#Map Improvements [BETA]
1 messages · Page 2 of 1
epic
now I can take a break for the rest of the week and let all the bug reports flow in
pushed a fix for that i think
i made the object this exact path
i forgot to fix this tbh but on Assurance the ladder is called "Ladder1.5x (6)", is that a problem @forest plank
let me check
Offense ladder is off, and Assurance ladder needs name Ladder1.5x
I can most likely fix the offense ladder in a patch
whats up with the offense ladder?
different transform values
oh yeah
probably somewhere in a parent
I can apply a global transform to it tho
so its ok?
ill fix the assurance ladder too but for the record its the same way
the origin is in the middle of the ladder
and i think for zeek the origin is like the bottom left
I didn't know what was up for you, but it is useable now with Rebalanced
How are you even moving the ladder to begin with
its part of a combined mesh
isnt that like
not possible
I'm moving the trigger which isnt static
oops wrong reply but whatever
It should be fine I'll just wait a bit before pushing the update
Worst case I'll ask for the scene(s) if I'm having issues getting it fixed
Unfortunately not
Just disabled Rebalanced, and it's working again
It disappears the moment I enable RebalancedMoons
The config description?
Can you provide logs
Experimentation A should spawn if you have disabled Rebalanced Experimentation. If you have it enabled it should not spawn because the interior is culled
Nevermind, I just had to disable Experimentation's scene
Disabling it didn't work before the update, so I just didn't assume that it would work with the update
Nice
Can I have the door back on Experimentation?
LOL
Can't have shit in 41-Experimentation...
Actually took my door
You can have your door back when you've eaten all your scrap
okay, but I struggle with the axels
No but my son is one
What the fuck is that
womaneater
What mod does that come from, or is that just a frame of the maneater's intro animation
Even better, give us V4 Experimentation
Although Zeekerss doesn't mind the v4 code being given out to non-Patrons Idk how he would feel about it here
It's clearly a polite boy
God I hate how cursed that is
(I was a patron of his at one point, so I know this and the code. I'm not speaking out of my ass)
I still remember how you hit him with a shovel
Why is his neck so LONGE
Those are not kind words to call my son
why is your neck so short 
Who says giraffes are bad? What, are you a racist?
I'm not saying it like that!
You're the one commenting on physical appearance of my son
Which is this Experimentation A? I'm wondering if I can just disable this in the config if so to get it to work in the meantime
I'm just guessing because I feel like i've heard chatter about Experimentation A more than others
No, this is Exp A disabled, you can tell due to the fact that the door interact is there
Ok cool so as long as its not disabled this shouldnt occur then im assuming
with it disabled main entrance should be normal yes
It happens because I forgot to check for Exp A when destroying the doors
If you have rebalanced enabled it won't happen
Yeah I gotta work with Dopadream to get the ladders fixed
If you disable Rebalanced Assurance you won't have that issue
Same with Offense
awesome thanks
gotta ask, how likely is it that there are gonna be improved moons changes for other modded moons
saw solarius has it
but its yours
Anyone can make improvements
The mod is a sort of tool to do so
There’s a written tutorial and everything
It’s kinda just that nobody’s really
Done so yet
idk if its known already but ladder on the back part of offense is broken
i do have rebalanced installed too
Yeah Rebalanced ladders are slightly different than vanilla
Unlikely that I make them, because it's easiest when you have the custom moon scene. The idea is that anyone can make it for their custom moons, with Solarius being the proof of concept for that
why the fuck is it a baguette
every day biodiversity doesn't update he grows a millimeter
bro bouta be 2 kilometers long by next update
i see thank you
cool ass mod
Glad you enjoy
Only 4 more moons to improve, then I'll add more than 3 each
Most of those will be the existing ones broken up
But definitely some new ones too
Maybe I'll add a setting for choosing a number of fire exits
Idk I'm just throwing out ideas, not saying I'll definitely add them
Most likely any improvement with a fire exit will be broken up (if possible) for that fire exit specifically
just checking in; were you able to figure the ladder stuff out? do let me know if you need any help there
sorry for the trouble regarding that. those two ladders were part of combined meshes and splitting them was breaking their model (as you saw in a previous version)
i basically had to open the combined model in blender, cut everything but the ladder out, and export it as a new mesh
so the origin/scaling/transform of the ladder changed in the process and i had to manually move it around in the scene to fix it
I've been busy with life things, I'll get around to it next week. I'll probably ask for the scenes so I can just add a specific transform for them
yoo, just wanted to say this mod brings back the feeling of total bewilderment when I leave the new fire exits I've not felt since playing the game new, it feels like the only mod out there that does it, I love this mod a looot ;D
makes just wondering around the maps exciting!
I did have an idea too; For Adamance, would it be possible to have a double-width bridge randomly spawn on the right for the cruiser? Wouldnt be too busted as there's not much space to turn it around at the facility end.. and could put holes in it for "not-great assets" to fall through when walking
Glad you really enjoy the mod :)
I'll consider the wide bridge for Adamance D when I do get around to it, but right now I'm focusing on getting all the moons improved first
That's a LLL thing. I believe that issue should be resolved tho
I've finally been able to enable Experimentation A scene with Rebalanced Moons Scene update! yay
What was the setting that gave all map improvements an equal chance to show up? It's been a bit sorry 👉 👈
Equal chance for all spawning together or just equal chance spawning period?
Oh? you can get multiple???
RandomAll gives all that aren't Disabled a 50/50 chance of spawning together, with the one you set to RandomAll being the base
RandomAny is that but only 1 of the others
RandomA/B/C is for specific ones
CombineA/B/C is guaranteed spawn together
And then Enabled is solo
Any ones that are not Disabled, Always, or Never have an equal chance of spawning (1/4 if Vanilla is Enabled, 1/3 otherwise)
I think I'll have to check the config along w this message to make sure I understand all of it, thank you!!!
The !Basics! has examples and tells you what each does in the description in case you need it in game/config editor
I think your map improvement C for Solarius is broken because it makes the ship land here
I'll take a look at it
Oh and I cant enter main
Also, I know this is not something you should care about because it's not a you issue but playing on Solarius with wider ship is kinda fucked lol. Enemies like masked cant path to ship and wil just stay stuck
Maybe a fourth map improvement could be made so the wider ship is better placed.
But I could understand if you don't want to do it
AI cant enter ship on purpose
I can add an improvement that adds that
Idk about wider ship specifically
Offense’s back ladder behind the main building has the same issue, execpt you can see the extra ladder it has
I think it happens cause of how lethal company handles ladders on moons
I think, I’m not certain, but the gist I got from playing around in Unity was, it pulls the ladder asset from a folder/group like thing, rebalanced messes and changes that default ladder, so when map improvements pulls from the same folder/group it places those modified ladders down instead of the vanilla ones, and becomes incompatible
I could be dead wrong though, I’m not a Unity developer
I also believe the functional part of the ladder is separate from the model part, which is why it sort of has a phantom ladder effect where the model is there, but the collision and functionality of it is out of whack
(Someone please correct me if I’m wrong btw)
Moons sorta have a weird universal ladder system where all ladders on one moon pull from the same thing, not including interior, tool and ship ladders though
experimentation A's doors aren't synced across clients
Hey, just be happy you get doors
sometimes the doors dont generate at all lmao
Yeah, if you don't get Improvement A in exp the doors don't generate
sometimes iv had doors generating though?
oh wait
probably because I have the chance for vanilla experimentation to spawn turned on
All these are known issues that will be fixed by the next update
what is that music from?
vanilla lc i think
this one I think
https://www.youtube.com/watch?v=8XmBRGmuYxc&list=PLxA687tYuMWiA_xkejzhJzIuduHFpNlVa&index=6
These soundtracks DO NOT belong to me!
These are ripped game assets.
If Zeekerss would like me to take these videos down, ping "brober4" on the dark place travellers discord requesting to take them down.
that's almost it but it doesn't have the exact same instruments
yeah I just noticed that
It’s from a mod, sorry I didn’t get back to you sooner
Someone a while back made some VERY good tracks for lethal company that imo flew a little under the radar
To the point where I once thought the mod wasn’t working because the music sounded so vanilla
Let me grab it for you
I have that music : D
It's one of the day theme made by LunarCama
Some of the music is remixes of the og soundtrack tho so I think that’s where the confusion comes from
Called more ambient music or smth like that
from my mod LethalResonance
This where I found it, idk if it went into resonance
If it did that’s pretty neato
Or visa versa idk
Which came first
Here it is. AmbientMusic3 by @serene timber :]
Can confirm is my mod, that music was made specifically for my mod
Weird then why does this exist
Or maybe I’m confusing audio tracks
And that one doesn’t have that
Sorry for the confusion mb
It had a yt video linked tho
And I think the songs may be different
And I could just be confusing the tracks
10 Tracks/stingers that expand the lethal company sound track.
Find it here: https://thunderstore.io/c/lethal-company/p/ballistictiger/MoreAmbientMusic/
the music from this video is from my mod
this one use other music made by BallisticTiger
Whoops I just confused the mods then that’s all
Yeah that’s completely my bad for confusing the tracks
I didn’t know resonance added ambient music
So I just assumed any modded ambient music I had came from this
Which now we know was a wrong assumption
Whoopsies
no issues
Haven't seen this till now but probs will try it out with a friend (maybe...) tomorrow
Seems nice!
The way I made these tracks was listening to the vanilla OST and sorta remaking it with my own twists (instruments, chord progression, glitchy audio, etc). I'm the end, it's basically a completely different track, no so much a remix. I was very happy with the end result!
I will be making some more here soon too.
@forest plank dont bother fixing the doors with my scenes im gonna fix them so they're the same as the vanilla ones
i mean oop
ladders
not doors
xd
i actually found the vanilla mesh so i dont need to make a new one
okie dokie
Me when Cylinder.001
hi narpy :3
Hi Dopah
also i removed the stupid doubled up fences and just edited the mesh lol
just offense
what the snow
i tested assurance w/ map improvements installed and the ladder change seems to be working well
so yippee
it was just bc i found the actual mesh for the ladder on accident
i assumed it didnt decompile with the game
What mod are you using for the snowy Offense?
Lethal Elements Beta lol
Any chance there is a list of changes with text rather than pictures? Im kinda dumb and not able to really envision the change with the pictures and id rather not load into the moon over and over again to check each of the variants
In the config

Thank you
I installed it last night to check it out, but didnt go into the config yet! But mod looks amazing
I can also throw together a text file with every specific change for every improvement if you'd like
Hope you enjoy the mod :)
I can go through the config and check em, but having a text file on the modpage would be cool
I had a lot of fun with it last night, my buddies were wondering why i was freaking out about how much i love the extra additions to the vanilla moons lol
I'll throw together a text file and share it here, as well as posting it in the mod next update
Always nice to hear how much fun people have with my mods :)
I wonder what ideas you got for Titan...
I did think... with Titan being a kind of bunker, or a missile storage facility... I imagined a fire exit at the base could be like a long, straight tunnel with the fire exit on one end, and a big blast door on the other (like the Artafice doors)...
Sometimes the blast door is shut and can only be opened from the inside of the tunnel via a small control room, making a klaxon sound attracting dogs, folks gotta navigate through Titan then pick their moment carefully to open it.
Giants or dogs can spawn towards the end of the tunnel, imagine making it to a fire exit and looking down a long, poorly lit tunnel and seeing a black giant silhouette staring at you...
But if you got the cruiser you can turn the tables on em!
Design inspired by the underground sections of HL2 E1
I try to keep the improvements as vanilla as possible, but I will definitely be adding both cruiser compatibility and more fire exit(s) to Titan
Still feel free to share ideas, I'll always take into consideration what the community would like to see
I do think that if you add more fire exits to titan they should be spaced out quite a bit
Of course. I plan on greatly expanding the play area
is it possible to make a giant, cruiser compatible elavator? a bit like the ones the mineshafts use but for the outside?
one of them on say... Adamance... Titan... etc could be fun, emergency lights turning on... alarms sounding as it fires up so gotta watch out for dogs...
would fit the industrial vibe, plus it'd give folks big buttons to push / levers to pull outside the facility which you know will be popular ;P
I won't say it isn't possible, but unlikely
Embrion is next, then March/Titan, then Rend, so we'll see when I get to it
Embrion's gonna be interesting... kinda a blank canvas, no?
Yes, but I also need to make sure it's compatible with Rebalanced Moons
Dopadream got to Embrion first
Aint it just random boulders? I wish you luck on that on making something compatible
Haven't looked yet so idk
Rain goes through the Experimentation A's main entrance
Must be a leak somewhere. They should have someone check that out
Maybe
@forest plank Experimentation A is so peak, if we can get the Elevator to be functional and go down and have a main entrance door after using it we'll have reached everything needed to basically restore V4 Experimentation lol
Glad you like it. The only problem is that the terrain is directly below that, so I'd have to replace the whole of the terrain to let it lower down
Ah yeah true
Zeekerss put that terrain there when he got rid of the V4 stuff
Hopefully you can figure out how to get the doors to sync between clients at least lol
Yeah, I've been putting that off because I haven't done anything networking related before so idk how to approach it lol
luckily its just a visual issue and not anything game breaking
I do wonder if all the pipes and stuff from V4 could be restored
lol
I can do more decorating, I just didn't really have good references / I wanted to get the update out without spending 2 weeks becoming an interior decorator
Lmao fair
Is this a v4 screenshot or a recreation of it cause gah damn that’s nice
its a v4 screenshot
Why does this say LMB but you have to use E to open the door lol
yeah it was LMB instead of E lol
and I think anything that would be LMB now was RMB but idk
Flashlight needed to use RMB to be turned on
those doors will be replaced with synced ones eventually so it doesn't matter
Ill miss my imaginary doors
For April fools day you could make then into the fire exit doors that eat people
exterior mimics 
Just open door and it's the company monster tentacle that grabs them and closes the door
Here is a list of what each improvement does. I can explain further if you have questions/specifics
Why conditionally add AI nodes?
And one of the offense variants removes ai nodes inside rocks?
just curious
AI cannot normally get up to the facility on Experimentation, so I did not want to add the nodes inside for A unless C spawns
I didn't have much ideas for Offense C, I just tacked on navigation fixes to it. That's one that will definitely be split when I have all moons
Y'all wanna give me your Embrion ideas here?
comically large crystal in the middle
cave entrances that lead to fire exits?
like sorta
holes/tunnels in the ground kinda
idk if thats possible
changing the terrain to go down and stuff
Holes aren't really my thing, as I have to replace the whole terrain to do that
Maybe
Mounds? That lead to holes?
So like
Terrain you add on top of the terrain
Which would have a cave entrance or smth
I’m just tryna think of stuff that appeals to the embrion lore
Could do broken old bird parts about too
Similarly to what the moon detritus has
I can’t really think of much
Design wise the only thing embrion has going for it is that it’s made of amethyst
Could just make the main building structure look better I guess
But I take it that’s already something you’re gonna do anyways
Or thingy thing is with rebalanced
I heard talk bout that I think
And there’s not a lot you can add onto that
Other than
Large crystals
Which your objects mod already does
Definitely going to be changing main around
I hate how it is just plopped down there
Im like 90% certain the current main for embrion is just
Offense’s main
Drag and dropped
Without the ladder
I swear it is
Yes, they're the same model
I fucking knew it
same with most of the moons
Oh?
I didn’t know that tbf
I thought it was just embrion
I mean it’s the most apparent with embrion imo
Just cause it’s completely barren in every sense
A nice a idea might be making embrion into March 2 electric boogaloo
And just scattering some fire exits around the far corners of the map
Which honestly kinda sucks as an idea
But I think anything could make embrion better at this point
Literally anything would be better than what it currently is
Would help with it’s massive interior I think
Although I can’t remember if it had a large interior of if it’s just buttery that does that
With the way the terrain is designed I'll be keeping things focused to where the main and fire already are
some stuff on the sides, but nothing behind ship
behind ship is too barren for anything interesting
Add a little man there
A jolly little fellow
Maybe a lobster
You have your work cut out for you honestly
Embrion just sucks to add anything to
I’m sure there’s some creative ideas that I’m just not thinking of rn
For a moon with such a unique gimmick compared to the rest of the game, it really lacks anything else in every other aspect
I have a few already, but I need to make them worthwhile and not just "New fire exit and some rocks"
I'll definitely be aiming for larger improvements than what I did with Assurance
Assurance is in my top 2 for favourite improvements 😛
I love the alternative main building
I think adamance is my favourite out of all of them
That being said, haven’t seen everything, idk what changes vow really has, for being my favourite vanilla moon I seem to just never go there in modded
I actually really like the Assurance improvements (I wouldn't have published them if I didn't). But Assurance was one of my lazier ones when designing
Ahhh fairs
I’m mean
Chalk it up to assurance not needing much else
It’s not a moon that’s really lacking in many ways
And you still somehow made it even better
Adamance was what started the whole mod so I put the most effort into it
Rightfully too, adamance sucks ass base game
I tried to like it
I literally can’t
I can’t go back to looking at vanilla adamance
Shits an eyesore
Vow is the best green moon 🙏
And will always be the best green moon
Vow A is my favorite out of all the Improvements
Vow B & C are kinda lackluster tho
Remind me what vow A does again 😭
I remember one changed the dam into another rickety bridge
Which I find quite funny
Adds a fire exit in the alleyway next to main
Ohhhhhh I remember now
It's a very beautiful and serene place I made
People gotta do shit like that more in mods
Like idk if I’m thinking of the same thing
But
In vanilla, vow has the alley way with all the bushes and vines
Like
Idk how to explain it but it’s just good
I like when it’s expanded upon
It's nice to have respite from the horrors of the company
uh uhmm uuh uuuuh
Very much so
Sub systems
Has a really nice tile
With those same vow vines
Next to the stair case on vow A
I can’t type tonight lowkey
All over the ceiling
With like coming through a hole
Absolutely scrumptious
That vibe needs to be done more often
Is it spamming nav agent errors?
nope
also woah this is pretty
(same round btw)
HUZZAH
There’s like nothing in the embrion lore to go off of either for many ideas
Cause it’s all like
To do with the old birds
Which y’know are just kinda there already
And the network of caves
Which isn’t visible from the surface
I was about to suggest random containers scattered about
But
That might be a good idea for new map objects
For your other mod
Like the same containers from Gordion
I did try containers as Custom Objects because I made the models for the Company improvements, but it was too janky
Large objects do not work well with the spawning
I mean it’s a miracle the rib cages even work in that case
Love the rib cage
A large skull could be a good custom object
Or like not even a large one even
Ribs don't look too off when they spawn weird, but the cabin has to have the massive foundation so it doesn't
Hopefully we can get the terrain under the Elevator removed and get the Elevator functional too, so you can ride it down and have the main entrance for the facility be at the bottom
Just a stereotypical bison skull on canyon moons
Well actually maybe not
That implies bison exist on the moons
Even if it works the same as the Mineshaft Elevator and doesn't work the same as the V4 one I will be so happy
The V4 one had a lot of bugs and trying to recreate that one without issues might be a challenge
I’d say when you get that far you could ask the LC office or synthesis dev for their elevator
But
I don't know how far I'll go into recreating v4 like that tbh
I don't hate it personally cuz like the walk's already long to get to main but it'd be cool yeah
I’m pretty sure LC office would implode
making elevator's isn't that hard anymore since the cruiser and mineshaft exist now I think
And idk where the synthesis elevator came from
True
But the mineshaft one works differently is all
idk if the elevator should get that much functionality
Zeranos is so cool honestly
I just like the thought of Experimentation having as close to a v4 restoration as possible
It really adds to the moon and makes it feel less bland
How’s it gonna work with the main corridor
Cause
It slowly gets wider as you get further in
Iv always found that quite weird
Surely it would be changed no?
tbh i dont think experimentations bland
I think it’s one of the most fleshed moons there is
In Vanilla you only really play it a few times and never touch it again, especially when doing High Quota runs
I just think it's a little weird that the empty space of the elevator is what you interact with for the main entrance
It's a fantastic moon just spawns almost no loot
well yea
its the first moon
Speak for yourself 😛
I always revisit it if iv already got enough scrap to make quota
And I don’t wanna risk even more
But that’s cause I play solo a lot
I didn't really know what to do for the elevator when making it. I'll definitely be making it better since I'm already going back to add in more pipes
yeah that's understandable
Maybe when I start making D E F etc I'll make an Experimentation one that makes the elevator actually work
I went through the effort to carve a hole in the terrain but forgot to remove the shaft floor
I'm so excited to see the Elevator work though, you got this
It'll be a long time before I'll do this fully. I should focus on the other 4 moons first. I'll probably make v4 restoration its own mod because it's very much its own thing

YOOO
I just played on Dine improved for the first time and holy crap, it's fantastic! The bridge behind the ship... the "2 layers" verical play the map now offers... the amazing enterances... but for me the best part is how much cozier it is to drive the cruiser on with the fences by the old fire exit, thank you so much!!!
no longer do I have to drive at a snail's pace eeking around that tight corner especially when its pitch black, and there are giants sculking about
my oooony potential crit is... the right side of the map, with the lights, is still very default feeling! are there some steps / pathways folks can use to get up to the tops of the hills to get to the fire exits?
itd be worth going out of the way for em
I may do that, but Rebalanced and Tonight we Dine add fire exits to the right, so you can add those mods to make the right more interesting for now
Bees got detached from their hive without any interaction on modified artifice 
Unfortunately that's just something that can happen in vanilla
not much I can do to fix it

Fair enough
i thought maybe it spawned on a spot with no ai node or something so thats why i sent it here
Nah the bees just didn't spawn right. There's probably a mod out there to fix that
If you want to make an infinite one then gl with it
I put my time to make it work in Zeranos and it was horrible
I'll figure out that elevator stuff IF I do end up making it, but I was just planning on using the mineshaft elevator prefab to take you down to a better entrance area
Main focus rn is finishing the other 4 moons
then I can go and recreate v4
Of course
so i wanted to make it so each modification had an independent chance to occur when landing on a moon, so you could possibly end up with any combination or none of them, should I set them to “RandomAll”?
RandomAll with Vanilla enabled if I'm reading right
So you have a chance to get none with Vanilla, and then a chance of 1-3 spawning
yeah that sounds right, just wanted to be sure. thank you!
Hey, I noticed that the hole near the entrance elevator like thing (In Experimentation Type A) will tp a player straight to the ship upon falling in it. I highly doubt that is intended and makes the map too easy. I hope it gets fixed whenever you have the time 🙏
Shhhh that's a secret
It's actually just the oob trigger code not killing you if you're not in the facility. It is being swapped out for an actual kill trigger in the next update
Thanks! 😭
Surprised it took so long for someone to figure it out
Lol, I dropped an app down there since I was about to leave the game and I figured it would just go down with it
Exploit it while you still can
i'd like to use just the extra fire exit change in experimentation, but it causes the main entrance door to still disappear, with its interact trigger still where it would normally be. can this be fixed to put the door back there? and would it be possible to remove all the unused "interior" parts if it isn't enabled in config?
The doors is just a visual bug. If you want the interior of Experimentation gone use Rebalanced Moons
@forest plank just out of curiosity
what happens to this when you delete the dam
is it just on the ground
it might just be floating there idk
xd
I actually have no idea I just booted up a fresh save to see and I couldn't find it
This might be the thing that threw the error about a log
Mayhaps. I can do some testing around with it
Have you had any issue since then tho?
I sadly removed the mod for now since I had stuff from other mods spawn under/in the ramp on experimentation, and I'm using Lethal Elements so the changes do not play nice with the snow added in that
Strange, I have no issue with Lethal Elements
was it snow on Experimentation specifically?
It was most of the new additions, the ramp on exp, the concrete additions on Adam and such
I did have some goofy stuff happen w the ramp variation of exp
an eyeless dog spawned inside the wall next to the second fire exit
The spawning in walls is just a Lethal company thing
Not much I can do about that, there's colliders and no nav mesh in those areas
But I have not had any issue with Lethal Elements
And I can't seem to get any errors regarding the log
Not issues as in anything breaks, issues as in the snow does not show up on the ramp itself
so everything else is affected by the weather but the new additions do not receive it
and another note, in rainy weather the ramp will generate quicksand, but there is no render showing the quicksand
so the snowfall seems to only apply to the terrain, and only the dusting texture is applied to objects
I can see if I can fix that, but that may need an overhaul of where/how I'm spawning the improvements
you can see how this applies to vanilla too, as the snow isnt actually on the concrete
I'm not entirely sure what the requirements are for snow and such to be able to register but I know custom moons that have been set up correctly do work, and tbh I'm not expecting MI to have that compatibility so please don't spend way to long if it's something basically impossible or just not worth the time
I would like to at least fix the ramps on Exp and Off so it doesn't look too weird with snow
I forget if snow accumulates on stuff like the pumpkins but it does I assume you might be able to get it to work
It does not
Ah well then I guess unless v0xx makes snow accumulation possible on assets like that it won't happen to the ramp either
Low priority issue unfortunately
spawn blockers could help? idk, but that's fucked up that that's vanilla lmao
also idk if I ever said this but I'm the n1 cesspool fan
top 5 moons of all time for me
Glad you love Cesspool so much. I think you mentioned it at some point in this thread
I do need to update my moons to fix some issues
I've spent so long trying to make Embrion improvements perfect and I just know that someone is gonna post a pic of the one place where I messed up the geometry and be like 🤓
I'd love to get this update out soonish, just updating you guys
Nah your good! We look forward to it, no worries and no rush
cover it with unity default cube
will this mod alone make embrion actually worth going to? or would it still be a joke lol
embrion is still untouched atm
The mod doesn't touch the loot tables of moons, just adds some variety to the outside. Embrion will just look nicer, not be nicer
I'm currently working on Embrion
idk about "being nicer", the fire exits on Adamance are 👌 and go a long way to make the gameplay less about abusing physics bugs on it lol
still am imagining you putting in so much effort to beautify the location and make it as detailed and in depth as possible and after indiana jonesing past a dozen old birds, you get in and find its a tatered metal scrap only day.... not that im complaining I know there are mods out there :P
You'll probably go to the moon just to see the improvements, but only return to troll after that. The risk/reward and cost of Embrion is just too imbalanced for some fun outside decor and new fire exits to fix, unlike other moons where a new fire exit really helps
or new paths
Closest to make Embrion playable is prooobably ButteRybalance?
If not changing interior ‘yourself’
Embrion kicking my ass because I decided to go overboard with the details and now I technically have 5 Improvements because I had to make them compatible with each other
It may be the only moon that I don't add more improvements to in the future
I'm fulfilling the requests of the people and making Embrion cooler
You asking for a sneak peak?
Here's a better main from B
Spot the difference challenge
I'm just kidding that's barely what B changes do not worry
I have no idea when I'll get this finished but hopefully within the week
banned
sounds fucking awesome
but what about the other variants...
What about them?
i wanna see em
What part would you like to see
yeah
I wont send more previews because I will try to get this out Friday, maybe Saturday
i want the experi building and cruiser path to always be selected, is this how???
C doesn't need to be Combine. If you always want it you can set it to anything besides Disabled or Never
also despite putting A to always, the main entrance is always in the same spot
Do you have Rebalanced Experimentation enabled?
Yes. Is Rebalanced Moons Experimentation scene enabled?
oh i never realized rebalancedmoons had a experimentation scene
Since the scene removes the building interior I have to disable Exp A if you have it active
wait so if i have rebalanced moons' experimentation active, can i have the extra fire exit from this mod active too?
Yes. Only A is affected. B is untouched, still providing the new Fire Exit
cool, thanks
ok, this is... interesting (Experimentation, only option B enabled)
Rebalanced moons installed?
I don't touch the crane/ladder
so it may be a ladder that Dopadream missed
Update will be out tomorrow, I just have to update all the mod page stuff and get screenshots
Just making a list for known issues I the mod still has
- Doors are desynced (Fix later)
- LethalElements snow hates me (Unlikely fix)
- Experimentation Kill trigger (Fix later)
- Plant's shadows are of mesh not material (???)
The map thing on experimentation is still present or you talking about a diff one?
what map thing?
yea that hole needs a kill trigger not the oob trigger I'm using
Yes. That will not be fixed in today's update
Uh oh, looks like v0.9.6 is now available! As always I recommend going to the moon to experience it first yourself before you look at/read what the improvements do. Enjoy :)
Go nitpick every incorrect piece of geometry
the embrion tweaks are really good! the only issue i found so far was that i can hear the main entrance hum sound at this point:
also ||do the hunched over old birds with the spotlights on, become real old birds later?||
No, they're losers
And the audio is actually just over there. I thought about moving it but I didn't end up doing that
I like the new embrion stuff but the shades on the new rocks are very noticeable.
is it meant to look like this
It is the same material as the rest of the map. I don't know why it would look different
I will patch up some of the issues with Embrion in the next update, so I can look into fixing this
I know of some geometry errors to fix as well
But please continue to share any bugs or issues you guys find
Wtf
Incompat /w Chameleon's fancy main entrance doors
Great changes to Embrion though
It feels a lot more unique now
god damn it I forgot to do chameleon checks
I thought about adding another tunnel in that valley in front of ship but I was so tired of placing hundreds of YTileNBlockers I elected not to
If people want more caves let me know
There's also still no delay to Experimentation A's doors
If it isn't in the patch notes it hasn't been fixed
I know, I was just reminding u
I know
I completely forgot about the desync, which I wasn't referring to
YAAAAY
is the changelog in the ts page?
yes
The full list of changes is also in the zip as a text file. I should also share that here
the doors seem to be missing from dine's main entrance
Strange, because I haven't touched Dine
nevermind, reloaded the save and now here they are
weird
It means I need to release an update for Solarius Improvements
It's for people making their own improvements, which as far as I am aware is nobody
I think something is not right on Assurance, the expanded entrance
in my opinion, embrions changes are not improvements to it
they make the og fire exit harder to use since old birds have better clarity from below the hill to see you, and you cant hide from them as well as you can in vanilla around it
and main entrance is not any better to attempt to play also
and its not even necessarily the fact the entrances are changed to caves, its just there is still no where to hide from old birds away from them, besides rocks around the path back from fire exit; as well as some by the ship, and youre forced out into the open more
the problem with embrion was never exiting the entrances, it was always the fact it was nion impossible to stealth around the old birds outside, due to there being very few good map props to do so
second fire exit is ok i guess
Issue with Embrion B: Embrion B overrides ButteryFixes' BigMachine soundscape location, and moves it back to where it was in vanilla, instead of where it should be: the main entrance.
Wait
@tribal portal I use your Embrion scene as well
It's either of you doing it
what
i dont move anything on embrion in the current version
so its not me
OH
wait the soundscape t hing
yeah i fixed it but thats not released
i fixed bigmachine on all my scenes
Will it be in the next update
yea
Cool!
I will most likely come back to embrion to add more caves like I said
It's very hard to polish a turd
Why's this here
feels like it
players on my modpack newest update are reporting that Assurance have some invisible walls and traspassable terrain
this is the config on Assurance
If you're never gonna use one of the changes it's better to set it to Disabled instead of Never
yeah, I don't understand that
Disabled will completely prevent it from loading but Never gives it an opportunity to load if something else call it via random or combined
gotcha
Doesn't really answer your question though
I'll have a look at assurance later to see if it does have something there
I don't know why Assurance broke with this update because I didn't touch it at all
could be my fault
let me check
yep
this is my fault bruh
i accidentally left colliders on some of the vain shroud blockers
sorry; hotfix in a sec
also
btw
i need to let you know
while i did fix the checks for your chameleon stuff
i think you still did something wrong, because its just moving the fancy doors to the world origin point on the embrion cave thing
like i freecam under the map and its at 0,0,0
I don't know how I managed to get the Dine one to work
i can look into it
I was lazy and didn't bother doing tests
I'll try to get March done quick and get that update out with these fixes
Give me March ideas other than more fire exits because it has enough
how did no one notice that
I guess Rend really fell off
Can't have shit on rend
A is cave, B is left Fire, C is back Fire
are you adding that or is that in currently?
its like that currently minus the if check for your mod
but ive verified this works
epic less work for me
I did think about having the doors be the mineshaft doors instead
btw
something that could help with performance a lot in your mod
gameobject.find is run a lot, if you can find some unused tag to tag all of your improvement objects and then do GameObject.FindWithTag instead it would help with hitches a ton
like one of these
Yea I have done that with some of them
ah
but a lot of things in the scene are untagged
I try to use things like Carpet or Puddle
I don't know if you've scoured through every line of code
I can go through and polish up some of the finds in the next update too
oh god
you really need to work on the artifice variant that adds the water volumes
they extend beyond the dams and one of them even extends nearby the ship
you can drown just by walking into the wrong areas
also the water shader looks like it has the wrong settings
hehe
you didn't touch the terrain did you?
well
i flattened the terrain here
so you can go into the fire exit
but this is on the other side of the map
also you should use this :3 #1308174824505479290 message
weirdd
i guess the flooded mat is different from the water actually used in moons
but it looked strange
not from a bundled shader, because I started this project before the project patcher could rip the water material
Aside from the bridge have you done anything to March?
i moved one of the fire exits and added a water tower
Okie dokie
the hell
ok idk i think this might just be some bug with imperium
it was fine but when i flew into the water and then back to the ship it was like this
I think things kinda break if you teleport
i didnt teleport
i used the like
double jump flight thing
but i guess that breaks stuff too
Classic Imperium
oh hey i have a super nitpicky request at some point, but i dont really understand your code super well so idk how feasible it is
my artifice building has like a custom material applied to it, should be material[0], if you could somehow clone the material and put it on the new building you add that would be really cool lol
i also need to make another PR i tihnk because this cube shouldnt be here D:
Yea I noticed when looking at Embrion and I'll probably copy that and have the building swap out with rebalanced checks
The cube is Art A iirc
I hate when devs don't organize their hierarchies
It's there because the og facility ends before reaching the terrain and it bothered me, so I extended it a little
yeye
based mod devs
found an oob bug on the artifice improvement with the dams
Watch goofy and millions of other Lethal Company videos captured using Medal.
also small criticism I feel like the floor on the added warehouse landing spot for the other improvement could be... tweaked a little
I can see some gaps in the floor and some weird ridges
if you made it a hill with the normal ground texture and some bushes or fallen over power lines I feel like it'd look a lot better, imho
The ridges are the slightly different heights of the meshes to prevent z fighting
I thought I had the drown trigger covering the whole area but I'll extend it
also, I added Ogopogo on artifice just cuz I really love the dam improvement heheh
and I can also see some... weird purple dots everywhere when I have imperium on, which is weird
never seen anything like it
No clue with the missing materials in Imperium
there's also this thing I imagine you already know where this floor thing just kind of, doesn't extend all the way... It looks kiinda weird? but if it's intended (I imagine it is) I won't bug ya about it
I'll see if I can make the warehouse feel & look good on a hill instead
maybe!
Also found the source of the issue here
Seems like I need to go back and polish all the previous Improvements
most of em are really good!
I've played with most improvements
I think the ones I haven't tried yet are embrion and dine
as a big art fan I'm just a lil picky
Fair
Luckily it's all customizable just for you
They just need minor tweaks or bug fixes
ye!!
btw is the dam improvement the same as the one that adds the extra fire exit?
Yes: C
neato!
what happens if it spawns while the dam improvement is off
nothing cuz there's no water on the map normally
it just doesn't spawn
one thing about the config, what do the "always" "randomall" etc mean
what should i pick for everything if i want everything have a chance to be
RandomAll if you want a 50% chance to spawn each other Object when one object is selected
it's written above
Not a fan? I tried to use them as markers for the entrances
I think if you're going to Embrion you probably know how old bird work
But I can move them into their own improvement
are there any req that arent on the thunder page
As far as I am aware only Lethal Level Loader (and its dependencies) are required, and that is only for the Improvements that add in fire exits. If you're having issues I can look into it
i got it lol, it just wasnt loading the first time i went to exp for some reason
Did you have Vanilla enabled in the config? You may have gotten the vanilla map, which means no Improvements spawn
probably
Can you send me where this is because the triggers are all contained in the water area
didnt we already conclude it was imperium being weird
i was flying around and stuff
Was it? I thought this was a different instance
That's good then one less thing I have to do
yeah i think ur good
Found what happened with this: Artifice terrain just has a big hole there and you fell into it
yeh, I pointed that out here iirc #1325899802503811172 message
I thought it was something I did
nah yeah I assumed it was just some assurance terrain
same happens on Adamance if you ever do a similar thing btw
I think Rebalanced fixes most holes on maps but I do try to add fixes as well
oh god
u reminded me of the first time i ever went to adamance
i gotta find the clip
https://medal.tv/games/lethal-company/clips/28OsuxZVD7G3Fb?invite=cr-MSxoRXEsMjA5ODQzMzg2 not exactly what you're talking about but a somewhat similar scenario
Watch good times on adamance and millions of other Lethal Company videos captured using Medal.
damn 😔
clip was on april 21 2024 so i guess that change happened after the initial v50 release
ye
Is that what it means? I thought "RandomAll" meant it had a 50% chance for it to spawn all 3 at the same time, not a 50% chance individually for every other variation.
Thats literally whats written in the config, I copy pasted it
I'm just confused by the wording, I apologise. I'm still unsure if it means setting A to RandomAll means if you'll see A, AB, AC, and ABC, or if it just means you only see A, and ABC.
This was my assumption of how it worked, and how I could get every combination possible. Setting everything to RandomAll on Assurance seemed to only net me all three variant together or Vanilla with no inbetween (unless I got really lucky in those 20 tries). I apologise if I misinterpreted it, getting some clarification on this would be helpful.
RandomAll flips a coin for each other object to spawn
So it has a chance to spawn as A, AB, AC, ABC
The 50/50 is per object
RandomAny is a 50/50 for 1 other object
Thank you, I think I confused myself by assuming it behaved the same way as CombineAll, that's my bad.
In that case, is there any setting that allows for every combination? I've been going to Assurance over and over, and having RandomAll set for all 3 just seems to give me all three with almost no variation. The same kind of behaviour happened with the settings in the screenshot, where it seems like I can't get a combination where the main entrance isn't also paired with the rocky path for the cruiser. If I'm being stupid about this, or just stupidly lucky, I really am sorry
RandomAll is supposed to give the most variety so I think you've just been (un)lucky
Fair enough, I'll keep grinding away at it in the meantime
I ran Assurance 20ish times in this video, with A, B, and C set to RandomAll and it's exhibiting the behaviour I reported. I could be severely misunderstanding something, but it's very strange to me that I got the alternate main entrance 20 times in a row.
If it helps, here's the profile code, though I doubt anything should be interfering with it: 0195a58c-9788-26c3-4c2e-9d33cc22ae49
If this is intended behaviour though, then I'll leave it at that, I apologise for harping on it 🙏
If you had included the seeds I could have checked what should be spawning
Damn, I paused my recording each time so I don't even have footage of the seeds 😔 oh well.
I'd say if you dont want to see the modified main as often but still want to see it occasionally set it to Never and leave the other 2 as RandomAny/All
I'll definitely do that for now yeah. I mainly just want to see an equal amount of all the variations, along with their combinations, so I don't get used to one change being too dominant.
I should probably swap Disabled & Never because that seems confusing
Disabled never spawns but Never can spawn from another
ye thats mainly what I want out of map imp
Should I make a setting for that? Even 12.5% chance for each combination?
A, B, C, AB, AC, ABC, BC, Vanilla?
I'd certainly advocate for that 🙏
I would love that ye
Would we prefer I release an update with only patches or wait until I finish March Improvements?
i'd say patches
^
^
^
for me, i get the experimentation longer route 100% the time and i just set everything to randomall
the one with the interior section?
I used to all the time until I installed rebalanced moons
Thinking on it more, that option plus that same one but excluding Vanilla would also be good, in case someone wants the guarantee of at least one variation
FullRandom and FullRandomNoVanilla would work as names if spookybuddy goes that route
Wouldn't unchecking "vanilla" do that?
Yeah that's what I'll do
Forgot to ask, will the patches include a fix for artifice's extra fire exit being weird when rebalanced moons' artifice override is active
Yes
Awesome
why is that happeneing btw
are they trying to use the same exit name
or something
I don't know because as far as I remember I had no issues with Dine
really weird
i didnt mess anything up though, i gave it the proper exit id and everything
Yea don't worry I'll add a check on my end
just find all entrances and adjust accordingly
Do we want Green path as well or is that too easy?
might be too easy
Yeah that's what I was thinking
Plus I don't want to spend another day perfectly crafting another cave
how does the ai handle caves?
i was thinking it'd be really cool to have caves but i was worried it might work like it does with some interiors like the main entrance on manor and wesley's grand armory
where they kinda just float to the next ai node
It has a medium space modifer so big enemies can't enter but other than that it's just normal nav mesh like any other part of the map
I'm using the cave models from the mineshaft so it's just that
cool cool cool
i ask despite only knowing what a node is lol
really excited to try this out, and im curious to see how it works with rebalanced moons embrion boulders
also if you add another cave, you should totally make it large enough for the cruiser to fit in
I should have this patch out within a few days, current version doesn't really like Rebalanced's new building
what da hell !!!
I'd like to blame Rebalanced but I don't know
remember when i asked you if old birds was spawning in the sky
this should be fixed now tho?
i made those nodes children* of the building
like and i already released that a bit ago
What version? I have v1.8.3 rn
oh
probably 1.8.5 or something
current version is 1.8.6
i update a lot and i apologize xd thats why the beta tag is still there
sorry 🥹
but yes i just double checked
the nodes are children of the building
should be live
so that shouldn't happen on current versions at least
I'll double check the most recent version before I complain about another issue in case you fixed it
I'll try to get the update out later today, I've just been playing so much Xenoblade X
Very excited for it! 👍
@tribal portal what if you did me a solid to optimize our mods & tag the following with a tag of your choice & let me know which one, thanks :)
- Vow
- BoundsWalls/Cube
- BoundsWalls/Cube (1)
- BoundsWalls/Cube (4)
- BoundsWalls/Cube (5)
- BoundsWalls/Cube (6)
- Offense
- BoundsWalls/Cube (10)
- BoundsWalls/Cube (12)
- BoundsWalls/Cube (13)
- BoundsWalls/Cube (14)
- BoundsWalls/Cube (15)
- BoundsWalls/Cube (17)
- Dine
- BoundsWalls/Cube (4)
so I don't have to search untagged
icic
they're the ones that interfere with improvements
idrk what unused tags are safe to use
I try to use snow on moons without snow & grass without grass
I did go through and remove as many Untagged finds as I could, so this update should be a bit faster, but I still have a bunch of vanilla things that are just untagged
So if I can sneak in some more optimization wherever I can that'd be appreciated
Delaying the update until tomorrow because I want to add some more stuff & I'd like to wait for Dopa to get back to me on the tags
hey sorry for that
been kind of out of it recently, ill get to that now
ill do what you suggested, ill set it to the snow tag for moons without snow and grass for moons with snow
so you can just go ahead and check for that instead, ill try to get a patch out tonight
No worries. Snow for Offense & Vow, and Grass for Dine. I just needed to be sure before I changed the checks
I've made sure to make this update the best for those who use our mods together, so this tiny fix is real nice
Update out
Go read the patch notes & enjoy
Rebalanced update to optimize isn't out yet it seems
But I HIGHLY recommend using both of the mods for this update
Hope y'all like this update more than last
by any chance you fixed the clipping rock on assurance A?
check changelog grrr
ye he did I think
You guys wanted patches before March so I patched it
there's fixes for that improvement specifically
Yes
The collider got deleted somehow
I know of a few other issues that I have yet to fix, but I'll get to them eventually
wanted to make sure :]
now I only need the FireExitDoorfix
(not this mod, dw)
stan the goat
it is
i tagged them already
.11
I only glanced at the changelog and didn't see it, but then again I don't know if you'd mention it
Nah it's fine I did the change regardless
I guess if you run MI 0.9.7+ and also RM 1.18.10 or lower for some reason you'll have navmesh issues but at that point it's on them
Let me know what you think of my visual compatibility changes too
Those are very straightforward to implement so I can always do more
I forgot to push the GitHub, I'll get to that later

