#Castellum Carnis - The Flesh Interior

1 messages · Page 3 of 1

unreal parcel
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ok, that looks like the actual meaty pit

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the park thingy, i don't remember that name

odd cargo
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Mystery Flesh Pit?

unreal parcel
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yeah!
That one

odd cargo
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Hahahaha

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I swear any relations to Castellum and MFP is completely coincidental

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Although I'd love to see more wide open interiors

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I actually have one in mind I think would be fun to try and do but I feel it'd be a massive undertaking

covert finch
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I'd kill for big lung forests ngl.
But I understand limitations-wise it's quite hard to do.

odd cargo
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I'm don't think it'd be super limiting in terms of making it, I just kind of worry how it'd change exploration for the bone area

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I will say though, the nasal cavity room actually has a chance to extend. In testing I got a rare version that had like 3 extensions on it and it looked really cool

odd cargo
stuck tree
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what?

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no no i meant im working on one

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lol

odd cargo
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Oooohhhh

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I took the face as like you smugly smiling at an innuendo

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That sounds dope though 👀

stuck tree
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how would... wide..

stuck tree
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i need to cook a bit longer

odd cargo
odd cargo
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I'm hyped to see what you've got in store

stuck tree
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and then after i release it, the first update will add some new minor tiles

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and then ill add the complex stuff...

patent plaza
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I am astonished how many different rooms this interior has and the overall quality and presentation. I think I've been conditioned to see 'pretty good' custom interiors as the norm for LC modding where the majority of them are all neat but not anything genuinely stellar, yet this really blew me away, and also prompted me to desperately seek out a custom moon that would fit it best (obviously landed on Wesley's Desolation).

This is hands-down one of the best custom interiors the entire LC modding community has ever gotten. Special touches like rooms with breath rushing through them, or the apparatus being a mechanical implant on a giant beating heart-organ really go the extra mile to take it from neat idea to brilliant execution.

Now I wish we had flesh-themed enemies, whether they're just reskinned vanilla enemies, or brand-new coded-from-scratch entities to encounter.
Big Eyes, Big Mouth, Peepers and Vile Vending Machine are the closest I could find, and they'll certainly do, but this interior really deserves to be paired with only the best companion mods for scrap or enemies, and sadly we are now rich in quality for fleshy interior dungeons but impoverished in quality for fleshy scrap/monsters 😭

jagged vector
odd cargo
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The closest we have to getting enemies to match interiors is the Enemy Skin Kit's Registry. Unfortunately I remember the creator of that mod saying that getting it to detect interiors was a huge undertaking they weren't really interested in trying to accomplish, and I don't blame them

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I've thought about making more enemy mods like the Flesh Stalker to kind of match the vibe of the interior though

covert finch
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I love putting it on any Company-affiliated moon or fleshy moon, personally! Examples include Plains (standalone), Hyx (Wesley's) and also Soreal (Anomaly Saga). If I had been able to make Gorjus Moons work I'd have put it on RottenRealm too.
It's such a good interior.

patent plaza
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ngl my guy, the interior is so good I am tailoring its use in my modpack to be low-enemy high-dungeon-size. It's so good that I feel like the best use for it is to lean heavily into a scavenging experience where the players getting lost is equally if not more dangerous to them than any monsters that might spawn. Getting lost in a vanilla facility is neat. Getting lost in the squiggly intestines or bone labyrinth of a living organism is epic.

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I hope other authors are inspired by the level of quality and dedication in your new interior and it prompts them to make their own addons of flavor to it. The modding community usually recognizes sheer quality after a long enough time and will flock to it and aim to compliment it any way they can, just like Mimic fire exits or the Locker.

covert finch
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Another amazing, albeit accidental, thing I love about it is that, when lit up, the crossroads tile looks like the boss arena of a game I'd been playing back in the days xD.
Led my bro and I to start singing Compass by Milli out of nowhere.

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It's a beautiful room. Probably my second favourite along with the lungs forest.

odd cargo
odd cargo
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The reactions people give to the crossroads room always amuses me. I feel the volumetrics adds a ton to the overall vibe of it now. Really happy to hear you enjoy those rooms!! To be totally honest--even though I made it, the appearance of the lung forest in the dark still freaks me out Hahahaha

covert finch
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It's freaky, yeah xD. Almost reminds me of fractals a bit, feels like I'll get sunk into the bulbs if I come too close to them.

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Also, until I saw loot spawn at the bottom of it, I thought the room with the deep red, muscle-like texture and the white lips had an unwalkable bottom. Thought the lips would part open and kill you. I still never walked on them, but now I know the other texture is safe.

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My only criticism about the interior, and that is more of a very, very fringe issue, is that if the baby maneater spawns in one of the "pool of blood with ladder and slope" lootrooms and said room is a dead end at the bottom, the baby is trapped and has to be left behind, as he can't be dropped up (I tried several times), and as with other two-handed items you can't climb up ladders with it.

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I had NormalBabies, so it didn't impact me much, but it can be an unfortunate side effect of the random generation. Very fringe case though, I've seen much worse in all vanilla interiors ^^

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At some point he teleported out, I assume because the game's code noticed he was stuck there and put him into a more open area. Can be tricky if he can't be monitored while alone.

odd cargo
covert finch
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I don't mind it, personally! However I did automatically assume it was a pitfall deathtrap waiting to be stepped on (maybe Wesley's Interiors made me paranoid).

odd cargo
# covert finch My only criticism about the interior, and that is more of a very, very fringe is...

So that room in particular is called the "two handed" room internally since it's built around moving two handed items up top. There's a dip in the terrain where if you jump on the slope and drop an item, it'll land on the ledge. I watch a lot of high quota players and was inspired by the way they move items on Adamance in Q1. I never tested it with Maneaters admittedly so that probably has to do with them trying to snap to the closest navmesh when dropped

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Maneaters do teleport if the game deems them stuck, though. Zeekers made sure that they couldn't be cheesed

covert finch
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If they stayed where I drop them they'd definitely be pickable, I think. But the little buggers don't want to stay in place, so even crouched I can't get them from above.

odd cargo
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If you go up the ladder with it behind you it should follow you. I made sure enemies can pathfind in that room by walking down the slope and climbing up the ladder

covert finch
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Oh, that's good to know!

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It's a fun room, I love seeing it.

stuck tree
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I think the most amazing part is that you managed to make an entire organic interior flow. Zero sharp edges, seamless transitions too.

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as someone who is horrible with any non rigid / organic modeling, it’s insanely impressive

odd cargo
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I greatly appreciate it! Getting all the rooms to be seamless took a LOT of prep work and planning to make sure the smoothness didn't get messed up around the seams, but I'm happy it paid off. I'd love to see your moon once its done, and if you'd like I can add it to Castellum's spawn chances once its out!

odd cargo
patent plaza
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Is that nasal room with the breathing a room type where the canal can open up into a death pit beneath you as the day progresses? Or are there two separate variants of this room where one is closed off and not a fall hazard, while the other is opened up and is?

upper saddle
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My friends despise this interior because it's easy to get lost but it's probably one of my favorites by far

patent plaza
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that's why I'm building a custom-tailored moon with from-scratch monster spawns that compliment getting lost (and, in turn, having the time and wiggle room to get un-lost) as part of the primary challenge of the moon

stuck tree
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i will say visually while its the most amazing interior ive ever seen, it has some gameplay issues

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(mainly being that its almost always very very dark everywhere and that scrap spawns are sparse and hard to identify but at least the latter is fixed once u memorize the spawns)

upper saddle
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tbh I feel like I've had problems finding scrap on most vanilla interiors more often than the halls of flesh

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almost every room that isn't the generic hallway tile has at least one thing in it and if it doesn't it's probably connected to somewhere that does

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I think it used to be worse but I remember there was an update that changed scrap spawns somehow and I think it alleviated the problem

stuck tree
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maybe we just got unlucky, but we had a couple times where it felt like we went around for ages and got nowhere

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it wasnt even a large moon either

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interior size was like 1.3

upper saddle
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that was how it felt when I first played the interior not long after it was released

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my friends begged me to remove it from our modpack but I couldn't part with it so I just made it a rarer interior on every moon except for Desolation

stuck tree
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also its lighting is sorta a mansion situation

stuck tree
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except for a few planets

upper saddle
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The only planets I made it common on were Utril, Desolation, Hyx, and Idiosyn

stuck tree
# stuck tree also its lighting is sorta a mansion situation

I do understand some of it, for example in the bone tunnels it would be hard to install lights in a logical way but having them just be pitch black also feels kinda off cus even some spots in the caves in vanilla have lights. Maybe junctions could have artificial, non organic lighting drilled in

upper saddle
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I actually never really thought about lighting in the bone tunnels

stuck tree
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yeah theres just zero lights lol

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either that or its so rare that ive never ever seen it

upper saddle
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I play with true darkness on so I basically always have a flashlight, and I try to alleviate the difficulty that adds with an extra flashlight slot, allowing flashlights to go through teleporters, and ScanVision

upper saddle
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Besides the apparatus room

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I think artifical lights in the bone tunnels would make sense given that (at least to me) the bones were likely drilled through (given that bones are not normally hollow tubes in species that don't fly) and there's various things screwed and fastened into different places in the tunnels

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I find the eyeball room kind of funny since it's just a room that can spawn anywhere and even though you're clearly behind an eyeball it's not actually looking anywhere

upper saddle
stuck tree
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i love the interior but i definitely think something about the balancing is slightly off

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maybe just slightly decreasing the interior size and adding more lights would do it

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Once again: its the most amazing thing visually ever

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but

upper saddle
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I think it does have an issue with recognizability and being able to remember different areas you've been in

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especially when the interior is large

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in the facility it is all "the same" but if you stand at the end of a long hall and then 5 minutes later you've done a loop and you're back at that hall you can still usually say "oh, I know this hallway"

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but something about this interior, at least for me, makes that much more difficult to do

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that problem also becomes significantly worse in the dark

stuck tree
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perhaps minor stat changes or the addition of lights in more rooms could aid it

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as far as im aware, alot of the rooms simply cant generate them

upper saddle
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I think it makes sense for the interior that is a living thing to be fairly dark (though you have to balance realism with gameplay), I think a good middleground would be what you suggested and just making the interior smaller

stuck tree
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Tldr; The interior is great but with some stat and light improvements it could be the peak of all peak

upper saddle
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The mouths in the walls and the player corpses and the weird veins that jut out sometimes function as landmarks fairly well, maybe making more things like that or the already existing ones more common? (to fix getting lost)

stuck tree
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id assume they would put in some sort of lighting if they managed to hook up a whole appy to the heart

upper saddle
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kek

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I forgot about that part

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when I theorizing on if the bones had been dug through or not 💀

stuck tree
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considering the “vent” things in there (thats what I assume they are) are riveted with bolts into the walls of bone, people have been down there

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and they also were the ones to install the apparatus

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so people must have went down there to do the work, and realistically would have set up some form of lighting id assume

upper saddle
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I personally like the facility how it is, since I use it as a rare occurrence on already weird/challenging moons since it's a weird and sometimes challenging interior, but for casual play it could be made more friendly

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Since i have so many interiors in my modpack, I like making the weirder interiors rare to create those "Shit, it's this one" moments

stuck tree
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makes sense

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i guess they could shrink it a teeny bit, and then add new lights tied to a config

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so if you wish you could simply remove the light additions

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assuming they even wanna change anything ofc :p

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from my experience adding lights isnt too hard, they could just copy paste existing light objects into rooms that normally dont have them and add a propset spawn chance to them or a global prop value, and then add a config script from JLL

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ah it alr uses JLL so it would be pretty easy

upper saddle
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I think it'd make more sense to just make it part of the interior without the config

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I can't imagine there's many people that would load in and say "Lights? In MY bone tunnels?"

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If the dev is willing to put in the extra work then I don't see any harm though

stuck tree
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but

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for people who enjoy the old version they could switch back

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although configs are time consuming for some stuffs

crystal dagger
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out of curiousity... im hoping im the only one reporting this (as it would mean it's not a problem with the mod itself) but.. upon coming to find myself at this dungeon interior for the first time ever, since i hit the planet and loaded in till when i left the planet itself... my frames became a dumpsterfire of 5 FPS... ;~:

stuck tree
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theres a ton of stuff that could cause it

patent plaza
# crystal dagger out of curiousity... im hoping im the only one reporting this (as it would mean...

In my tests building a custom-tailored moon using this dungeon, this did not happen for me. The fact you say the fps got worse overtime the longer you stayed on the planet though makes me think that perhaps it is caused by what spawned in the dungeon over the period of the day.

I have done stress-tests for my modpack that revealed certain enemies in too high a quantity can drag the hosts (but apparently not clients) fps down to a horrible, unplayable crawl. Coil-head seems to be the worst offender, despite how simple you'd assume his functionality is code-wise. If the interior is very large (as in, larger than titan's 2.2 multiplier size) this will exacerbate the problem. Putting 10 coil-heads in a vanilla mansion with an interior multiplier of 3 can drag your fps down to a virtually unplayable state.

As a result of my experience stress-testing in this way, mayhaps you should look through what mob mods you have. I know that some mobs aren't exactly coded in a clean or optimized way, and as a result, if even a handful of them spawn, the host's fps can drag to a crawl VERY quickly. A few SCP mobs come to mind, as I recall some of them were presented well in-game but coded a bit sloppily, so if you have 4 or 5 of the wrong ones at a time, which the progression of the day might spawn on its own depending on weights you set in config files, that could be one possible cause.

stuck tree
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so no, it isn’t necessarily enemies

patent plaza
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how do you tune the dungeon to spawn too few fire exits? I never even found out how to do that

stuck tree
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i dont know how fire exits spawns work for this interior but i wouldnt be suprised if on moons like polarus or something it doesnt work

stuck tree
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if the creator doesnt add enough actual spawn positions for fire exits it can cause the error

patent plaza
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interesting... I wonder if this happens most frequently on moons like Wesley's Gloom that has 5 fire exits outside, but perhaps some custom interiors don't support that many interior fire exit spawns

stuck tree
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i know for sure that in some cases my interior (storage complex) doesnt generate enough which i plan on fixing soon.

odd cargo
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Just about every hallway in the second half of Castellum's flesh labyrinth has a chance to spawn a fire exit, although they're not guaranteed outside of the one room that has two chances for them. I figured moons with more fire exits would have a bigger generation but if need be I can look into adding some more to fix it

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I've never had lag issues when testing this interior outside of the initial generation. You can try toggling off the new saliva particles and see if that potentially helps

odd cargo
# upper saddle I can't imagine there's many people that would load in and say "Lights? In MY bo...

The main reason I never added lights to the bone area was because I couldn't find a good way of adding natural lights to them, and because the "night vision" illuminates it extremely well. I really enjoy the vibe it gives off, plus it gives the feeling of being really deep in the beast. I tried to keep external/human made additions to a minimum but have just enough to imply that someone or something's been there before

odd cargo
crystal dagger
crystal dagger
crystal dagger
crystal dagger
crystal dagger
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Tumors or bacteria*

patent plaza
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could just keep it simple, a fracture in the bone tunnels walls that has inexplicable light shining through it maybe? could imply bioluminescence or something else

crystal dagger
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Ooohh~
Or even viruses that are stationary and glow (creating the light needed)

odd cargo
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As for the bone light light ideas I'm not totally sure. I'm very picky with what I'd want to add/implement because I want to make sure its consistent with the rest of the interior

crystal dagger
crystal dagger
limpid vessel
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Is there a reason loadstone is a dependency for this mod? i'd like to know if removing loadstone will prevent this mod from working properly, as i've had interior desyncs in the past when using loadstone

gritty dew
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the desyncs should have been fixed

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imo its a must have

odd cargo
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Basically during level generation the room tries to check for the content tags of the moon to match with the biome, and during vanilla level generation it lags so bad the script can't run fast enough, leading to the navmesh generating to the default state of the room, which is a completely random content roll for moons without any matching content tags

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If enough people prefer it, I can try and experiment with a config option to remove the biome check and make that the default state for the room so the dependancy can be removed. That being said it'll still have a note saying Loadstone's required for the setting

sonic sleet
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I also prefer not using loadstone ^^'

jagged vector
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I wonder what everyone is using that i am not that causes this

jagged vector
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If i had to guess, it would be one of the most popular mods that i don't use, like a late joining mod that isn't LobbyControl like ShipLobby, Mimics, Lategame upgrades, Backrooms etc.
Not saying any of them do cause it, thats just my best guess

odd cargo
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Yeah there's all kinds of weird conflicts out there

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A month ago I found out that LethalVRM breaks Imperium

jagged vector
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I think Imperium makes a lot of things act weirdly though from my experience

odd cargo
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The only other side effect I've had with Imperium is the Company Cruiser not staying attached to the dropship if bought normally

patent plaza
limpid vessel
lime moss
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the trench room doesn't seem to have a kill trigger at the bottom

covert finch
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I thought it was a bug that one time I fell down there and survived.

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Unbeknownst to me everyone else had died while I was emoting and spinning around down there to get teleported out, but for some reason as the ship left I got suddenly transported back onto it.

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Other times, though (both in and out of solo), falling down killed me.

odd cargo
odd cargo
odd cargo
lime moss
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ah, that was likely the issue

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had lgu, with i think 120 health from an upgrade?

covert finch
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Even walking around wouldn't make me fall further.

odd cargo
# lime moss had lgu, with i think 120 health from an upgrade?

Yeah me and my buddies have the same issue on Atlas Abyss. I don't want to add just a regulay kill trigger since that's counter the reason the room is kinda the way it is, but I thought of a fun way to kill players that survive down there for too long...

odd cargo
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Yeah I want to make the big rooms explorable. I take a lot of inspiration from Metroid Prime and the first three Halos

covert finch
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I played the banjo down there while adding lyrics to the tune xD

lime moss
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the variant with the acid in it should probably have a regular kill trigger

covert finch
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"Please tele- Please tele-port me away from here now!"

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Oh, just to be clear, by trench room I mean that one room with the small jump and the ramp that goes down. The one where the opening looks like diseased flesh.

covert finch
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They're just too effective at scaring me.

odd cargo
odd cargo
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That has a kill trigger at the bottom. You theoretically should've died

odd cargo
covert finch
covert finch
odd cargo
covert finch
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This one, yes! I failed the top jump due to a lack of stamina and somehow didn't die. I couldn't even fall further, it was an invisible floor I was on.
100% was a bug since it never occurred before (or after).

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That was a few months ago, there's a good chance it's probably unrepeatable now.

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(Also I had never noticed the fingers before :0)

odd cargo
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Huh... Yeah that's extremely strange--no idea what could've caused it. And yeah!! The "two handed" loot room also features these hands

covert finch
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Oooh!

lime moss
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this is a very small thing that possibly can't be considered a bug but if a moon has a second apparatus (such as some of wesley's moons) and the one outside is pulled, the interior still dies despite the heart apparatus still being plugged in technically

twilit nebula
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right yeah, most app events happen when the outside 'ratices are pulled

lime moss
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castellum carnis' stinger plays for all players, even if they are outside of the building and haven't entered yet

odd cargo
cobalt linden
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is this a currently known issue? Enemies seem to get stuck in these bone entrances

odd cargo
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But that being said, have you encountered that bug again? Theoretically that shouldn't happen at all with how I set up the bone to flesh transition

cobalt linden
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I've seen it a couple times i think, Id have to play it more to see how frequent it is

odd cargo
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Ah okay

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I think I know of a solid fix that can mitigate that problem

hasty ravine
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@odd cargo I don't actually need Loadstone for this marvelous interior to generate properly do I? I hope not, it's a fav of mine. I uninstalled Loadstone because it was soft-locking my ship occasionally depending on the chosen interior when the conversion failed.

twilit nebula
odd cargo
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Crazy enough, on the trip I took I found some inspiration for some new rooms after visiting a very old church, but I'll get an update uploaded before that

hasty ravine
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Hm, okay, thankie. I'm wondering if there's anything in the LS config I can switch off to prevent that SLing from happening, and still be fully compat with Castellum.

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Voxx's Diversity fix solved 99% of my issues, but I still very occasionally fail to land.

odd cargo
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Yeah I'm not totally sure. Have you tried experimenting with "Async Dungeon Blacklist"?

hasty ravine
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I haven't, I'll check the loaded interior whenever that occurs and try to start doing that. Most recent one was Storage Complex I believe.

odd cargo
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Best of luck 👍 I'll try and get the update out soon to remove the hard dependency

odd cargo
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Been meaning to send these in here for ages, but here's the concept art I sketched up for the diorama, liver, terrain, and guaranteed fire exit rooms

tawdry hinge
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CORESEND!! ADD A CONFIG TO REMOVE THE YELLOW SHADER AFTER YOU TAKE THE APPARATUS, AND MY LIFE IS YOURS!!!!

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(Also I've been meaning to say how incredible this interior is! All of the tiles are so unique in both their layout and visuals and there are so many intriguing little details like the hands and the pacemaker and the outside terrain inside and GAHH IT'S SO GOOD)

twilit nebula
cobalt linden
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was wonderin where everything was

twilit nebula
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omfg LMAO

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what is this thing

cobalt linden
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that's an eye security from welcome to ooblterra

twilit nebula
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oo cool

cobalt linden
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yeah my modpack adds a lot of new enemies

cobalt linden
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btw do you need a jetpack to get over to that thing

tawdry hinge
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Nothing over there 😔

jagged vector
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@odd cargo
Got a small bug to report
It seems that the +6 extra scraps that spawn in arent affected by a "Single scrap day"
They just spawn in as the default

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It doesnt really bother me so much but if possible it might be worth looking into making the +6 the same as the rest

cobalt linden
tawdry hinge
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What??? That’s so sick???

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I had looked over there with freecam once and I saw the goop but I assumed it was nothing

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I’m a fool

rough copper
cobalt linden
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(insanely late again i am genius)

tawdry hinge
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I JUST TRIED IT THAT'S SO COOL

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This interior is so peak..

cobalt linden
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true, it's a cool secret, not sure how hard it'd be to get it without imperium though... didnt occur to me but isn't it a 2 handed item? you wouldn't be able to use a jet if it is

tawdry hinge
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(also dw about being late, thanks for telling me!!)

cobalt linden
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np lol

cobalt linden
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oh wow

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woulda thought it was 2

tawdry hinge
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It's definitely intended for jetpack

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That's gotta be why

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Super cool secret tho

cobalt linden
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byeah, unfortunately i used imperium to discover it while checking the interior out so uhmmm whoops

tawdry hinge
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It's super hard to discover otherwise! You can sort of see something over there from the other side of the chasm, but it's kind of a hassle to take a jetpack inside to go check

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AND you need a shovel

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So imperium is probably the best way to find out about it anyway!

cobalt linden
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fair enough, it was a neat discovery nonetheless, wonder if there's more/will be more secrets like that in the future

tawdry hinge
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I really hope so 🙏

cyan lantern
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When you get to updating this, I would suggest a config option to disable the hearbeat sounds.
People with misophonia will thank you immensely

cobalt linden
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Tbh I just wing it through. If it really bugs me and I can't find my way out, I turn my volume down (I will die within the next 10 seconds)

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There's worse sounds imo. Wish there was a bigger mod for that stuff. Still no functioning mod that specificaly only mutes the god awful ringing from flashbangs/shotguns...

cyan lantern
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I am adding an alternative tinnitus sound for lethal resonance, but I can also throw together a standalone that mutes it at some point

digital sun
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" a n I n t r u d e r "

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Fr though WTO is probably my favorite mod

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I even bought the game that the mod is based off of

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Really underrated

odd cargo
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Sorry for the absence, been kind of busy with IRL stuff but I've been working on a patch in the shadows to get some things fixed up

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Patch Notes for 1.1.1

  • Added more configs
    • "Terrain" room biome matching the moon's biome (Defaults to False, True requires Loadstone to avoid a desync)
    • Apparatus pull event color correction
  • Removed Loadstone as a hard dependancy with the "terrain" room config addition
  • The "nasal cavity" room and its extention tile now has mucus dripping from the ceiling
  • Fixed the entrance stinger being global for all players (sometimes?)
    • Clients can retrigger it for the host until the host enters (not worth delaying this update more to fix it)
  • Added missing note in 1.1.0 changes about the new particles
  • The █████ has become slightly more valuable
  • Updated most texture to texture materials to have normal maps at the texture transition areas
  • Added a mist to the "liver canyon" room's liquids
  • Removed the non functional interior water from the entrance room
  • Made tiles compatible with the v70 radar minimap
    • Certain vertical rooms have imperfect transitions due to draw distance limitations
    • Should be fairly compatible with "RadarEdits"
    • Main Entrance and fire exits are still cyan
    • Fire exits' radar line was made slightly bigger
    • Death pits have unique radar symbols for each room
    • Increased the enemy spawners' radar symbol's size
  • Reworked the "flesh to bone" tiles' generation to better link their navmesh with the flesh archetype
  • Adjusted one of the "liver canyon" room's bile animations to stay flooded slightly longer
odd cargo
odd cargo
odd cargo
odd cargo
tawdry hinge
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WE'RE SO BACK 🥹 🥹 🥹

odd cargo
#

Hope you all enjoy the update! The v70 radar change really threw things for a loop. Having to make organic rooms compatible with the new radar draw distance was a huge pain in the butt

cobalt linden
cobalt linden
pulsar dirge
#

Yess!! love this interior

twilit nebula
tawdry hinge
#

The scrap icon for the ----- is warped!

#

Unplayable interior 😭

normal viper
tawdry hinge
#

Oh wait seriously??

#

Like in vanilla they do?

normal viper
#

I think it’s other mods

#

I’m unsure, it could be vanilla also.

vapid kraken
#

why is there a ||[REDACTED]|| now?

zealous wind
#

shoutout to this mod for making an interior so detailed it makes me sick lol
awesome interior

odd cargo
odd cargo
odd cargo
odd cargo
#

No promises when/if it's going to be added, but I'm going to start experimenting with having bone detailing appear the closer you get to the bone archetype. Figured the area could use a little something to help spruce it up a bit

stuck tree
#

I wonder, personally, im not squeamish at all but ive seen alot of people get turned off from the interior due to the realisticness

Would making a purple version of the textures as a config work for those people or is it not possible? I know jll lets you do something like that, and purple would also sorta feel like the terraria corruption while the normal is like the crimson.

It would be a decent bit of work, and if you have zero interest that makes total sense.

#

i use a site to simply colorshift it or use the shifter in editor

#

(which is probably what you would need to do)

#

although that would be alot of work

#

just throwing it out there

rough copper
#

I think an option to make it less detailed and realistic could also work, idk how much changing the textures to purple would help

twilit nebula
#

I think the goreyiness of it is what turns people off, asking for a complete retexture is not reasonable w the amount of textures this whole thing prolly has

#

a color shift should definitely help

#

Think cosmocos v desolation

#

You really don't associate the cosmocos thingies to meat and flesh at all, and they're just the stuff from desolation but purple

rough copper
#

I don't associate Desolation with meat and flesh either

stuck tree
#

i mean

#

idk how he has his textures set up

#

sometimes you can just copy paste a hue change

#

and it works

#

so, maybe that?

twilit nebula
#

ye

#

you can also just take the red values off something and it should help

odd cargo
#

I'm not particularly for adding a PG version, but I could look into it. My biggest concern is finding a "cheap" way to texture swap everything that won't add any major lag during dungeon generation

odd cargo
#

I know I could do it with JLL but again I'm not sure how much it'd weigh down the engine having to do a check for every mesh in the dungeon

odd cargo
normal viper
odd cargo
#

I didn't want to do stomach acid, so I made it a massive Hydrogere to keep it unique

normal viper
odd cargo
#

This is the teaser for that room on the thunderstore

odd cargo
twilit nebula
odd cargo
#

So turns out a GIANT decal can do the trick

unborn abyss
#

ultrakill-ahh textures perceive

odd cargo
#

Working on a commission right now but afterwards I'll pick this back up. Also experimenting with another detailing piece courtesy of the mansion's bathroom tile.

odd cargo
unborn abyss
odd cargo
#

Hahaha don't worry I didn't take it that way, I think its funny

unborn abyss
#

yea

odd cargo
#

The "PG" version of the large brain room is wild

unborn abyss
#

yeah true

stuck tree
stuck tree
odd cargo
odd cargo
stuck tree
#

stare ?

rough copper
#

Ultrakill style is based

unborn abyss
#

:nodders:

odd cargo
#

To be honest, one of my earliest sketches was of doors that were just the Gluttony mouths

stuck tree
odd cargo
#

Almost added a room that was just the Flesh Prison too

rough copper
#

I actually for a while kept saying the interior would bug me less if the style was in the style of Ultrakill, it's just by default it's so overly detailed lol

stuck tree
rough copper
#

Which isn't a bad thing lol

odd cargo
stuck tree
#

also it appears something is coming out of the mirror too

#

i dont see how this is a trick you learned from the tile it seems unique

odd cargo
#

From my observations Lethal's got a mostly realistic style. I mean heck, look at the Coil-head's texture--it's got natural skin creases all over its body. That was my primary inspiration for making Castellum's textures the way I did. To be honest, I was worried for the longest time that the flesh area wasn't detailed enough, but I couldn't think of anything I could do to the texture without upscaling it to add more details

odd cargo
#

There's also two subtle references to Ultrakill that noone's picked up yet

odd cargo
#

I never experimented with transparent effects in HDRP until I saw the shower glass, so using that technique I'm going to add wall details that have stretched flesh that are semi-transparent

#

Like a bat wing, but you can actually see through it

stuck tree
#

ohhh

#

thats neat

#

idk how he does the blurring effect, its neat tho

#

havent looked into it either

odd cargo
#

When you change the Surface Type to Transparent, you unlock this option which lets you tweak the distortion behind the object

#

It's crazy impressive

lime moss
tawdry hinge
odd cargo
odd cargo
stuck tree
odd cargo
#

I think you're right. I thought it was some weirdness with the depth of field

vocal inlet
#

so with the brain room...
.
.
.
.
2nd apparatus room? .3.

odd cargo
#

Heh, sadly not. It's just this room, but with that PG decal

vocal inlet
#

dang, but not an issue. looks awesome

odd cargo
#

Finished touching up a new variation of my shader for the new vein prop. This model is just the basis one--the rest will be posed and adjusted to not be perfectly vertical

stuck tree
#

oh yeah, how did you get your textures anyways? did you make them all yourself?

odd cargo
#

I put them together in Photoshop, then run black and white versions through CrazyBump for the normals. I usually edit those a bit in Photoshop as well

#

Here are the layers for the basic flesh walls. I tend to keep backup layers, hence a lot of hidden ones. Also I use an ancient version of Photoshop because it's what I know and it runs way faster than the modern versions

#

I'm sure there's faster methods and tools I could be using, but I like the personal touch and having full control over every layer

odd cargo
#

Good news! After the nightmare that is incorporating the veins into the mess that are the 4 way hallways, they're properly implemented!
Bad news! ||The transparency of the shader doesn't work with Lethal's post processing and there's a clear seam between the materials||

#

I'm going to be experimenting with a hacky fix to try and skirt around this limitation

odd cargo
#

Update the hacky fix didn't work, so unfortunately these are going to have to just have that shader seam

vapid kraken
thick rain
#

Line on the screenshot with flashlight on.

odd cargo
#

Yeah, it's an unfortunate limitation of transparent materials. It's far more noticeable in motion, especially with a flashlight

#

However this bit of extra detailing should work ingame quite nicely

twilit nebula
#

yummers

#

I just realized how peak this would be on Wesley's Desolation

odd cargo
#

Delicious flesh grass...

#

I'm a lil worried this might have some frame cost when players get close to it since it's a bunch of alpha clipped planes but I'll get it tested a lil later.

rough copper
#

I keep seeing people say the interior works on Desolation but I just don't see how when you know it's a dying chunk of Cosmocos

twilit nebula
#

it has a giant wall of meat

rough copper
#

I've never considered dying cosmo to be meat lol

twilit nebula
#

It's. red

#

LOL

#

but I guess if you know the lore it makes less sense

#

it's a giant mass with eyes and tentacles that's a deep crimson red

odd cargo
#

I haven't played most of Wesley's moons but from a glance Desolation definitely looks like a living organism

twilit nebula
#

I will say I love how you just keep adding to this interior

#

not many interior makers polish their interiors for as long as you have

#

it's def payed off

odd cargo
#

Thank you so much 🤍 Admittedly my friend keeps (lovingly) giving me crap for not moving onto a new project but I want to make sure this interior is as polished and enjoyable as I can muster

#

I search around and take a lot of criticism to heart

#

Honestly a big concern I have right now is the file size, but I'm not sure how much more I can compress the textures without sacrificing visual fidelity

twilit nebula
#

I think filesize is only a big concern if it goes past like 100mb

#

but with the amount of shit this interior has I think it's justifiable

twilit nebula
odd cargo
#

I greatly appreciate that reassurance

#

That is something I do keep in the back of my mind--how many textures and moving parts this interior has

#

But at least the shaders do a lot of the heavy lifting in that regard to keep things a lil more manageable hahahaha

#

Alrighty I've got to rest my back, but here's the prop in motion. The general size and all isn't final

zealous wind
#

wigle..

#

buh..

twilit nebula
#

Siiick...

odd cargo
#

Still has some issues that need to be ironed out but the censored version does work

#

The meat halls will be a dank cave, the bone area a regular cave, with unique structures being red crystal (since the blood can't really be censored I feel it kind of explains it well) and a few misc things being grass

stuck tree
#

just gotta change it to blue

#

but if you dont wanna, that makes sense

odd cargo
#

Ah yeah maybe

#

I do like the idea of the water being tinted from the crystals though

#

I will say there is a major problem right now though. The decals make custom player models look like they have predator cloaking

#

Doesn't affect vanilla suits or entities, so at least there's that

twilit nebula
#

ahhh

#

yeah that will happen to more company cosmetics too

#

decals just do that

odd cargo
#

Yikes

#

Do most people just kind of put up with it or is there any kind of work around?

twilit nebula
#

people just put up with it, it kinda sucks and im not sure what's wrong with either that causes decals to act that way.

arctic scroll
#

people who make cosmetics probably dont patch their project to have the LC shaders match ingame

twilit nebula
#

you can replicate stuff like that easily by spraypainting someone with cosmetics on

arctic scroll
#

yea

#

i never bothered trying to look deep into it cuz like

#

the main api

#

morecompany, has both more players, a cosmetics api AND cosmetics inside it (which are horrible for performance but whatever)

#

it always irked me

#

50k tri cat ears my beloved

odd cargo
#

The outfit my friend uses has this as their decal layers, but still got decaled ingame. I guess something with the importing process toggles them all on or something. I'm using layers 4-7 for the censoring effect

odd cargo
arctic scroll
#

i just always assumed that using the default unity HDRP/Shader that isnt configured to teh game might be the thing causing this

odd cargo
#

We're only using the ModelReplacementAPI for our modpack

arctic scroll
#

OH i misread

odd cargo
#

The default shader's worked fine for us so far (when its not transparent). Even the custom shaders on my buddy's model were messed up

#

No worries!

arctic scroll
#

yeah im just so used to hearing this problem from morecompany cosmetics i didnt realise it was on modelreplacementapi too lol

odd cargo
#

Yeah it's pretty unfortunate

arctic scroll
#

you could try asking in MRAPI thread maybe

#

i've bneen seeing bunya there a bit recently

odd cargo
#

Ah yeah, good call

odd cargo
#

Castellum's been updated to 1.1.2 !

  • Updated the entrance room with some overdue material detailing
  • Added three new prop sets to the flesh labyrinth to add more landmarks
    • Vein pillars
    • Villi 'grass'
    • Bone columns (shows up a bit more when approaching the bone caves)
  • Updated the "pinch" flesh labyrinth tile slightly
  • Added "Gutless Mode" option in the config for those who don't have the guts to traverse the guts
    • Loosely censors the entire interior as a cave system
    • Removes veins by the exits
    • Mutes most ambient sounds
  • Went through and crunched any remaining files to reduce filesize a bit more (75.3 mb → 69.8 mb)
  • Made it so the "big" flesh labyrinth tile can't connect to another "big" tile
  • Tweaked the "liver canyon" room's radar a smidge
jagged vector
odd cargo
#

Ideally by tonight I'll have an update out that'll replace the lights with crystals, as well as some small changes to the bone columns and vein pillars

#

Although the latter is moreso for balance and less for aesthetics

odd cargo
#

Updated Castellum to 1.1.3 with some small changes

  • Tweaked some balancing with the bone columns and vein pillars
    • Vein pillars can now show up as purple (was bugged before)
  • Updated "Gutless Mode"
    • Updated the lights to be crystalline structures
    • Disabled the ambient light in the brain rooms
    • Added some screenshots to the mod description
cyan lantern
#

Crystalline feels very out of place tbh

stuck tree
#

its like brownish

#

feels like mud rather than stone

#

other than that, it looks really cool

cyan lantern
#

Thats a rock texture?

stuck tree
cyan lantern
#

Looks more like slime to me

stuck tree
#

@odd cargo any way you could change the texture to be more... rocky?

#

theres the vanilla cave texture that you could scale for the decals

#

you wouldnt need to change every decal projector, just find the base texture, tile it more so it has more detail and swap to the vanilla stone texture

#

or a variant of it

#

to keep it unique

#

(im assuming its meant to be a cave system)

#

as you said earlier

cosmic anvil
#

Hey! Been a huge fan of this interior for a long time now and the gutless mode looks amazing! I've been wondering if there will be a way to have both interior styles depending on the moons' tag? (similarly to wesley's Atlantean Citadel)

#

okay just realised this was a thing, but I still want to know which tags does it detect

odd cargo
odd cargo
#

The specularity is roughly what the vanilla mineshaft uses too

#

The actual color is a desaturated purple, since I wanted to go for a dank cave kind of look to explain the drips from the ceiling. My inspiration's actually the Dank Depths from Binding of Isaac

odd cargo
# cyan lantern Crystalline feels very out of place tbh

They don't really fit super cleanly but that's kind of the goal. I wanted something that was totally non-gore related but would still work decently as a light source. Since I use a red crystal material for stuff like the brain matter or veins (to make the blood pools look like mineral pools), I figured crystal growths were the best option

stuck tree
unborn abyss
odd cargo
odd cargo
# unborn abyss fair

Omg I'm so sorry I had just woken up when I saw your message and misread it as "what's the gutless mode?"

#

I'm really glad you like it! My apologies for the misunderstanding

unborn abyss
#

lmao you're welcome

wide temple
unborn abyss
#

I say what lays on my heart, screw it
It'll be peak to see the interior being purple-ish, fitful for cosmocos perceive

odd cargo
odd cargo
unborn abyss
#

ooo I see

odd cargo
#

I do still have too manymore ideas for Castellum but I'm sketching out a new potential interior I think would be super funny and kinda cool to make

vapid kraken
odd cargo
#

Going to prototype it once I get some obligations knocked out

stuck tree
#

It would be very awesome to see a new interior from you, cant wait to see if your ideas come to fruition

twilit nebula
#

carnis is at a great point right now yea

plucky plinth
odd cargo
#

I have a couple of fun interior ideas, one of which would have to be exclusive to a moon built for it due to its ridiculous nature

stuck tree
stuck tree
#

i had a very wild idea for an interior that had spots where you could walk on walls… the crazy part is i got a wall walking system partially cobbled together, but it was held together with duct tape and i only got to try it once before i gave up…

odd cargo
odd cargo
odd cargo
#

130+ oops

stuck tree
#

oh isnt that one a game port though?

#

ohh

#

yeah

odd cargo
#

It's a port but a lot of the rooms are still heavily editted in Hammer to work for Lethal

stuck tree
#

well they might just be copying actual game components

#

oh

#

yeah

#

they have a bit of help lol

#

but still very impressive

#

wow thats alot of features

#

i didnt see what the filesize was but im sure its huge

odd cargo
#

I'm on a much older version than what's live right now, and that alone sits at 331 MB

#

It's a hefty mod but it's extremely fun

wide temple
# odd cargo I greatly appreciate it, but I'm not really sure how I'd incorporate it without ...

True, I suppose you have already got a content tag system. You could, if your were so inclined, make a config option that when set to true it would spawn gutless on moons with the "rocky" tag for example, or just have it set to a unique tag - Wesley has a bunch of ones he uses on his moons for his interior variants for Atlantean Citadel and Grand Armory, and I know DemonMae has used a couple of pretty unique ones too.

Also there's always the option for players to add content tags to moons using CentralConfig or if there's another mod that lets you do this.

Obviously I have no idea how difficult these things are to implement in practice so no pressure, its your mod after all and I'm more than happy with it in its current state. I'm just glad you seem to enjoy creating this.

TLDR - Interior is super duper cool as it is. I'm not a mod dev so I'm clueless and its your mod so do what you want, I'm just being greedy 🙂

lime dove
#

on the topic of tags, what moon is this..? found it in the weights but ive never heard of it and cant seem to find it

still plover
#

unreleased moon....

odd cargo
lime dove
#

i see i see

odd cargo
#

Hopefully we'll see it released soon! The glimpses I got looked really cool

still plover
#

you or someone else?

odd cargo
#

I gave the dev one of my shaders but that's my only involvment. I'm not sure if the moon's still in development so I don't want to put any pressure on them by shining the limelight their way

#

Which reminds me I really need to get my triplanar transition shaders out there

#

Does anybody know if it'd be better to release them on the thunderstore or in development resources?

twilit nebula
twilit nebula
#

(unless it's not who i think it is)

arctic scroll
twilit nebula
arctic scroll
#

Yes it was me 😔

stuck tree
#

they are super awesome and coo

still plover
#

ill just list every moon maker

#

ill eventually guess it

stuck tree
#

ok

#

go ahead

still plover
#

generic

#

voxx

#

autumnis

stuck tree
#

nope

still plover
#

rosie

#

beanie

#

tolian

stuck tree
#

nope

still plover
#

starlancer

#

spookybuddy

stuck tree
#

it’s actually florpo the goblin

still plover
#

demonmae

stuck tree
#

nope

still plover
#

powerfull

#

tonyopic

#

its 100% tonyopic

stuck tree
#

naur

still plover
#

skelaah

#

my cousin kevin

stuck tree
#

dude

#

its kevin

#

how did you know

still plover
#

so THATS WHY hes been locked in his room these days

#

im not gonna ruin his workflow though

cloud portal
still plover
#

but i didnt want to flood the thread

wispy wave
odd cargo
wispy wave
# odd cargo You're more than welcome! Black Mesa is a personal favorite in my lil group. T...

We want to add a whole new section of underground Sewers and I made like 20ish custom tiles for them already so they can loop in on themselves as well as revamping the Quarantine section to have unique lab tiles and Zaggy was going to remake the Xen warp animation from the Black Mesa game to teleport to the Xen world and have caves and the tent rooms but I had a kid recently (who you can see a picture of if you find Gordon's locker) so I don't have much time anymore. Hopefully we can add more to it sometime pogkip

gusty arch
#

Quick question for one of the concepts.

||Will this eventually be an interior that CAN spawn under Gordian once the wall breaks from the ram to actually do something with the drill? Or am I thinking the wrong way around?||

zealous wind
#

tbh for the whole concept of ||the company building "drill" i dont think it's a conventional spike drill. I think it's a laser drill. If it uses TWO apparatus, which mind you are used to power ENTIRE FACILITIES with power long after they're abandoned, it has to be a laser.||

lime moss
opal granite
#

Hey all, this is an awesome mod, probably my favorite custom interior honestly. I have not played with it in a while though, and when looking through the new Lunar Config mod it said there was a special Pearl item tied to this dungeon? How does it work?

stuck tree
cobalt linden
opal granite
#

I see, thanks for the explanation

odd forge
opal granite
#

I bet there will be more than a few mods where people customize or give their own new spin on the ending

#

There is a mod for just about everything else

twilit nebula
#

post-ending probably yeah

opal granite
#

This interior seems to struggle when generating large (multiplier 3.0+) dungeons when Dungeon Generation Plus is installed. Plus does not error, but has so many failed attempts at generating a dungeon that the game might crash before it is successful. This does not happen with the vanilla interiors, a 6.0 size Factory takes maybe a few seconds longer than a 1.0 size, meanwhile Castellum Carnis is effectively a softlock. It also does not happen (or not often enough to matter) in sizes smaller than 3.0. The logs indicate that Plus repeatedly runs into colliding tiles and no valid tile issues

#

Not sure which mod is at fault so I posted this both here and in Plus’ thread

lime moss
#

2.2 is the highest the multiplier gets in vanilla, so it's probably not accounted for

#

and i think i've only seen a single moon go above it, repress with something like a 3.1

twilit nebula
#

iirc ganimedes has an absurdly high multiplier too

still plover
#

slightly less than repress too

#

3 in dungeon size

cosmic anvil
#

Iirc some dungeons seem to break whenever the multiplier goes over 4.0 but I'm not sure where I read that, it's probably wrong but I swear I've seen it somewhere

opal granite
#

I know this niche but seeing it be addressed would be cool. Me and Purple came up with a moon concept where the interior is gigantic, but you are given tons of extra time to clear it, making for a slower, more horror-focused moon than the fast-faced vanilla moons

covert finch
#

I would adore this ngl. Amazing concept.

#

You could have the day speed be set to 0.3 or 0.4 for a smoother time, and just go ham.

#

To accomodate this, the spawn curves should be low or enemy types should be very few. Maybe only a bracken with a jester, or two nutcrackers and an army of masked that would spawn overtime.

opal granite
#

The dungeon has trouble generating even when DunGen is turned off, so the issue probably is this mod

opal granite
#

Essentially

#

Although REPO maps are not huge, the gameplay loop of that game with the grab gun physics is slower than LC, not to mention the higher loot density and shifting extract points

stuck tree
#

yah

opal granite
#

But yes I see what you mean

opal granite
tawdry hinge
#

It looks like some of the bone sections can generate so that they're totally impassable! Even while crouching I couldn't get through here...

#

(But tbf it's probably really rare since this is the only time I've ever seen this happen)

unborn abyss
#
  • Viscera
  • The Iris
  • Soreal
  • Hyx
still plover
#
  • Manuland
unborn abyss
#

-# why did it showed me old conversation lmao

#

smh I inserted morvdonalds into the manuland lmao

stuck tree
unborn abyss
#

hail lunar config

stuck tree
#

no i mean

unborn abyss
stuck tree
#

the moon is fucking huge

#

its too big

unborn abyss
stuck tree
#

the balancing itself is fine

unborn abyss
#

that's why I'm cruisin

stuck tree
#

yeah its only really good w cruiser

unborn abyss
#

good enough

twin zenith
tawdry hinge
#

@odd cargo Sorry for ping! Just wanted to let you know that the water in Railroad Ridge is bugged right now 😰 It's just kind of a spooky dark shadow, I think one of the recent versions broke water on a lot of modded moons

twilit nebula
#

Oh yeah, v73 made it so transparent water renders super dark

#

All Core's gotta do is update the unity version (NOT the game version) their project is based on and rebundle

gritty dew
#

@odd cargo when you get the chance this needs a v81 update

#

all interiors do

dapper tapir
gritty dew
#

it works with the dungenpatcher

#

so you can

dapper tapir
gritty dew
#

dont expect this to work on that many, less that 50% of ununpdated interiors

#

but this is one that works

dapper tapir
gritty dew
#

technically

#

but there will be other issues

dapper tapir
gritty dew
#

given its complex

#

this only fixes 1 universal issue

#

so if any otheres were caused by the update

#

they are still there

dapper tapir
gritty dew
#

LLL config is the ancient method

dapper tapir
gritty dew
#

gotta load into a save

#

NO mod comes with one

dapper tapir
#

do I have to go to a moon or something?

#

or just load a save

gritty dew
#

then close and reopen mod manager

#

so it updates its cfg list

dapper tapir
#

what file lets me change the interieor spawn?

gritty dew
#

per moon

#

check this to enable changes

#

(also per moon)

#

appropriate names to use can be found here

dapper tapir
#

so its called "Fleshdungeonlinesattempt"?

gritty dew
#

some the internal names are funny

dapper tapir
#

weird ass name

#

but thanks so much

gritty dew
#

(and or leave their placeholder ones)

gritty dew
#

XD

dapper tapir
gritty dew
#

did you enable this

#

at the top of the moon's config

gritty dew
#

you have to do it per moon

#

since it makes changes apply

dapper tapir
#

testing now

gritty dew
#

much more compact

#

and easy to revert stuff

dapper tapir
gritty dew
#

not TS

#

TS manager is pure ass

dapper tapir
#

also, it worked. thanks so much

gritty dew
dapper tapir
gritty dew
#

its the same servers just a diff manager

dapper tapir
gritty dew
#

oh yeah also no ads, lag or crashing unlike TS manager XP

gritty dew
dapper tapir
#

Im trying to import mine

#

and I cant find the modpacks I imported

dapper tapir
gritty dew
#

it wont do it automatically

dapper tapir
#

and its only showing the config

gritty dew
cerulean grail
#

fix it for v81 pls O.O

unborn abyss
#

Dont do it!
It'll be their 98th victim interior in the pack

cerulean grail
#

pls do it☠️

unreal parcel
#

Don't fix for v81 pls

#

gatekeep your mod ❤️

gritty dew
#

With dungenfixer at least

cerulean grail
gritty dew
#

yes

cerulean grail
#

Mmmm i have a mod for change everytime the interiors pool. I'll see if this mod works

unborn abyss
dapper tapir
#

I cant find the modded interiors and moons configs in lunar config

#

im on GaleLoader now

gritty dew
dapper tapir
#

no modded stuff apear

gritty dew
gritty dew
#

sometimes it shows outdated configs

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(same issue on others not a gale issue)

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since it has to update what it has listed

dapper tapir
gritty dew
#

not really enough details

#

hmmmm

dapper tapir
#

does the slaugterhouse and slaughtrshousescraps mods give issues?

#

all I did was install those and update some mods

gritty dew
#

oh strange

#

happening to me as well

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I think I have a hunch

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lemme see

dapper tapir
#

the mods that updated are kenjis moons, dawnlib and endlesshall

gritty dew
#

im not sure what is causing your issue

dapper tapir
#

019dffb9-c2b9-02a4-f98a-1d6c81f1f1fc
heres the modpack pre update

#

alot of red is showing up in the logs

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i dont remember all that yesterday

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it works perfecly fine on thunderstore app

gritty dew
#

since it doesnt effect the mods directly

#

you have a good ammount of outdated and broken mods in here dude

#

let me clean this pack up rq

#

shipplobby in 2026 💀

#

good thing to remember, just bc it has a lot of downloads, doesnt mean its working or the good option rn

dapper tapir
gritty dew
#

that is not the issue

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your pack is full of crusty ass mods

#

you should not be using

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its just a code

dapper tapir
#

everything works 100% on thunderstore with the same mods

gritty dew
#

half your mods cause errors

dapper tapir
#

what mods?

gritty dew
dapper tapir
#

some of the deprecated mods do work

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like additional suits

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and darkmist

gritty dew
#

dark mist doesnt work properly

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any enemy not updated for v81

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doesnt work properly

dapper tapir
#

its closed doors and stuff

#

which is kinda what it does

gritty dew
#

that shits been causing issues for ages so thats why its deprecated

#

oh yeah forgot to add this

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since you had the og

#

this fixes it

dapper tapir
#

did you build off of my modpack, so itll have the same config

dapper tapir
gritty dew
#

but maybe

dapper tapir
#

ill add imperium to test

gritty dew
#

are covered by general improvements

#

or sciencebirdtweaks

#

fuck a few like fire exit flip were added to vanilla lol

dapper tapir
#

mb man, I havent played modded for a while and this was built off an old modpack I made years ago

gritty dew
#

I should say, didnt delete it but

#

resonance has some issues

#

needs an update which should be here soonish

#

some the effects dont work

#

I loaded in and it seemed to work

gritty dew
dapper tapir
#

you removed flickering flashlights

gritty dew
#

especially pre v73 ones

dapper tapir
#

it worked fine for me and went well with dimming

gritty dew
#

but I didnt trust it to not cause issues, others ik do haha

dapper tapir
#

what all did you remove that you wernt sure about?

gritty dew
#

rest ik had issues or overlapped with other mods

dapper tapir
gritty dew
dapper tapir
#

I also reinstalled Lethal Things and showmooonpricelll (but I did that after discovering the confirm leave bug) (I wanted some certain features from those mods)

gritty dew
#

the enemies at least

dapper tapir
#

I wanted to teleporter

gritty dew
#

you can just turn it on in the config

dapper tapir
#

good to know

gritty dew
#

Lthings config is busted

#

so cant turn them off without deleting their spawns per moon

#

also L things shop items config breaks the shop

#

if you wanted to turn those off

dapper tapir
#

why were the plushie mods removed? what issues do they have?

#

because they worked ingame

gritty dew
#

a bunch tend to spawn outside the map

gritty dew
#

its a patch of an older one

gritty dew
#

the one you had is fine

#

just not the employee one

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I had mixed it up with another mod

dapper tapir
#

any idea what happened with the confirm leave button?

gritty dew
#

lemme try rq

dapper tapir
gritty dew
#

I dont know the exact mod

#

but its one of the disabled ones here 019dfff6-8e36-f305-be08-45604526db8a

#

youll wanna enable a few at a time

#

and youll find it

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I was disabling a few at a time

dapper tapir
#

could you test and tell me, I added a few mods and changed config

#

or is there a way to carry over?

gritty dew
#

just import this one under a diff name

#

and look at whats disabled

dapper tapir
#

it shows an error

gritty dew
dapper tapir
gritty dew
#

like usualy

#

I did say gale wasnt the issue

dapper tapir
#

what about Rmodmanager, ive been recommened that before

gritty dew
dapper tapir
gritty dew
#

while r2 is just basically TS without the bugs and ads

dapper tapir
gritty dew
#

didnt happen on my profile

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actually wait, did you say this was an old pack

#

might wanna delete the config for LGU and regenerate it

#

since LGU redid its config at somepoint

#

if I remember right

#

it may be freaking out bc of that

dapper tapir
#

my gale modloader froze and I cant unfreeze it even if I task manager restart it or even restart my whole pc

dapper tapir
#

uninstalling and reinstalling does nothing

dapper tapir
gritty dew
#

works perfectly fine for me

#

at worst

#

maybe ur pc has some issue with it

#

and you use r2 instead

#

its prob some weird pc issue

dapper tapir
#

im using R2 now

fossil sequoia
#

you can also Try Zephyr altho it's much more recent than Gale tbh

limpid prawn
#

does this still work on v81

unreal parcel