#Map Improvements [BETA]

1 messages · Page 2 of 1

tribal portal
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i fucked up the directory

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i put it in environment

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should be fixed now

forest plank
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epic

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now I can take a break for the rest of the week and let all the bug reports flow in

tribal portal
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pushed a fix for that i think

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i made the object this exact path

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i forgot to fix this tbh but on Assurance the ladder is called "Ladder1.5x (6)", is that a problem @forest plank

forest plank
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let me check

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Offense ladder is off, and Assurance ladder needs name Ladder1.5x

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I can most likely fix the offense ladder in a patch

tribal portal
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whats up with the offense ladder?

forest plank
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different transform values

tribal portal
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oh yeah

forest plank
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probably somewhere in a parent

tribal portal
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because the origin is different

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i had to reposition it

forest plank
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I can apply a global transform to it tho

tribal portal
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so its ok?

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ill fix the assurance ladder too but for the record its the same way

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the origin is in the middle of the ladder

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and i think for zeek the origin is like the bottom left

chilly forge
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Was Experimentation A fixed

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or was it working for you

forest plank
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I didn't know what was up for you, but it is useable now with Rebalanced

tribal portal
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How are you even moving the ladder to begin with

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its part of a combined mesh

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isnt that like

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not possible

forest plank
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oops wrong reply but whatever

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It should be fine I'll just wait a bit before pushing the update

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Worst case I'll ask for the scene(s) if I'm having issues getting it fixed

chilly forge
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Just disabled Rebalanced, and it's working again

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It disappears the moment I enable RebalancedMoons

forest plank
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The config description?

chilly forge
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No, Experimentation A itself

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It will not spawn with RebalancedMoons enabled

forest plank
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Can you provide logs

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Experimentation A should spawn if you have disabled Rebalanced Experimentation. If you have it enabled it should not spawn because the interior is culled

chilly forge
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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

forest plank
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Yeah that's what the update did

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Checks for Rebalanced scenes

chilly forge
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Nice

subtle linden
chilly forge
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Can't have shit in 41-Experimentation...

subtle linden
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Actually took my door

forest plank
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You can have your door back when you've eaten all your scrap

subtle linden
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okay, but I struggle with the axels

chilly forge
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Not a true maneater...

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Tsk tsk tsk

subtle linden
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No but my son is one

chilly forge
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What the fuck is that

forest plank
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womaneater

chilly forge
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What mod does that come from, or is that just a frame of the maneater's intro animation

short quartz
chilly forge
subtle linden
short quartz
chilly forge
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(I was a patron of his at one point, so I know this and the code. I'm not speaking out of my ass)

chilly forge
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GIRAFFE

subtle linden
short quartz
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I had to science to see if he could grow up

chilly forge
subtle linden
subtle linden
chilly forge
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Who says giraffes are bad? What, are you a racist?

subtle linden
silver meteor
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got rebalanced moons on as well

north ledge
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I'm just guessing because I feel like i've heard chatter about Experimentation A more than others

subtle linden
north ledge
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Ok cool so as long as its not disabled this shouldnt occur then im assuming

subtle linden
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with it disabled main entrance should be normal yes

forest plank
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It happens because I forgot to check for Exp A when destroying the doors

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If you have rebalanced enabled it won't happen

forest plank
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If you disable Rebalanced Assurance you won't have that issue

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Same with Offense

silver meteor
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awesome thanks

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gotta ask, how likely is it that there are gonna be improved moons changes for other modded moons

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saw solarius has it

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but its yours

simple wing
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Anyone can make improvements

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The mod is a sort of tool to do so

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There’s a written tutorial and everything

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It’s kinda just that nobody’s really

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Done so yet

north heart
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idk if its known already but ladder on the back part of offense is broken

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i do have rebalanced installed too

forest plank
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Yeah Rebalanced ladders are slightly different than vanilla

forest plank
timid grove
subtle linden
timid grove
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bro bouta be 2 kilometers long by next update

silver meteor
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cool ass mod

forest plank
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Glad you enjoy

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Only 4 more moons to improve, then I'll add more than 3 each

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Most of those will be the existing ones broken up

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But definitely some new ones too

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Maybe I'll add a setting for choosing a number of fire exits

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Idk I'm just throwing out ideas, not saying I'll definitely add them

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Most likely any improvement with a fire exit will be broken up (if possible) for that fire exit specifically

tribal portal
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just checking in; were you able to figure the ladder stuff out? do let me know if you need any help there

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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)

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i basically had to open the combined model in blender, cut everything but the ladder out, and export it as a new mesh

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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

forest plank
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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

tribal portal
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no worries

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take care

violet sail
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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

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makes just wondering around the maps exciting!

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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

forest plank
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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

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That's a LLL thing. I believe that issue should be resolved tho

north ledge
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I've finally been able to enable Experimentation A scene with Rebalanced Moons Scene update! yay

timid grove
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What was the setting that gave all map improvements an equal chance to show up? It's been a bit sorry 👉 👈

forest plank
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Equal chance for all spawning together or just equal chance spawning period?

timid grove
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Oh? you can get multiple???

forest plank
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RandomAll gives all that aren't Disabled a 50/50 chance of spawning together, with the one you set to RandomAll being the base

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RandomAny is that but only 1 of the others

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RandomA/B/C is for specific ones

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CombineA/B/C is guaranteed spawn together

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And then Enabled is solo

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Any ones that are not Disabled, Always, or Never have an equal chance of spawning (1/4 if Vanilla is Enabled, 1/3 otherwise)

timid grove
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I think I'll have to check the config along w this message to make sure I understand all of it, thank you!!!

forest plank
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The !Basics! has examples and tells you what each does in the description in case you need it in game/config editor

forest plank
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vanilla game

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there's lots of random objects just sitting out of bounds on the maps

fleet trail
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I think your map improvement C for Solarius is broken because it makes the ship land here

forest plank
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I'll take a look at it

fleet trail
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Oh and I cant enter main

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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

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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

forest plank
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AI cant enter ship on purpose

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I can add an improvement that adds that

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Idk about wider ship specifically

north heart
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I think it happens cause of how lethal company handles ladders on moons

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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

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I could be dead wrong though, I’m not a Unity developer

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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

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(Someone please correct me if I’m wrong btw)

north heart
north heart
subtle linden
north heart
subtle linden
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Yeah, if you don't get Improvement A in exp the doors don't generate

north heart
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sometimes iv had doors generating though?

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oh wait

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probably because I have the chance for vanilla experimentation to spawn turned on

forest plank
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All these are known issues that will be fixed by the next update

silk flicker
silver meteor
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vanilla lc i think

fleet trail
silk flicker
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that's almost it but it doesn't have the exact same instruments

fleet trail
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yeah I just noticed that

north heart
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Someone a while back made some VERY good tracks for lethal company that imo flew a little under the radar

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To the point where I once thought the mod wasn’t working because the music sounded so vanilla

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Let me grab it for you

proven robin
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It's one of the day theme made by LunarCama

north heart
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Called more ambient music or smth like that

proven robin
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from my mod LethalResonance

north heart
north heart
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If it did that’s pretty neato

north heart
proven robin
north heart
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Which came first

proven robin
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Here it is. AmbientMusic3 by @serene timber :]

proven robin
north heart
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Or maybe I’m confusing audio tracks

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And that one doesn’t have that

north heart
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It had a yt video linked tho

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And I think the songs may be different

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And I could just be confusing the tracks

proven robin
proven robin
north heart
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Whoops I just confused the mods then that’s all

proven robin
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and, at least on the video, it does not have the AmbientMusic3

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no issues

north heart
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Yeah that’s completely my bad for confusing the tracks

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I didn’t know resonance added ambient music

north heart
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Which now we know was a wrong assumption

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Whoopsies

fallow raft
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Haven't seen this till now but probs will try it out with a friend (maybe...) tomorrow

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Seems nice!

serene timber
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I will be making some more here soon too.

tribal portal
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@forest plank dont bother fixing the doors with my scenes im gonna fix them so they're the same as the vanilla ones

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i mean oop

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ladders

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not doors

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xd

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i actually found the vanilla mesh so i dont need to make a new one

forest plank
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okie dokie

tribal portal
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its called like Cylinder.001

forest plank
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Me when Cylinder.001

chilly forge
tribal portal
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hi narpy :3

chilly forge
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Hi Dopah

tribal portal
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also i removed the stupid doubled up fences and just edited the mesh lol

forest plank
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hooray

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But can you still walk around the right side of the fence?

tribal portal
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idk, probably

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i didnt change the box collider

forest plank
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Nice

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We love getting out of bounds

tribal portal
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just offense

forest plank
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what the snow

tribal portal
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i tested assurance w/ map improvements installed and the ladder change seems to be working well

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so yippee

forest plank
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Thanks for adjusting for me lol

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I'll be sure to adjust for you next

tribal portal
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it was just bc i found the actual mesh for the ladder on accident

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i assumed it didnt decompile with the game

forest plank
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What mod are you using for the snowy Offense?

short quartz
flint quail
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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

fleet trail
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In the config

flint quail
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Thank you

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I installed it last night to check it out, but didnt go into the config yet! But mod looks amazing

forest plank
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I can also throw together a text file with every specific change for every improvement if you'd like

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Hope you enjoy the mod :)

flint quail
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I can go through the config and check em, but having a text file on the modpage would be cool

flint quail
forest plank
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Always nice to hear how much fun people have with my mods :)

violet sail
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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

forest plank
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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

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Still feel free to share ideas, I'll always take into consideration what the community would like to see

high brook
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I do think that if you add more fire exits to titan they should be spaced out quite a bit

forest plank
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Of course. I plan on greatly expanding the play area

violet sail
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is it possible to make a giant, cruiser compatible elavator? a bit like the ones the mineshafts use but for the outside?

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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...

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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

forest plank
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I won't say it isn't possible, but unlikely

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Embrion is next, then March/Titan, then Rend, so we'll see when I get to it

violet sail
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Embrion's gonna be interesting... kinda a blank canvas, no?

forest plank
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Yes, but I also need to make sure it's compatible with Rebalanced Moons

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Dopadream got to Embrion first

flint quail
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Aint it just random boulders? I wish you luck on that on making something compatible

forest plank
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Haven't looked yet so idk

chilly forge
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Rain goes through the Experimentation A's main entrance

forest plank
chilly forge
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Maybe

short quartz
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@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

forest plank
short quartz
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Zeekerss put that terrain there when he got rid of the V4 stuff

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Hopefully you can figure out how to get the doors to sync between clients at least lol

forest plank
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Yeah, I've been putting that off because I haven't done anything networking related before so idk how to approach it lol

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luckily its just a visual issue and not anything game breaking

short quartz
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lol

forest plank
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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

short quartz
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Lmao fair

forest plank
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That's why some of the rooms are still empty

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I need to fix the leaky roof anyways

north heart
# short quartz

Is this a v4 screenshot or a recreation of it cause gah damn that’s nice

fleet trail
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Why does this say LMB but you have to use E to open the door lol

forest plank
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That's just how that door be: A liar

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I guess the original was LMB

brittle wyvern
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yeah it was LMB instead of E lol

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and I think anything that would be LMB now was RMB but idk

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Flashlight needed to use RMB to be turned on

forest plank
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those doors will be replaced with synced ones eventually so it doesn't matter

hushed fern
violet sail
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For April fools day you could make then into the fire exit doors that eat people

silver meteor
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exterior mimics Trollface_nonfree

strange yarrow
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Just open door and it's the company monster tentacle that grabs them and closes the door

forest plank
flint quail
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just curious

forest plank
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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

tribal portal
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oops wrong thread

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@forest plank

forest plank
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Thanks

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never noticed how jank embrion terrain was

forest plank
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Y'all wanna give me your Embrion ideas here?

silk flicker
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comically large crystal in the middle

north heart
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like sorta

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holes/tunnels in the ground kinda

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idk if thats possible

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changing the terrain to go down and stuff

forest plank
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Holes aren't really my thing, as I have to replace the whole terrain to do that

north heart
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Maybe

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Mounds? That lead to holes?

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So like

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Terrain you add on top of the terrain

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Which would have a cave entrance or smth

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I’m just tryna think of stuff that appeals to the embrion lore

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Could do broken old bird parts about too

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Similarly to what the moon detritus has

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I can’t really think of much

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Design wise the only thing embrion has going for it is that it’s made of amethyst

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Could just make the main building structure look better I guess

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But I take it that’s already something you’re gonna do anyways

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Or thingy thing is with rebalanced

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I heard talk bout that I think

north heart
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Other than

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Large crystals

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Which your objects mod already does

forest plank
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Definitely going to be changing main around

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I hate how it is just plopped down there

north heart
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Im like 90% certain the current main for embrion is just

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Offense’s main

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Drag and dropped

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Without the ladder

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I swear it is

forest plank
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Yes, they're the same model

north heart
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I fucking knew it

forest plank
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same with most of the moons

north heart
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Oh?

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I didn’t know that tbf

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I thought it was just embrion

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I mean it’s the most apparent with embrion imo

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Just cause it’s completely barren in every sense

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A nice a idea might be making embrion into March 2 electric boogaloo

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And just scattering some fire exits around the far corners of the map

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Which honestly kinda sucks as an idea

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But I think anything could make embrion better at this point

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Literally anything would be better than what it currently is

north heart
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Although I can’t remember if it had a large interior of if it’s just buttery that does that

forest plank
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With the way the terrain is designed I'll be keeping things focused to where the main and fire already are

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some stuff on the sides, but nothing behind ship

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behind ship is too barren for anything interesting

north heart
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A jolly little fellow

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Maybe a lobster

north heart
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Embrion just sucks to add anything to

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I’m sure there’s some creative ideas that I’m just not thinking of rn

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For a moon with such a unique gimmick compared to the rest of the game, it really lacks anything else in every other aspect

forest plank
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I have a few already, but I need to make them worthwhile and not just "New fire exit and some rocks"

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I'll definitely be aiming for larger improvements than what I did with Assurance

north heart
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Assurance is in my top 2 for favourite improvements 😛

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I love the alternative main building

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I think adamance is my favourite out of all of them

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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

forest plank
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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

north heart
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Ahhh fairs

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I’m mean

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Chalk it up to assurance not needing much else

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It’s not a moon that’s really lacking in many ways

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And you still somehow made it even better

forest plank
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Adamance was what started the whole mod so I put the most effort into it

north heart
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Rightfully too, adamance sucks ass base game

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I tried to like it

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I literally can’t

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I can’t go back to looking at vanilla adamance

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Shits an eyesore

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Vow is the best green moon 🙏

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And will always be the best green moon

forest plank
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Vow A is my favorite out of all the Improvements

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Vow B & C are kinda lackluster tho

north heart
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Remind me what vow A does again 😭

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I remember one changed the dam into another rickety bridge

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Which I find quite funny

forest plank
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Adds a fire exit in the alleyway next to main

north heart
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Ohhhhhh I remember now

forest plank
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It's a very beautiful and serene place I made

north heart
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People gotta do shit like that more in mods

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Like idk if I’m thinking of the same thing

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But

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In vanilla, vow has the alley way with all the bushes and vines

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Like

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Idk how to explain it but it’s just good

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I like when it’s expanded upon

forest plank
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It's nice to have respite from the horrors of the company

timid grove
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uh uhmm uuh uuuuh

north heart
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Very much so

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Sub systems

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Has a really nice tile

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With those same vow vines

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Next to the stair case on vow A

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I can’t type tonight lowkey

north heart
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With like coming through a hole

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Absolutely scrumptious

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That vibe needs to be done more often

forest plank
timid grove
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also woah this is pretty

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(same round btw)

north heart
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We need more pipes

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Waiter waiter, more pipes on experimentation A please!!

forest plank
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They're coming with Embrion update

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Once I figure out what to do for Embrion

north heart
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HUZZAH

north heart
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Cause it’s all like

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To do with the old birds

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Which y’know are just kinda there already

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And the network of caves

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Which isn’t visible from the surface

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I was about to suggest random containers scattered about

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But

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That might be a good idea for new map objects

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For your other mod

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Like the same containers from Gordion

forest plank
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I did try containers as Custom Objects because I made the models for the Company improvements, but it was too janky

north heart
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Ahhhh fairs

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I guess they are relatively large

forest plank
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Large objects do not work well with the spawning

north heart
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I mean it’s a miracle the rib cages even work in that case

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Love the rib cage

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A large skull could be a good custom object

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Or like not even a large one even

forest plank
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Ribs don't look too off when they spawn weird, but the cabin has to have the massive foundation so it doesn't

short quartz
north heart
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Just a stereotypical bison skull on canyon moons

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Well actually maybe not

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That implies bison exist on the moons

short quartz
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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

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The V4 one had a lot of bugs and trying to recreate that one without issues might be a challenge

north heart
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I’d say when you get that far you could ask the LC office or synthesis dev for their elevator

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But

forest plank
timid grove
north heart
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I’m pretty sure LC office would implode

short quartz
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True Kite basically recreated it for Zeranos lol

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So it's possible

timid grove
north heart
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And idk where the synthesis elevator came from

north heart
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But the mineshaft one works differently is all

fiery seal
north heart
short quartz
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It really adds to the moon and makes it feel less bland

north heart
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How’s it gonna work with the main corridor

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Cause

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It slowly gets wider as you get further in

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Iv always found that quite weird

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Surely it would be changed no?

fiery seal
north heart
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I think it’s one of the most fleshed moons there is

short quartz
brittle wyvern
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I just think it's a little weird that the empty space of the elevator is what you interact with for the main entrance

short quartz
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It's a fantastic moon just spawns almost no loot

north heart
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I always revisit it if iv already got enough scrap to make quota

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And I don’t wanna risk even more

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But that’s cause I play solo a lot

forest plank
brittle wyvern
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yeah that's understandable

forest plank
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Maybe when I start making D E F etc I'll make an Experimentation one that makes the elevator actually work

forest plank
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I went through the effort to carve a hole in the terrain but forgot to remove the shaft floor

short quartz
forest plank
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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

short quartz
violet sail
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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!!!

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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

forest plank
flint quail
#

Bees got detached from their hive without any interaction on modified artifice nooooo

flint quail
forest plank
#

not much I can do to fix it

flint quail
#

Fair enough

#

i thought maybe it spawned on a spot with no ai node or something so thats why i sent it here

forest plank
#

Nah the bees just didn't spawn right. There's probably a mod out there to fix that

barren bobcat
#

I put my time to make it work in Zeranos and it was horrible

forest plank
#

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

sacred glade
#

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”?

forest plank
#

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

sacred glade
eager sphinx
#

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 🙏

forest plank
#

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

eager sphinx
#

Thanks! 😭

forest plank
#

Surprised it took so long for someone to figure it out

eager sphinx
#

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

forest plank
#

Exploit it while you still can

hollow river
#

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?

forest plank
#

The doors is just a visual bug. If you want the interior of Experimentation gone use Rebalanced Moons

tribal portal
#

@forest plank just out of curiosity

#

what happens to this when you delete the dam

#

is it just on the ground

forest plank
#

it might just be floating there idk

tribal portal
#

xd

forest plank
#

I actually have no idea I just booted up a fresh save to see and I couldn't find it

subtle linden
forest plank
#

Mayhaps. I can do some testing around with it

#

Have you had any issue since then tho?

subtle linden
#

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

forest plank
#

Strange, I have no issue with Lethal Elements

#

was it snow on Experimentation specifically?

subtle linden
#

It was most of the new additions, the ramp on exp, the concrete additions on Adam and such

timid grove
#

an eyeless dog spawned inside the wall next to the second fire exit

forest plank
#

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

subtle linden
#

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

forest plank
#

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

subtle linden
#

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

forest plank
#

I would like to at least fix the ramps on Exp and Off so it doesn't look too weird with snow

subtle linden
#

I forget if snow accumulates on stuff like the pumpkins but it does I assume you might be able to get it to work

forest plank
#

It does not

subtle linden
#

Ah well then I guess unless v0xx makes snow accumulation possible on assets like that it won't happen to the ramp either

forest plank
#

Low priority issue unfortunately

timid grove
#

also idk if I ever said this but I'm the n1 cesspool fan

#

top 5 moons of all time for me

forest plank
#

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

forest plank
#

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

eager sphinx
#

Nah your good! We look forward to it, no worries and no rush

fiery seal
violet sail
#

will this mod alone make embrion actually worth going to? or would it still be a joke lol

hushed fern
#

embrion is still untouched atm

forest plank
#

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

violet sail
#

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

forest plank
#

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

brittle wyvern
#

Closest to make Embrion playable is prooobably ButteRybalance?

#

If not changing interior ‘yourself’

forest plank
#

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

timid grove
silk flicker
#

but what about the other variants...

forest plank
#

What about them?

silk flicker
#

i wanna see em

forest plank
#

What part would you like to see

silk flicker
#

yeah

forest plank
#

I wont send more previews because I will try to get this out Friday, maybe Saturday

fiery seal
#

i want the experi building and cruiser path to always be selected, is this how???

forest plank
fiery seal
#

also despite putting A to always, the main entrance is always in the same spot

forest plank
#

Do you have Rebalanced Experimentation enabled?

fiery seal
#

what does that mean?

#

like from rebalancedmoons?

forest plank
#

Yes. Is Rebalanced Moons Experimentation scene enabled?

fiery seal
#

oh i never realized rebalancedmoons had a experimentation scene

forest plank
#

Since the scene removes the building interior I have to disable Exp A if you have it active

hollow river
#

wait so if i have rebalanced moons' experimentation active, can i have the extra fire exit from this mod active too?

forest plank
hollow river
#

cool, thanks

proven robin
#

ok, this is... interesting (Experimentation, only option B enabled)

forest plank
#

Rebalanced moons installed?

#

I don't touch the crane/ladder

#

so it may be a ladder that Dopadream missed

proven robin
#

oh

#

gotcha

forest plank
#

Update will be out tomorrow, I just have to update all the mod page stuff and get screenshots

forest plank
#

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 (???)
eager sphinx
#

The map thing on experimentation is still present or you talking about a diff one?

forest plank
#

what map thing?

eager sphinx
#

The hole in experiementation inside the building

#

Oh wait you said kill trigger

forest plank
#

yea that hole needs a kill trigger not the oob trigger I'm using

eager sphinx
#

Oh so that is what you was talkin' about?

#

The tp hole lol

forest plank
#

Yes. That will not be fixed in today's update

forest plank
#

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

hollow river
#

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?||

forest plank
#

And the audio is actually just over there. I thought about moving it but I didn't end up doing that

thorn adder
#

I like the new embrion stuff but the shades on the new rocks are very noticeable.

tribal frigate
#

is it meant to look like this

forest plank
#

It is the same material as the rest of the map. I don't know why it would look different

forest plank
#

I know of some geometry errors to fix as well

#

But please continue to share any bugs or issues you guys find

chilly forge
#

Incompat /w Chameleon's fancy main entrance doors

#

Great changes to Embrion though

#

It feels a lot more unique now

forest plank
#

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

chilly forge
#

There's also still no delay to Experimentation A's doors

forest plank
#

If it isn't in the patch notes it hasn't been fixed

chilly forge
#

I know, I was just reminding u

chilly forge
#

I completely forgot about the desync, which I wasn't referring to

timid grove
#

is the changelog in the ts page?

hollow river
forest plank
#

The full list of changes is also in the zip as a text file. I should also share that here

hollow river
#

the doors seem to be missing from dine's main entrance

forest plank
#

Strange, because I haven't touched Dine

hollow river
#

nevermind, reloaded the save and now here they are

forest plank
#

weird

forest plank
#

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

proven robin
forest plank
#

Uh oh

#

rip collision

cinder dew
#

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

chilly forge
#

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

tribal portal
#

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

chilly forge
#

Will it be in the next update

tribal portal
#

yea

chilly forge
#

Cool!

forest plank
#

It's very hard to polish a turd

chilly forge
#

Why's this here

silk flicker
#

feels like it

proven robin
#

players on my modpack newest update are reporting that Assurance have some invisible walls and traspassable terrain

#

this is the config on Assurance

hollow river
proven robin
hollow river
#

Disabled will completely prevent it from loading but Never gives it an opportunity to load if something else call it via random or combined

proven robin
#

gotcha

hollow river
#

Doesn't really answer your question though

#

I'll have a look at assurance later to see if it does have something there

forest plank
#

I don't know why Assurance broke with this update because I didn't touch it at all

tribal portal
#

let me check

#

yep

tribal portal
#

i accidentally left colliders on some of the vain shroud blockers

#

sorry; hotfix in a sec

forest plank
#

yippee

#

I do need to fix the rock colliders tho that one's my fault

tribal portal
#

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

forest plank
#

I don't know how I managed to get the Dine one to work

tribal portal
#

i can look into it

forest plank
#

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

tribal portal
#

i accidentally left a collider on rend

#

you cant enter the building

#

GG

forest plank
#

how did no one notice that

tribal portal
#

i released really late

#

so

forest plank
#

I guess Rend really fell off

hollow river
#

Can't have shit on rend

tribal portal
#

@forest plank embrion A is the cave one

#

right

#

orr

#

wait no wasnt it b

forest plank
#

A is cave, B is left Fire, C is back Fire

tribal portal
#

ohh right

#

ty

#

im doing this

#

for my chameleon stuff

forest plank
#

are you adding that or is that in currently?

tribal portal
#

its like that currently minus the if check for your mod

#

but ive verified this works

forest plank
#

epic less work for me

#

I did think about having the doors be the mineshaft doors instead

tribal portal
#

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

forest plank
#

Yea I have done that with some of them

tribal portal
#

ah

forest plank
#

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

tribal portal
#

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

forest plank
#

dam

#

pun intended

tribal portal
#

hehe

forest plank
#

you didn't touch the terrain did you?

tribal portal
#

well

#

i flattened the terrain here

#

so you can go into the fire exit

#

but this is on the other side of the map

forest plank
#

yea ok

#

lots of fixes to made with this update

tribal portal
forest plank
#

Embrion is cursed

#

also that water shader is copied from the flooded mat

tribal portal
#

weirdd

#

i guess the flooded mat is different from the water actually used in moons

#

but it looked strange

forest plank
#

not from a bundled shader, because I started this project before the project patcher could rip the water material

tribal portal
#

it still really cant

#

it rips it incorrectly

#

which is why i made tha

forest plank
#

Aside from the bridge have you done anything to March?

tribal portal
#

i moved one of the fire exits and added a water tower

forest plank
#

Okie dokie

tribal portal
#

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

forest plank
#

I think things kinda break if you teleport

tribal portal
#

i didnt teleport

#

i used the like

#

double jump flight thing

#

but i guess that breaks stuff too

forest plank
#

Classic Imperium

tribal portal
#

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:

forest plank
#

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

tribal portal
#

unity explorer is so nice

#

and you're nice for organizing your shit well

#

lol

forest plank
#

I hate when devs don't organize their hierarchies

tribal portal
#

alr its cube (5) on the concrete tag

#

give me a sec

forest plank
#

It's there because the og facility ends before reaching the terrain and it bothered me, so I extended it a little

tribal portal
#

yeye

faint granite
#

based mod devs

timid grove
#

found an oob bug on the artifice improvement with the dams

#

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

forest plank
#

The ridges are the slightly different heights of the meshes to prevent z fighting

timid grove
#

ye but then there's still this right here

forest plank
#

I thought I had the drown trigger covering the whole area but I'll extend it

timid grove
#

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

forest plank
#

No clue with the missing materials in Imperium

timid grove
#

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

forest plank
#

I'll see if I can make the warehouse feel & look good on a hill instead

timid grove
#

maybe!

timid grove
forest plank
#

Seems like I need to go back and polish all the previous Improvements

timid grove
#

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

forest plank
#

Fair

#

Luckily it's all customizable just for you

#

They just need minor tweaks or bug fixes

timid grove
#

btw is the dam improvement the same as the one that adds the extra fire exit?

forest plank
#

Yes: C

timid grove
#

neato!

silk flicker
timid grove
#

it just doesn't spawn

hexed forum
#

one thing about the config, what do the "always" "randomall" etc mean

hexed forum
#

what should i pick for everything if i want everything have a chance to be

fleet trail
#

RandomAll if you want a 50% chance to spawn each other Object when one object is selected

#

it's written above

forest plank
#

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

lavish bolt
forest plank
#

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

lavish bolt
forest plank
forest plank
tribal portal
#

didnt we already conclude it was imperium being weird

#

i was flying around and stuff

forest plank
#

Was it? I thought this was a different instance

#

That's good then one less thing I have to do

tribal portal
#

yeah i think ur good

forest plank
timid grove
forest plank
#

I thought it was something I did

timid grove
#

nah yeah I assumed it was just some assurance terrain

#

same happens on Adamance if you ever do a similar thing btw

forest plank
#

I think Rebalanced fixes most holes on maps but I do try to add fixes as well

hollow river
#

u reminded me of the first time i ever went to adamance

#

i gotta find the clip

hollow river
timid grove
#

LMAOOO

#

now you just die if that happens

#

it's so fucking funny

hollow river
#

damn 😔

hollow river
timid grove
#

ye

stuck oracle
fleet trail
#

Thats literally whats written in the config, I copy pasted it

stuck oracle
#

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.

forest plank
#

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

stuck oracle
#

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

forest plank
#

RandomAll is supposed to give the most variety so I think you've just been (un)lucky

stuck oracle
#

Fair enough, I'll keep grinding away at it in the meantime

stuck oracle
#

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 🙏

forest plank
#

If you had included the seeds I could have checked what should be spawning

stuck oracle
#

Damn, I paused my recording each time so I don't even have footage of the seeds 😔 oh well.

forest plank
#

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

stuck oracle
#

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.

forest plank
#

I should probably swap Disabled & Never because that seems confusing

#

Disabled never spawns but Never can spawn from another

timid grove
forest plank
#

Should I make a setting for that? Even 12.5% chance for each combination?

#

A, B, C, AB, AC, ABC, BC, Vanilla?

stuck oracle
#

I'd certainly advocate for that 🙏

forest plank
#

Would we prefer I release an update with only patches or wait until I finish March Improvements?

hollow river
#

i'd say patches

flint quail
#

^

eager sphinx
#

^

hexed forum
#

^

#

for me, i get the experimentation longer route 100% the time and i just set everything to randomall

timid grove
#

I used to all the time until I installed rebalanced moons

stuck oracle
timid grove
fleet trail
#

Wouldn't unchecking "vanilla" do that?

forest plank
hollow river
#

Forgot to ask, will the patches include a fix for artifice's extra fire exit being weird when rebalanced moons' artifice override is active

forest plank
#

Yes

hollow river
#

Awesome

tribal portal
#

are they trying to use the same exit name

#

or something

forest plank
#

I don't know because as far as I remember I had no issues with Dine

tribal portal
#

really weird

#

i didnt mess anything up though, i gave it the proper exit id and everything

forest plank
#

Yea don't worry I'll add a check on my end

#

just find all entrances and adjust accordingly

forest plank
#

Do we want Green path as well or is that too easy?

timid grove
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might be too easy

forest plank
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Yeah that's what I was thinking

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Plus I don't want to spend another day perfectly crafting another cave

flint quail
#

how does the ai handle caves?

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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

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where they kinda just float to the next ai node

forest plank
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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

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I'm using the cave models from the mineshaft so it's just that

flint quail
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cool cool cool

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i ask despite only knowing what a node is lol

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really excited to try this out, and im curious to see how it works with rebalanced moons embrion boulders

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also if you add another cave, you should totally make it large enough for the cruiser to fit in

forest plank
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I should have this patch out within a few days, current version doesn't really like Rebalanced's new building

flint quail
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then i shall temporarily remove rebalanced's embrion scene changes

forest plank
#

easier fix

forest plank
timid grove
#

what da hell !!!

forest plank
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I'd like to blame Rebalanced but I don't know

tribal portal
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this should be fixed now tho?

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i made those nodes children* of the building

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like and i already released that a bit ago

forest plank
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What version? I have v1.8.3 rn

tribal portal
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oh

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probably 1.8.5 or something

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current version is 1.8.6

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i update a lot and i apologize xd thats why the beta tag is still there

forest plank
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you update too often

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cant keep up

tribal portal
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sorry 🥹

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but yes i just double checked

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the nodes are children of the building

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should be live

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so that shouldn't happen on current versions at least

forest plank
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I'll double check the most recent version before I complain about another issue in case you fixed it

forest plank
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I'll try to get the update out later today, I've just been playing so much Xenoblade X

stuck oracle
#

Very excited for it! 👍

forest plank
#

@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)
tribal portal
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huh

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wait

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why

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are you trying to find the boundswalls by tag

forest plank
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so I don't have to search untagged

tribal portal
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icic

forest plank
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they're the ones that interfere with improvements

tribal portal
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idrk what unused tags are safe to use

forest plank
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just do one of the terrain ones

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like grass or snow or carpet etc

tribal portal
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oh good idea

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yes i can do that

forest plank
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I try to use snow on moons without snow & grass without grass

tribal portal
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lol

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makes sense

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less stuff to sort through

forest plank
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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

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So if I can sneak in some more optimization wherever I can that'd be appreciated

forest plank
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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

tribal portal
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so you can just go ahead and check for that instead, ill try to get a patch out tonight

forest plank
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I've made sure to make this update the best for those who use our mods together, so this tiny fix is real nice

forest plank
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Update out

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Go read the patch notes & enjoy

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Rebalanced update to optimize isn't out yet it seems

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But I HIGHLY recommend using both of the mods for this update

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Hope y'all like this update more than last

proven robin
timid grove
#

somany damn fixes!!

#

so goated

timid grove
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ye he did I think

forest plank
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You guys wanted patches before March so I patched it

timid grove
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there's fixes for that improvement specifically

forest plank
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The collider got deleted somehow

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I know of a few other issues that I have yet to fix, but I'll get to them eventually

proven robin
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now I only need the FireExitDoorfix

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(not this mod, dw)

forest plank
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I do need to fix the doors lol

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not the Fire Exit doors, just the desync doors

timid grove
tribal portal
#

i tagged them already

forest plank
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Epic

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Which version?

tribal portal
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.11

forest plank
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I only glanced at the changelog and didn't see it, but then again I don't know if you'd mention it

tribal portal
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i didnt mention it

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maybe i should've

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sorry!!

forest plank
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Nah it's fine I did the change regardless

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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

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Let me know what you think of my visual compatibility changes too

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Those are very straightforward to implement so I can always do more

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I forgot to push the GitHub, I'll get to that later