tarot card icon was bugged i think?
ill see if i can fix that and release a patch for both at once
Sorry I did not check this thread again when u responded
Not entirely sure but it didn't work with runtime icons so I guess it is
Constant fps drop while the interior is active
yeah idk i just added its own sprite
oh damn thats no bueno
ill push this patch for now and do some more in depth testing soon enough
Basically
I tested on experimentation a bit ago
On an interior like storage complex it gets around 110 fps
Tartarus spawns and it goes to around 85
It was more noticeable this time because I went to a more intense moon (starlancerzero) and the fps got down to the 40s
oh geez
This interior no longer allows you to route to the company
also does the same thing with "the company building"
this is the code 01976fa1-704f-ddce-d92a-2a6b54be78aa
wait what π
what about just "company" or "com"?
I tried basically everything
works once uninstalled
idk
try the mod TerminalConflictFix by SylviBlossom
Its not a big pack, im just testing mods to make a pack for my small server
Thank you I will
yeah noticed it wasnt in the pack and i think it should help
It does not fix the issue, strange lol
wait what π
im extremely confused
Just tested it with the conflict fix mod
it just says no data on that creature
refrencing "the reaper"
yeah i think its cuz of the word the
its in the company as well so its getting confused
but that terminal mod should fix it, or atleast it does for me
so thats really strange
must be a conflict with something else I bet lol
@gritty dock not just your mod either now, maybe it has to do with v72
i dont think so cuz im playing on v72 right now with no issues
now it works with just "company" rn
oh wait yeah
if i type "the company" it does that in my own pack
but i always type com
or company
which does work
most if not all routes, items, etc can be scrunched down to a 3 letter combo
like com for company
sho for shovel
etc
with that mod it can read from anywhere in the name of what youre searching instead of just the start which would be "the" in this case
I noticed that the changelog mentioned new monsters?
it adds ||normal shadow and The Reaper||, from persona 3
They are somewhat rare spawns, I usually get them more on planets that don't spawn tartarus lol
Yeah I wasn't too sure on how to balance their spawns π I wanted them to appear on moons tartarus spawns but I don't want players to just constantly run into them even if it puts a different interior
Ideally it'll be restricted to just the moon once that's eventually out
If you've had the mod in your pack since before the enemies were added and run a mod like Lethal quantities it may also be possible the weights for the enemies haven't been set on any moons
My guess is they just haven't showed up tho
Makes me wonder about Scarlet Devil Mansion, because they have their own enemies too but I feel like I only ever see them when the interior spawns.
Like theyβre seemingly tied to the interior itself rather than any specific moon
My guess would be they use entirely different spawning methods (of which are er... Above my expertise)
Probably
My immediate worry would be if the spawning control accounts for those enemies power level, otherwise there'd just be too many enemies, but knowing raph that's probably been accounted for somehow
Either way this mod will be getting a moon so it's not on my list of worries
Balancing is much easier when you only have to account for one location lmao
It might be good to add how some of the mechanics work to your mod page
I was confused on the breakable candles for a minute because it took a minute for them to drop things
Mmm yeah I tried to make things somewhat easy to figure out but I should probably include a dropdown on the mod page that does go into detail for those confused
Knowing to ||bring the cards to Igor in particular would definitely take some er... Figuring out otherwise||
Other than the size and a couple hiccups with the briefcases the interior seems pretty neat
The size part im pretty curious about, I don't think it should be that big but I also haven't done any comparisons to other interiors so I very well could be wrong, maybe I don't have enough smaller tiles
The chests I think should be fixed now right? I hope?
It was mostly just a weird thing the very first time I ever loaded into the interior
They didnβt spawn host side for some reason, every time after that it seemed fine
Hmmm when was that?
Last night
Oh shit okay so there might still be problems then
If I see it again Iβll scrutinize the terminal more
Cuz I released an update that I thought fixed it a decent bit ago
Getting the chests to work properly has been a bit of a headache for my small brain for a while 
The other thing Iβve seen but isnβt nearly as big of a problem
Is the initial scrap spawn from it was seemingly only visible to who opened a briefcase/gave Igor a tarot card
Eh??? That shouldn't be happening.. I could've swore I tested it and when you give Igor a card it shows for both regardless of who gave it to them.. hmm
But the scrap is very real because once itβs dropped everyone can see it
I donβt think I saw anything weird happening in the terminal, but Iβll double check after work
Sure thing, appreciate the reports!
I'm too busy to thoroughly bug test so these are greatly appreciated
Gonna make some custom Brutal Company events so I can check out the creatures easier
Did the same with Scarlet Devil so I could randomly see theirs anywhere lol
So itβll be neat I think
Your interior has a really low probability of happening π€
idk how lethalmin works exactly, did you enter the facility as normal and interact with a chest to trigger this?
the chests generate the scrap when a player enters the facility is why im asking
depends what moons youre trying it on if you mean the weights
The player was not host, but interacted with a chest to try to get an item
I also personally have seen it where I can't physically interact with the chest
Got no code or error from that one, and it was different but
Yeah
agh thats really strange, i swear i fixed that on like 3 different bug patches 
Interesting
Dw bb its fine, I love the idea of tartarus, but I might have to change it if it's full of shenanagins π ive:
Also question, have you any plans of adding more persona themes?
as in songs?
Themed interiors mb
oh i see
yes i do, though i have no idea when thatll be
im a bit busy atm, and already working on another interior/moon combo
||may or may not be considering a P4 moon with all the dungeons||
i considered Q but theyre a bit too static i feel, maybe ill try it someday though anyways
Too static? In terms of layout or less moving parts?
But, still goog to knog
Just came by to letcha know about the funny tar
kinda both, i dont think theyd be bad necessarily but itd take some work to make them more interesting
maybe the Q2 ones would work better actually
I gotta finish q2 π
same π
likewise!
I keep forgetting how the spawn formula works
But it's funny seeing the Reaper outside
does this interior have known issues? my friends are saying that there are like boxes but they cant open them and i as the host dont even see any boxes
(first time playing or even seeing it)
yeah the chests are a recurring issue ive been trying to fix for months π
rip
i should probably just disable them for now cuz im too silly brained to fix them properly
The very first time I loaded into the interior that happened to me too
Every time after that though they showed up
currently trying to finish up a basic version of the moon and temporarily removing the chests
w.i.p
gonna get a quick clip of progress so far
okay so some parts are a little broken π
but im uhhhhh working on it
Cooking
oops
I can already imagine how this fence will stick into the wider ship
fiiiiiine ill see what i can do
how wide is this wide ship? like is this good enough now?
just imagine the whole ship but on the sides
oh think it should be fine then
yeah
oh wait im dumb i can literally test it
holy shit its wide
alright it fits now
(barely)
i think 2storyship+wider ship is a bit wider than just wider ship but if it fits without 2ss then it fits
after release of the moon ill ask borsh to make the ship even wider
better screenshot
okay i think its nearly ready
just need to make sure stuff spawns correctly/weather works off the top of my head
they work! and holy SHIT some of them are real scary
(to me, i get scared easily)
thank god i noticed the audio files were the wrong type, its insane how much a difference it can make
these 2 are the same sound
cant even hear a difference
i think its all set! last thing is making sure enemies spawn properly
which.... well they should but just in case i gotta check
yup! spawning works! awesome
i think its all set
just gonna get some images, tidy up the mod page + add new info, then upload i think
Expect the update to release sometime early tomorrow, and note that the chests are still broken so they will be temporarily removed
LMAO okay i need to adjust the outside enemies a bit because ||if i set dogs to spawn they just slaughter all the shadows π ||
some new screenshots for the modpage
oh wow yeah performance is definitely funky with tartarus somehow
i tried comparing tartarus to experimentation (default interior) tartarus was a stable 75ish fps while experimentation consistently just sat at the 144 cap
i tried running it with the only tile i know may cause performance issues disabled but no difference so im really not too sure what it could be
or maybe its 130's thats dipping down to 75 idk how to read fps counters
either way it looks smooth to me but idk thats my system
just uploaded update and immediately realized i forgot to set the price for the moon
π
Tartarus [Modded Moon/Interior]
im tired so i will sleep! please let me know if there are any problems
and one thing i would like to know is for any of those who are updating the mod, and not downloading it as new, are you still seeing tartarus/the enemies on other moons?
whether you have a weight manager like LethalQuantities or not
realistically theres not much i can do about that at all but id like to know so i can inform people in the future
On-top of the usual request for balancing suggestions
No matter how many times I try to route to Tartarus it will always say "Dungeon failed to load after 20 times!"
Ah shit wait really π
That's er... Not good
I can't picture what can be causing that but I'll take a look in the morning as I'm going to bed rn
If you can share the mod pack code that'd be awesome
I'm hoping it's just a niche little oopsies and not an oh fuck I broke everything again
01979faf-2c5f-fc04-4c96-7a6f2b0cb3dc
do you use central config
i dont see tartarus as a mod in this pack so im gonna add it and test
oh wtf yeah it does do that
I guess you broke everything 
apparently
i dont see how thats even physically possible
as that error is like THE beginning error where youve set up nothing right
for it to appear now makes no sense to me
oh wait i might be stupid
i added a teleporter tile for block 2 last second and forgot to adjust the weights
so it was set to 8/8 instead of 0/2
if that doesnt work then my brain implodes
YUP THAT WAS IT LOL my bad yall
thank you for the report! it should be fixed once this update is out for everyone
everything working as intended?
It works! Just takes up 67% of the cpu when outside. When entering it spikes up to 92%. This is with only debugging mods.
maybe the generation size?
its far less detailed model/texture wise than like anything
lemme get a picture of a regular factory on experimentation
I opened it on experimentation while doing some testing and it felt a little stuttery but not bad, no performance mods or anything
This is experimentation with the factory size multiplier to 1. Lets get a look of titan with the regular factory interior
oh. huh. yeah that is a bit smaller
the factory size should be 1.5 which is smaller than all of vanilla endgame moons
so maybe its the properties for the interior on its flow
This is titan with the regular factory interior set to a size multiplier of 2.2
hm that still seems smaller
ill have to look into adjusting the dungeon flow values for length/branch paths, etc then
now if we go back to experimentation and I force the tartarus interior to experimentation with the size multiplier of 1. This is what it will look like
This is what it's supposed to be according to the mod page
Other than that
the thing is that screenshot is pretty old and i mightve adjusted the values since then
The interior does well for anywhere else but tartarus. Size wise, not very well.(Though takes up a lot of CPU)
But it still should not look like that with a size multiplier of 1
The dungeon fails to load after 20 times.
Either way. This interior is awesome. It just needs some fix ups and..maybe a few optimizations. Other than that, my friends would love to have this work!
I played the update before the moon and it worked great performance-wise, and wasn't that big, so I assume something just went wrong there
all thats changed interior wise is removing the chests, the moon is all thats really new
so idk
gonna check the values rn
yup its more reasonable now
gonna push a patch in a sec
just realized i never even added breakable objects to block 2 π
so gonna do that real quick
this looks great!
i got kinda lucky though as there wasnt much straight lines that just go on for ages lmao
gonna upload now
im realizing i definitely need atleast one or two more tiles that work more vertically
part of my interiors "problem" in a sense is theres only TWO tiles in the whole interior with any notable vertical change which makes it hard for the tiles to generate without just going in a line away from where the generation started
getting that big room in the middle allowed it to generate a lot more in a "smaller space" due to the change in elevation
ill try and work a tile or two like that one into the next interior update
i now go bedtime, lmk anything else about the mod and ill get to it tomorrow!
Sick
Interior from persona 3 ?
interior is already out, this is just new tiles ig
but yes, from persona 3
not sure
aka the interior with the most stairs XD
work on block 3 is going smoothly!
i mean uh spoiler tag
oh well lol at this point is it a spoiler
mmm yummy new tiles mmmm yum
As of right now the mod is a fully functional moon+interior, but I'm continuing to add to the interior
As much as I would like to just add all the blocks at once in one update instead of releasing a shit ton of mini updates it would just take far too long and I want y'all to experience it while it's added+provide feedback consistently
I've already easily sunk several hundred hours of work into this mod alone
So getting as much help testing/feedback as possible is a huge help, saves me much time on an already huge project
Understandable, much bigger chance to encounter bugs when you're not the modder XD
The last LC update kinda put a halt to my crew playing streak (too much bugs in general) but most of the mods got updated as well, might be a good time to go back x)
I still miss that fox π₯²
ngl this is kinda cool to me looking at these
can see the evolution in the waveform
Tartarus music is really soothing to me
the more i hear it the more i like it ngl
Block 3 in particular
i left one of em on loop earlier by accident and just left it
it kept playing, barely noticed i was just vibing
its uhhhhh getting there
reworking the blood decals and adding them to all 3 blocks instead of just block 1
That doesn't seem normal
me when i blatantly forget to add a collider
decals
the previous blood was too rounded and were HUGE so i swapped to the proper sprites and smaller puddles, similar to the original game
this is the first block right
yep
the first block in this mod is kinda a split between original assets and new ones
partially because i didnt have access to any of the models
but it also in a way gives me "more freedom" which allowed for a lot of cool mechanics to stand out right away when you enter
due to not being restricted down to making use of existing static models
which i think is good cuz a lot of the time a decent chunk of the generation will be block 1
yes and no, when designing block 1 i took inspiration from P3 Reload as well
since i wasnt restricted to existing models from P3 FES i could try and make whatever i wanted
i see
the end result is very simple models but a bit more freedom in the look, as i cant really make models myself
im going to try and make some unique mechanics with the later blocks but they likely wont be as complex and diverse as block 1
which imo is fine
partially cuz the later blocks you wont see nearly as much regardless
maybe i'm partial to the ps2 style more than the reload style, but the windows being dimmer in FES i kinda like more than the glowing ones in reload
but i guess it works better for an interior cus it's gonna be dark in there most of the time
and if the windows arent glowing you probably just wont see them
idk i guess i just like that older atlus games were pretty dimly lit
Yup, also gives it a unique look atleast to my knowledge cuz most interiors are pretty dark, if not lit by lights from above
The later blocks don't have it either so I think it's a good way to make block 1 stand out more
It gives a striking immediate impression
That looks wonderful
I wanna move around in these new tiles
I wish Tartarus had more spawn chances on many moons
Lots of moons have 0 spawn rate for Tartarus
Well it does have its own moon now instead so that'll help
Like Wesley's moons
π
How much for the ride ?
450
I hope it'll be as profitable as Assurance lol
And hopefully the spawn rate of scraps will be increased compared to right now
I'm not big on more expensive moons but it has so many tiles that I want it to be late game enough to allow the size to be rather large
Yeah I figured that part out, the scrap rate was due to how huge the interior was generating
Its more reasonable now, and the moon has a lot of scrap (little less than titan)
Nice !
So hopefully it should be better than assurance with all that haha
Lol π
But yeah this is how it looked on experimentation before.... (The SMALLEST map size multiplier in the game)
Was generating WAY too big
Oh yeah has anyone who had problems with performance tried it again? I'm curious if the smaller size fixed the problem
I see yeah
Remember losing myself on Experimentation once too
I found the Velvet room happily
yeah lmao i was wondering why every time id playtest it i just got so lost
Man I hope it randomly generates which blocks it has, instead of literally generating each time with each block
Because holy shit the interior would be huge
Unless each floor was smol
The likely solution will be each floor isnt that big, or they lead into each other quickly but can expand who knows how large
Realistically I don't know how the generation is really going to go, for accuracys sake id like it to be floor -> next floor until final floor but who knows how well that will actually work out
I can guarantee as a whole it will not be much, if any, larger at all than it currently is
Each floor being small would be pretty nice tbh because thatd make for a lot of different tiles each time you enter, and if each floor is small it'd take a lot of visits to even see all of each floors tiles
But we'll see! This is all speculation from the guy who hasn't made it yet
3.0 size modifier for tartarus moon 
I had an idea and idk if the doors in the Velvet Room do anything lorewise
But you could put a Velvet Room door on each floor and then one of the covered doors become uncovered as you find them
So you can fast travel to the different floors as you find Velvet Room entrances
That's an interesting idea, might be a little strong to have both that AND teleporters though
Lorewise I don't believe the doors have been confirmed to be anything
Actually one problem that does exist though is all the doors would just lead to one room, there wouldn't be multiple of one velvet room
But I don't reallyyyy wanna have that be present here with multiple doors because you could just enter, give all your scrap to the guy who entered from floor 1, then they bring it back to the ship super quick
Someone can correct me if I'm wrong but even back in persona 1 dungeons never contain more than 1 velvet room door anyways
It could become necessary though if the interior generates every block every time
Maybe a bit lessened if you can guarantee fire exits spawn on the later blocks
My worry is if barely any scrap generated early on so you have to go deep to get anything
syncing problems have been fixed! will try and upload the update soon, ill include what i have done so far for block 3 as well in the update
going to mess around with dungenplus generation a little more
im going to test 2 main paths with less branches than i currently have set
i have the same branch values as the default interiors but since theres multiple main paths i end up with bigger generation is what i think is happening
block 3 feels a tad static atm so im going to add a little more movement by adding gears along the walls here and there
taking some creative liberties
Nice!
out of pure curiosity i tried setting the generation values very low and honestly this looks really nice lol, like as in this looks great as a sample of what the interior looks like
though definitely too small! im gonna go a little lower than what i had previously
transitions between blocks is only via upward stairs right
correct
wanted to keep it consistent with the game there
there are some tiles in block 1 that have stairs right? i'm assuming you have it set up so they can't connect on the same elevation?
all 3 blocks use different doors so its impossible for them to connect
even if they somehow magically lined up perfectly itd be blocked off both sides
oh yeah also question for those who have tried it recently, has it been running okay now?
uploaded update now! itll be a bit before its out for everyone
as usual, feedback appreciated!
i will be on vacation from the 6th-12th though so if theres any gamebreaking bugs suddenly found within that time sadly i wont be able to do much about em
Will the custom enemies still spawn if they're not within the Enemy settings - inside enemies spawning list in LLL/Tartarus?
im not really familiar with what "Enemy settings - inside enemies spawning list" is, is that a config of some kind?
Actually I think it doesn't matter! Sry!
no worries! hope you enjoy the mod β€οΈ
played some more tartarus today, after the bad first impression with the bugged chests and with that also buggy loot a few weeks ago it was actualy realy good today
also i didnt even notice there was a moon too until you talked and showed it few days ago lol
i feel like monster spawns were a bit heavy tho, barely got to play the interior sometimes
i dont think we even made it into the 2nd floor once
also item inside the wall
it was some realy big room tile with a staircase
i think if this would have been a smaller item i wouldnt have been able to grab it
hm thats interesting, heavy outside or inside?
Both, jumped off the ship befor it even landed and instantly heard a earth leviathan, went inside and had a Nutcracker just aiming straight at the main entrance
tho outside doesnt spawn much in total, outside hasnt realy been an issue
even if theres like an instant spawn
Interesting, I'll check the values when I get back from vacation
Hi, just launched LC to try out the far too many mod updates since V70 XD
Really dig how Tartarus turned out, finally got to see the custom monsters lmao.
Managed to have the interior up to block 3, bless the teleporters once all blocks will be available XD
glad to hear you enjoyed it! much to come still for the mod 
heres the enemy values, finally back from vacation
for comparison here are Titans values
both inside/outside spawn curves are identical to Titans
while having a slightly higher inside enemy count, and lower outside count
spawn probability ranges i dont know much about but theyre pretty much the same as well
so id say likely you just got some rough luck there
Hope your vacation went well x)
Can't wait to see what comes next !
(I also checked the Charlotte's Labyrinth update)
do yall think the default day speed multiplier is fine? im wondering if i should make time pass slower due how long it would take to do stuff on this moon/interior combo
in my personal testing ive found it hard to properly make use of the mechanics or id just get lost and never make it out before the day ends
but i might just suck so im looking for more opinions
Do you think youβll make this and any of your other interiors Zeranos compatible?
personally i have no idea what itd take to make that work so i cant say for sure, if it isnt too tricky then some time i might look into it
I saw someone link to something somewhere on the discord, Iβd have to ask around
Iβve seen some make alternate variants and some flat out just make their normal one compatible
hm i see 
yea if you find a link to like a breakdown/tutorial of how to do it id be down to give it a shot sometime
afaik people only make separate flows for zeranos if there can be more than 1 main entrance layout since zeranos only wants 1
this is the zeranos guide btw
Sick I'll look into this at some point
Hm might be tough for Charlotte's labyrinth though it uses a very non traditional starting tile by having a different model for the entrance and it's crammed in the corner due to how the tile meshes are set up
Might also try adding the chests back in
I think that networking issue I had a bit ago might've been why they weren't working
i think i might have done it right...? having a hard time understanding this tutorial
gonna test rn
i have no idea how zeranos actually works so idk how to really test this ngl
π
but we'll see
i dont think ill be doing this for the other interior anytime soon as itd take a bunch of annoying mesh modifications and tweaks to make it work at all
but tartarus i got working (mostly, theres some clipping issues if the 2nd/3rd floor go over the start tile)
gonna test adding back the chests
also gonna fix scrap spawning on unreachable places on block 2/3
uploading update rn
please let me know if theres any issues with the chests, or Zeranos compatibility if you play on that moon!
Blindly assuming it works perfectly makes me feel better so I'm going with that anyway


cooking something crazy rn
nvm unity video player + render texture is simply not functional i guess
nvm im an idiot
lets see if this works
oh my fucking god it works
gonna make some tweaks and show this off
this is peak
itll take up a bit of mod size but its worth it
did i cook?
||(im going to put some custom code to delay it until after dungeon generation is done to prevent it lagging like that)||
its an extra 3mb or so but very worth it
i could probably compress it further but ehhhh
itll be hard without just butchering it
perfect!
egh it really is bugging me how low quality it looks
honestly might be better off recreating the assets myself and making the animation within unity
but for now ill leave it
is this specifically for tartarus moon or any moon the interior spawns on
specifically tartarus
its within the moons scene
when it loads it checks for when LLL finishes spawning the scrap, then plays the animation
me when adding a 3mb and 2mb video file adds 15mb to the filesize: 
oh my god wait
i am actually so dumb
this entire time the reason the moon file included all the interior assets was NOT due to the fact its unavoidable, i put the dungeon flow onto the generator asset in the moon π
main file is still huge tho
nice!
partially due to these cutscenes and because i think it needs it, ill also be reducing the day speed from the default 1 to 0.8
im also gonna slightly reduce the damage shadows do because a metric fuckton of them tend to spawn, which i think is good BUT they do a bit too much damage for the sheer amount of them that can spawn
oh right last thing i need to fix off the top of my head
the tartarus music problems
when it swaps when another player thats not you moves to a diff floor
me and my friends were genuinely blown away by this moon and interior when we played it, it's seriously amazing! :3
aw tyyy π im very glad people are enjoying it
to think this started with me just wanting to throw persona in this game somehow lmao
ah duh no wonder this is happening, it isnt checking if the player entering the trigger is the local player
this code runs for everyone client side so this is flagging on every client when ANY player moves floors
easy fix
nvm i suck at coding i did it wrong
masked might also trigger this btw
never even thought of that ngl
but im adding a check to see if its actually the local player
so we probably will be fine
as long as i actually do it right
nvm the chests dont work im gonna explode
got the music fixed though
yeah sorry gonna have to still leave the chests out for now... literally 0 clue why they arent working

uploading update
ill fix the chests again someday
idk why i said again, they never worked
lmk what dumb thing i forgot and left in that breaks everything

Dropping into Tartarus on Zeranos was sick
The lighting in the elevator just suddenly shifts to the Tartarus green
If it's possible you might want to disable the fire exits when on Zeranos in some way
If you enter any Fire Exits on Zeranos currently you get yeeted underneath it's river lol
Oh yeah
Zeranos interiors must have no fire exits
Kite should probably add that to the guide
Wait what lol yeah I didn't know that
hi, loving the mod so far! me and my friends are having a ton of fun with this, especially the velvet room cards (lol)
i was wondering if it was possible to add a toggle for the cutscenes upon landing and entering the velvet room? it causes some performance issues on some of our ends, and it might be a bit of a nuisance to the time limit (but not sure if that affects it or not)
thank you so much anyway, amazing work!! it really feels faithful to the p3 version.
Hello!
thank you for the kind words! I'm kinda surprised about the performance part, I'll have to do some looking into that as it's just a video file that toggles, as for toggling whether it plays I'd like to do that I just need to figure out how to do configs (I might do three modes, either play never, always, or only once per session)
If you don't mind me asking, what do you mean by "time limit"?
it might be because we have a toooon of mods (around 190+ π) but yeah.. unfortunately it lags a bit when loading in
as for the time limit, i mean as the day progresses and stuff sorry if it's unclear!
we're kinda pressed for time a lot bc tartarus is big and we wanna maximize stuff as much as possible
I could be wrong but my guess is the video itself is lagging rather than it causing lag, it's tied to the game itself running so if it lags a bit after generation it'll affect the video. This is unavoidable unfortunately but a config for disabling it incase you're running a lot of mods or just don't really want it would be good
Oh I see! Yeah I slowed down the speed on this moon to 0.8
Partially to account for that
But I may have to slow it down even more tbh I'm unsure as I haven't done super extensive testing
There's a lot of specific mechanics and features with Tartarus that eat up time
oh yeah i think it might be the video itself...
we'll do a bit more testing and i'll report if i get any bugs
thank you!
Either way id like to make a config for it but if it genuinely is making the game slower I'll have to do a deeper dive
gonna go ham with configs now that ive figured it out
despite the fact i took so long to try to do configs i actually want this mod to be highly configurable
partially cuz i think itd be fun to see what people mess with lmao
now you might be wondering wdym by fun to see what people mess with?
how much can REALLY be messed with?
hm i mean idk guess youll find out 
(yes it works.... kind of)
in all seriousness tho yea therell be configs for stuff like damage dealt by enemies, their speed, value of scrap from the velvet room, etc
on second thought maybe this was a bad idea
configs were a mistake
any particular things yall want configs for?
i think i got all the main ones i can think of
spawn weights for the shadows and reaper
oh yea i gotta figure out how to do that
uploading rn
lemme know if yall have any problems with the configs! or want more
a new dependency has also been added (CodeRebirthLib) because im too silly brained to figure out how to code configs myself
i forgot to add it as a dependency properly so updating again
just had a run where only the host could see the shadows and the reaper D: it could only damage the host too so it wasnt as big of a deal as it could have been

Ah shit whatd I do this time π do you happen to have the logs for that?
And do all of y'all have the new dependency CodeRebirthLib? That's the only thing I can think of off the top of my head
crlib runs through every asset in your bundle to register it onto the network prefab if it needs to, i'd be surprised if it somehow didnt register your enemy's there, but i can take a look later
What's that? π
Does the interior include custom enemies?
Yes
Pog
Then I'm interested
I'll be at work the next while today but when I get home I can do some multiplayer testing
I only really tested it solo cuz I assumed it'd just work
Is anyone else noticing the same issue?
I'm hoping the mod isn't just completely broken
i just loaded to test and for some reason your network prefabs arent registered with the network manager, ill try to see why

okay so im unsure why this is happening but basically the assets are in your bundle but at the same time are not, dont ask me how, but basically put your enemy's prefab inside the bundle manually, the way i do it in coderebirth is i put everything essential to a bundle/enemy in a folder and i put that folder into the bundle and everything gets included explicitly
Hm alr I'll try that when I get home
im so sorry i didnt end up seeing this, i dont have the logs but we did all have coderebirthlib
yeah nw as xu stated above we think we may have found the cause
itll be a little bit before i get to it though todays been busy
Nvm gonna have to do it tomorrow today's been rough
wtf okay i got them to spawn but they dont do any damage to specifically clients
how is it every time i try and add something i gotta redo a bunch of shit from the ground up, idk how i manage this
whats your damaging code look like
Will post it in a min taking a quick break
its essentially the default code that came with the default enemy setup thingy
or i think so atleast, its been a while since ive touched it
both players hear the attack sound played in the ServerRpc
yeah there were a LOT of problems with that code...
oh π
it overuses rpc's and stuff, but basically you gotta clientrpc the damageplayer method
i do..? wouldnt that make all players just be damaged though
if you look inside the code of damageplayer it returns if you're not the owner player calling it
oh i see
but also it wont make all players damaged because you also pass in the player htat's getting damaged
like right here, you could make a DamagePlayerClientRpc(playerControllerB, whateverotherparametersifyouwant
kk ill give it a shot
really weird it just now stops working though is what im confused about
worked perfectly for like a year
if it worked before i'd have some concerns that your code was never networked
it worked up until this update
its def been networked for atleast a few updates
regardless ill give it a shot
yeah idk the code you sent wouldnt work from my pov
also you cant make playercontrollerb a parameter of an rpc, btu since you depend on coderebirthlib you can pass it in using PlayerControllerReference
yeye
just like this basically
uh oh i did a dumb?
wait how the fuck
is it somehow losing the audio clips?
even though you can clearly hear it playing
can i see the line of code rq
i think you're passing null to it
ah so check if not null before calling
ye
hm now when the server gets hit it hits all players
or is it the client
i forget
nah its the server
hmm
i still personally dont see why the original code wouldnt work ngl
this is why
lol
if the owner isnt the one calling DamagePlayer
then it just returns early
oh yea thatd be why i had it the way i did then
and each player owns themselves (BUT THE HOST DOES OWN ALL INACTIVE PLAYERS)
the way you had it before ensured only the host would call this
which would mean only the host could be hit
yeye exactly
no no
the host determines the logic, then sends the damage to whoever it detects
yeah it wasnt doing that
it was calling the method
the host was calling and executing the method
thus it was the one running the code
not the client
thats the part i was confused about tho cuz it was working, thats how i always ran it
yeah no idea how it worked for you before
im guessing a lot of the coroutine logic is just... broken ngl
yeah exactly
which doesnt work unless it rpc's the result to the resulting client BECAUSE anyone else who tries to call that method on that specific player will return early
are we on the same page right now?
nah im lost π
yeye
i own myself, you own yourself
in your own code, your own networkbehaviour, playercotrollerb
which you DO own
you have the damage player method
which states at the beginning
that if you're not the owner of the script this code is running on
then dont run the code
so if i, player 1, call damageplayer on you, i will return early because i do not own you, player 2
to reuse the same screenshot, i'd call the function, start running the code, then get cut off by the !isOwner check
because this is running inside of player 2's PlayerControllerB script
because thats where you called it, you called player2.DamagePlayer
very, which is why i think you have a lot of issues with that coroutine
can i see the code that calls that coroutine?
what calls ChasingPlayer?
DoAIInterval
basically if under chase state, do some checks to see if should change state, if not then run chase code
are you resetting timeSinceAttacking to 0 anywhere?
ye at the top of the coroutine
and where are you increasing it?
wait clients are able to be damaged right now?
iirc the current issue is the host is taking damage no matter which player is being hit
okay so there's a couple problems really lol
ig the first thing you wanna do is replace the meetsstandardblahblah method
just replace it with a player.GetComponent<PlayerControllerB>();
and then try that
can you log here the name of the collider being hit
oh is it cuz you're including trigger colliders maybe
lemme know if you figure smthn out but i have a guess
then this is when hitting client
okay so try replacing your Physics.OverlapBox to smthn like this:
Physics.OverlapBox(attackArea.position, attackArea.lossyScale, Quaternion.Identity, playerLayer, QueryInteractionTrigger.Ignore
hm still same thing
actually its probably cuz callRpc is set to true
which is confusing to me cuz how has this never happened until now if the code... well ah fuck oh well
nvm thats probably not it
considering vanilla code does have that set to true for enemies
you always want that set to true anyway
can you add a log at the beginning of ServerRpc
sure
oh wait
the detection to call the serverrpc can be called by anyone
so its probably calling the server rpc twice
and since it doesnt need ownership to be called
its running twice
wait
no that makes no sense as to why this is happening
ignore everything i just said
im just getting confused and want something i make to work for once 
yeah that's super weird...
im inbetween like 4 different conversations so its hard to keep track but im unsure whats going wrong unless that serverrpc is being called multiple times in a row
actually lemme see if the reaper works
k yea the reaper does have the same issue
idk my brain hurts and i need a break
ill get back to this maybe later today
okie


