#Map Improvements [BETA]
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Still needs some work because certain improvements change based on the order, so you're technically missing out on them but I'll just add some randomization to fix that
The appearance rate will remain the same
Help I need ideas for March Improvements because I can't just add more Fire Exits
I was maybe thinking of making the fire exit facilities bigger so you can find them easier
And maybe adding a cabin to hide from giants like Rend/Adamance
I like this idea
dry up the main lake and add a fire exit there? maybe?
maybe, feel like you could do more than that but im not sure what
6 fire exit march would go cray cray...
dry up every lake, put a fire exit and a ladder in each
||this is a joke||
I was thinking of adding another Fire Exit in the back right corner across the lake there
And the cabin would also add more environmental detailing, like more quicksand, trees, etc
I just need actual ideas for what should be improved from you guys
I feel that March & Rend are pretty much perfectly fine as is
perhaps
I'm the ultimate march supporter I can't think of a way to make it better
I think a good way to mix up rend is adding more trenches and ravines in the middle of the main path
layout wise yeah
they lack sauce in the stats department imo
I have ideas for Rend but its last in line
Titan will be a doozy, especially with Rebalanced already having laid claim to it
I'll do small improvements like I did with Assurance
Cabin & environment, Fire Exit, Facilities
I will say I thought about effectively removing all the snow and replacing the whole environment with just an enormous facility
THAT WOULD BE SICK
It would also destroy anyone's computer on landing lol
Titan already does that, and I'd just be adding fuel to that laptop fire
this was my first thought when looking at a topdown view of March
just a vow bridge across there with another bunker entrance, probably some more rock props n stuff
I like the idea of adding a cabin like you said, but I feel like there could be more than one to make use of the incredible amount of playable area march has
Yeah that's what I was talking about with this
ooo gotcha gotcha
ye I think that'd be an alright change
Rebalanced adds/moves a fire exit here iirc
yeah it moves the one left of the ship to that location
which I really dislike, so I usually just disable that change
I just realized there aren't titan improvements
But at the same time what is there to change
more fire exits according to you guys
Yeah but rebalanced moons does that
I don't really see anything else that can be changed with it
Aside from like making it run better or something
Like loading times or fps
Loading, because I run the code when loading level
Makes sense
I don't especially love the idea of more fire exits IF they're all close to eachother
The two vanilla maps that run the worst for me rn is titan (rebalanced scene) and artifice (MI + rebalanced)
I don't think the artifice lag would be caused by you? Since it seems to me like it should only run its code once
Titan is just that way because of the dungeon size
I'm definitely contributing to the lag
also isn't the facility variation assigned to it super unoptimized?
I remember hearing that a long ass time ago
I thought it just used normal facility, does it use level1flowextralarge?
thought it did
I wonder if I could just set that variant to never spawn in LLL and only allow standard facility
rlly? its further away than the one in the ditch
It's along the same path
its right here
i kinda wanna move it though
i just dont rlly like where it is normally it feels weird
If you put it anywhere else besides where I was gonna put mine you'd really have to move another as well
Or you'd have to modify the terrain around where you put it
i was sadly planning on putting it in that bottom left area yeah but i guess i cant do that now
I might just move it back
Maybe modify the terrain to make a better spot for it?
my main issue is that its too close to the ship now
maybe but ugh its just gonna look really ugly with the current splatmap and manually modifying those is a goddamn pain
Why don't you like the fire exit location?
the vanilla one?
yeah yeah the one in the hole
i just thought it would be more interesting to have the 3 exits be a triangle away from each other
it would create mor interesting travel around the map
my thought process was this
to me it felt less awkward than this
and it is cool but yeah its just too close to the ship
but if it doesn't play well then i will probably just move it back to its vanilla spot
bc its not that i dont like the location
its a healthy distance from the ship and i like the pit gimmick
I think this is the thought process of vanilla
yeah i just thought it would be cool to essentially have waypoints all around the map
(fire exits love to generate next to each other)
well
this probably wont matter soon anyways
so theres no point in me trying to switch things up ig
im just gonna move it back
Probably best to just wait and see
Maybe having more or less density in trees? One thing that always kinda bothered me in March is how perfect it felt for the Cruiser, but then you have to crash into a dozen trees to reach Main, and that eats into its health
Less tree density would mean less line of sight breaks for giants though, so idk
march but we're building an interstate highway
That does make me think if there's no trees it could have more hills
but then it'd become like a snowless dine lol
trees barely damage the car idk why people complain abt that so much
prob momentum loss
ig yea
its satisfying to me to hit trees though lol
im pretty sure it also just has a chance to just not damage the car at all (?) so not every tree eats into your health
ig in my experience on maps like rend there isnt a lot of space to go generally, and the cruiser ends up being slower than just walking to main cus of the trees
oh its rlly bad on rend main yea
the trip to fire is ez though
also rend is a bit better if you learn to drive the cruiser to the left of the cabin
and go down that other path that doesnt have the light poles
That reminds me I need to make a mod to make the vanilla snowmen destructible
its a bit tricky to get used to though bc theres limited visibility
pls
the one time i tried it the truck got stuck in between two hills, i sdhould try it again
I had to make a custom one for COO so I can just port the code over
Idk if anyone has but you can destroy the snowmen that I made
It's annoying because the vanilla method only accounted for trees so it's entirely fixed
Oh and the lamps are destructible too
Once I put out the March update someone needs to remind me to make that mod otherwise I'll forget
I'll be honest, I was speaking on behalf of my friends who love driving the cruiser, I assumed they knew it better than me
They always crash into that water hole in March, so maybe they just need to learn to drive better lol
i will say
it is possible to drive to main on march without hitting any trees if you just go right
its just kinda tricky and takes practice
oh not that i disagree with you tho; i agree, tree density variation would be a really cool feature
I can give it some practice myself, though they're pretty stubborn (they always forget to bring in shovels and regret it every time they encounter a thumper (not that it matters since they struggle to kill thumpers anyway))
Though yeah, beyond the cruiser stuff, some minor foliage variation like that would be neat, along with some terrain changes, assuming it encourages different pathing around the map
Where do we want said cabin on March?
like I said I think multiple would work best, but if I had to pick a spot it could be wherever dopa moved the fire exit last time? that area is a little empty
It's really just trying to make the same interior feel unique multiple times
I am reusing assets as best I can to keep the bundle as small as I can
hmm... gotcha
I could but what would that accomplish?
extra hiding maybe, but barring bhawks its kinda the same as just hiding behind it
I'll look into it, but no promises
dont do it on my scene tho
i spawn a key plus a random scrap item in there
You spawn the key inside?
yeah its on a shelf
and a random tabletop scrap spawns on the stool
i did that a while ago and i dont think anyone noticed lol
fun
nobody goes in there bro ๐ญ it's sad
wish it mattered more in gameplay but it's also usually just like
swarmed by bhawks LOL
I always just avoid the pit
love how both artifice and adamance have little shacks but god the one on adamance being locked all the time really doesn't help its usability
i could put spawn blockers around the cabin so nests dont spawn there
but im leaving the door locked cuz its funny
maybe if it getting unlocked got saved to the save file and then on subsequent landings it'd be unlocked by default it'd be used more
would be easier than another if check
tbh
I probably wasn't gonna anyways because I'd have to make a whole new function to just unlock doors & I have higher priority items on my to do list
Maybe when I get around to figuring out networking the doors on exp but that's hard and I'm lazy
@tribal portal I assume you remove the disabled ladders on March? Under Environment/Interactables
It looks like you left them
Trying to get an idea of what I can use
Saves me having to make my own
Damn March is so foggy you can barely see any of the cool changes I make
I do not need them I will just steal the ship's instead
That's nice Narpy
You;re wkecome
Last call for ideas for March
A: Each entrance has a 'unique' & larger building
B: 3 Cabins, quicksand signs, more quicksand, paths to encourage/lead players around
C: New fire exit across the lake in the back right of the map, new environmental detailing to make March unique
Personally I don't like March and while the improvements are growing on me I don't really care for them
It's too foggy to see any of the cool changes without walking right up to them
a sounds so cool
yeah gotcha, doesn't help that it's quite a big moon
Put it on top of Rebalanced's water tower
ehh idk
Working with the ship's ladders got me like Environment/MapPropsContainer/March_A(Clone)/FireB/LadderNest/LadderTrigger(Clone)/TopPos
Woe unto Rebalanced for constantly making little changes and me thusly having to adjust
Also you should update the list of changes on the modpage dopa
Also woe unto Blizzard Artifice
I feel like less updates more changes could be better but who am I to judge I guess LOL
whats with artifice blizzard
Mod to make Artifice a snow moon
the guy who hasn't updated his mod in 6 months:
oh yeah
i saw that when you changed the artifice B's hill, the hill didn't match the snow
so i just got rid of it
Compatibility is coming this update
why do you think im saying it
also why I said "who am I to judge" LOL
im mainly not releasing updates cuz the two bugs people absolutely hate about 0.1.3. have not been fixed yet
what are they
global prototax sound and global aloe fear effect (2nd one's been fixed)
and also host only leaf boy sounds
and also global duck sounds (that's been fixed)
i thought global prototax sounds were easy to fix
there's duplicate heads caused by the visor hud showing u when you're getting healed
Wtf the prototax hasn't been fixed?
I thought that was an easy one
Oh I thought it was already rewritten what
i would've released if it was
im ditching the rewrite momentarily just to get something out at this point
Ough
i quite literally only need a few bug fixes
Ngl I don't mind waiting longer if it means to not deal with the prototax global bug anymore
and when those are done it'll be out, but I don't doubt that it's been really hard to work with code from enemies that were passed around 2 to 3 times before
Can't wait for the modpack I've been working a year on to break!
All that time learning how LC ticks gone to waste
Hopefully it isn't that bad though
I will explode if v70 completely changes March
watch v70 drop a new moon and completely break level loader again
if v70 changes march i'd never forgive zeekers ๐
MARCH AND ADAMANCE REWORK BREAKING MI AND RM OORAH ๐ค
honestly i don't see a reason to rework adamance
This is unconfirtmed btw
Nova just told me that it might happen (He has access to the Patreon channel in Zeekcord)
aside from maybe fixing the bridge not having offmesh links setup correctly
yeah it literally just came out
It's aids to play if you don't do the tech
that'd be a good change
The canyon is VERY casual unfriendly
its not that bad
let's hope he doesn't rework offense, dine and embrion then
i think all the v50 moons are safe tbh
Offense maybe, Dine needs love, and Embrion is a joke so Idrc
embrion won't be changed cus it's supposed to be bad
Rend needs a heavy nerf ๐
i also don't think dine needs anything this time around its already been redone twice
Titan and Artifice r good where they at
just a giant nerf on it would be good enough
Just because it's been updated recently doesn't take away the fact it's dogshit and unreliable
I don't think ANY moons need reworks they're all PERFECT as they are!!!!
Bread in spirit?
i guess i would like if main was put back where its supposed to be
dine only needs its main to be slightly prettier imo (add a light and FIX THE FUCKING DOOR BEING SLIGHTLY TO THE RIGHT AND NOT ACTUALLY AGAINST THE WALL FUCK)
instead of being where fire exit is
Same thing with Artifice's fire exit loll
The Roblox dev bleeds through Lethal Company
at this point idrc about dine's layout being weird like that
i've not... grown to love it? but trying to fix it or roll back a change would be like putting make-up on a frog
I swear if Dine completely changes again and then we have v49, v50, v69, & v70 Dines and I have to account for all of them
at that point do what whitespike does
use x version for v49, use y version for v50, use z version for v60, etc
i don't see a reason for you to have to support all the legacy designs for current version
what do you mean
I'd support for mods like TonightWeDine that add them back in
whitespike does this with lgu where the last version that was developed for a specific game version is mentioned in the readme to download for that version
like this
ahh cool!
bro i did nothing...
and ye ill udpate the readme soon
I swear you're changing little things just to spite me specifically and for no other reason
Joking of course
I'll notice something wrong, fix it, and then suddenly a new issue arises that was not there before
I know but like who else is moving the distant hills on Artifice so that my water clips out?
i did that like
several months ago
bc you could go under the map
i did to embrion too, if you recall
I promise you I did not change anything on artifice
you can like
download an older version and check, lol
the only thing i kind of changed recently was adding the red fire exit lights to the outside of all(?) moons
but you accounting for that is more of a consistency thing and not a fix
thesee specifically
well u dont Have to
Ok March navigation is good so you don't have to do anything on your end (for now)
I kept March simple all I needed was the area across the lake
Everything else is in bounds
I do have the scenes in my project for testing so unless you drastically revamp them I'm good
no point
As long as Zeekers doesn't release v70 tomorrow I'll be good to release the update
srry i meant
no point in me revamping stuff
hehe
Yeah I just want to get this out before March ends
Then next update can fix v70 issues, because I'm sure there will be loads
would be awesome if that isn't the case for once
System-wise everything should function; Design-wise will be a different story
hopefully nothing too drastic but who can say
Watch v70 introduce a system identical to mine for randomizing the exteriors lol
Or the design changes just be rebalanced moons
i dont think zeek would add as many fire exits as i am xD at the very least
I thought I was done but I have to get screenshots I hate this shit
This has actually made me hate March
I guess I should start figuring out the snowman mod too
tell me abt it i had to do this stupid shit bc it turns out the lake needs a navmesh or shit cant fall off the bridge when it breaks
they're all spawn blockers lol
I just want to play Xenoblade lol
I will make a new project for the snowman breaking mod, and maybe I'll finally publish masked ragdolls, but I should prbably work on that more
actually make them synced or something
Though I suppose player ragdolls aren't
I've just been putting it off because I do not want to make 40 gifs of masked dying
I am surprised there's not a mod out there already that makes the masked ragdoll
I guess the same could be said about the snowman breaking too
If people have ideas for Titan I'll be working on that next
Unless v70 comes out then I'll have to make an update to fix whatever breaks
wouldnt it be hard
i honestly have no idea how ur doing it
wait
you mentioned something abt syncing the ragdolls
would you happen to know how to do that with players :v
its a peeve of mine
is it possible
players or their ragdolls?
their ragdolls
into my backlog it goes
i srsly need to write down a list of my projects
bc i forget what im doing a lot
Doesn't help if you think of them while drinking lol
Look the bundle is included lol
https://github.com/Spookybuddy/LC-Mods/tree/main/MaskedRagdoll
oh you saw that ๐ญ
look it was One time
jeez you're doing some grime shit to sync configs here
i mean
at least you dont need a network handler this way
I just followed a tutorial and use it for all my mods
god im probably going to have to omit this next patch
tbf same kinda, i was a java coder and did mc mods before this so its all basically new stuff to me
Nah, just make v1.9.5 and double down
Once I'm done with Map Improvements (which will be never because zeekers will keep adding/changing the maps) I'll probably tone down my modding activities
Unless there's some new thing that inspires me in the update
wdym making masked ragdoll
i think NightOfTheLivingMimic can do that
when you kill masked it drops the mimicked player's body
which is a ragdoll
i'd probably be using that if it didn't have twitch chat api as a hard dependency
My mod is focused on just making them ragdoll not bring them to life
gotcha
Here's what I mean
It also features a death for every way, which is why I need 40 gifs
My personal favorite is the spike trap, but worm is also hilarious
rip...
kite was working on a mod that makes maskeds more player-like
maybe thats in the features?
Yeah there is
That mod is actually done and works great in singleplayer
But I had some "syncing" issues in multiplayer
I can publish it my github profile later if someone needs
ahh dang
there was, but it's actually deprecated cuz the modder abandoned it
https://thunderstore.io/c/lethal-company/p/Synaxin/Zombies/
My bad, it is not deprecated, but it's abandoned iirc
It makes the "masked" players ragdoll their bodies to recover it
it also has other features, but it was the most related one you've said :]
Every time I upload an update I always worry that I did it wrong lol
taking the march deadline pretty closely here lol
Is there a ping I can do for everyone in this post only or is that not a thing? I'd like to @ here or something to notify of update
I'm EST so it's only 9pm
i'm more talking about it being put out on the 31st
I planned to release it today
I did crunch a bit to get it in time but it's also small changes so not terrible
It'll be back to my usual 2 week update style after this
Enjoy looking at the ass screenshots you can't make out anything lol
And enjoy the March update for March in March
don't think so no, which is kinda sad
alright so
i tried out the march improvements just now, and got the issue with fire exits cus of the new one
i went in through the new exit and then it stopped me from leaving out the same door
and said the entrance was blocked
Not anything I did or can do about that unfortunately
Just vanilla issues/issues with mod packs
It did
yep
you can also use the standalone
ok
though it's deprecated since that fix was merged
wait wait ok so
is the fix not a 100% reliable thing
the issue you're having is entrances are blocked?
You forgot Slayer's mod
Slayer?
https://thunderstore.io/c/lethal-company/p/slayer6409/NightOfTheLivingMimic/ it does it and it's actively supported
Same dev as Emergency Dice Updated
someone mentioned that higher up in the chat yes
the new fire exit on march C can be entered like normal but denies exiting through it
I saw Zombies get mentioned but Zombies always had issues
so when you try and get out it says the fire exit is blocked?
Cool! I wanted to try it, but their dependencies prevent me to do it :']
yes
ok so that's not the issue that butteryfixes fixes
the issue it fixes is leaving through a different fire exit
oh right butterys fixes it applying 2 fire exits to the same location right
you go into fire exit 1 and when you come out that same fire exit you're at fire exit 2
probably not registered properly lol
kinda yeah
it would probably be the reverse of the issue that Sector Alpha has, the entrance teleport isn't networked for leaving
hold on
it spawned the facility so i think it mightve spawned the Level1Flow3Exits version
which probably doesn't account for another
This would all be on LLL, I just add the exterior and let it handle it
i deleted the spawn weights for that in LLL config but forgot to enable content config
It's exclusive to March and imo easily the worst generation for it
Nah probably Vanilla cus the version of Facility March uses is different
i'm gonna apply the spawn weight of normal Level1Flow for march and see how it works
I meant I'm not doing anything with the networking
March by default uses an exclusive version of facility called Level1Flow3Exits which generates in an extremely weird way and I think is designed to only register 3 fire exits
Ye I get ya
its not on you
cus the interior was just normal facility
I forgot March uses that unique version of Facility cus I never go there
march in particular spawns the 3 exit variant which probably doesnt account for any more or less than 3
idk why basegame doesnt just have a scalable amount of fire exits for normal Level1Flow
Not even sure why Zeekerss created that version of Facility tbh
I mean custom moons use the normal one just fine
when i think about it, i'd guess LLL patches base level1flow to allow more than 1 fire exit because custom moons aren't standardized like that
since march is the only moon with more than 1 fire exit in basegame i imagine zeekers didn't wanna set up level1flow to work with variable exits
Or didn't know how to expand the levels to accommodate it so designed it as a work around
Possible
The thing I dislike about that version of Facility is the way it generates inside, it generates so weird compared to the normal version of Facility
Last time I played March and got facility it was so easy to get lost in lol
i think thats the point
when i checked march generation in LQ it almost generates as large as titan
On top of it being really hard to find loot
Yeah idk, March just feels weird generation wise
it's probably made that way to give the bracken ample room to do its gimmick
kinda like vow
Maybe
Conclusion: March sucks
We'll see what v70 brings, but maybe March D will make the fog thinner and that's it
Weird because I play tested last night and not once saw this
Share logs and I can take a look
It's only with the new fire exit and none of the others?
weird because LLL found all 4 fires just fine
if you're using LLL you can replace the factory interior in march with the one used in the other moons
my mod does that by default already
but it doesnt fix the fire exits constantly generating hugging each other :/
thats the only caveat
Rebalanced Interiors will
Only 2 more moons left, then I can get to that
guys
should i put all of the things to always

how come u can put random b in the c area
and others
just like how does that work

you ask the most interesting questions
if theres multiple exterior fire exits are they supposted to lead to the same interior one
:(
There is a guide at the top of the config for what each setting does
?
That's not a me thing
Are you saying that you entered different fire exits and they led to the same door?
yeah
use buttery fixes or this mod https://thunderstore.io/c/lethal-company/p/ButteryStancakes/FireExitFix/
skill issue
the game just really wanted me to have 1 fire exit ig
cuz the 2nd time i had 2 fire exits it worked fine

even if they spawned right next to eachother

and now i disabled any extra fire exits cuz i dont need all of them
Yeah idk what the deal is with the fire exit bug but it's seen a sudden uptick in the past month
The fire exits spawning near each other is unfortunately normal dungeon generation
which is crazy cus like
nothings changed
with the game or LLL
Provide me your ideas for Titan pls. I might start designing this weekend
So far the only guaranteed one is more fire exits spread across the building, but I'd love to see if I can make a cruiser viable one lol
I'll put 8 fire exits on top of each other so whenever you enter it's random
- a bunker or otherwise extra building far behind the ship with a fire exit?
- a platform that can't be reached (without a jetpack) above the main entrance with a fire exit?
- more pipes and general industrial clutter around the catwalks? to make it harder to see what's happening at the ship?
Pupe

Would you want extension ladder to also be able to reach?
personally? no
it would make it a separate justification to use jetpack aside from getting up to main faster
and would make it an "only down" situation which there isn't really anything like that in game
i guess maybe a little detail of a broken ladder near it?
i guess another one i just came up with would be
- an extension of the left stairs that leads to a fire exit, but has gaps and generally looks beat up and old
(this is yet again a joke, but it would be kinda funny)
This reminds me of something; I need to off myself
this is jsut that one tolian moon
urhmmm i forgor the name but it's one of the ones w a really good layout idea
something prime
calt primeee
that one
No no I'm not talking about anything LC-related
Just reminds me of the 'ol '40's a bit
Calt Prime is goated though I will say
Too bad it doesn't have a name that fits in with the Exomoon Catalog's story though
Yeah I will say that some of the settings are kinda held back with their fire exits,,
The decor is enough tbh
Moons like Assurance DO NOT need two-three fire exits ๐
i put always to every setting but ones that add fire exits
i do like the one that puts a fire exit in the place where the back exit of old experimentation was though
I think that one's a tad redundant but I don't hate it
the added fire exit close to the ship on assurance is nice
Wait is it a new fire exit or does it just move the vanilla one
it's a new one
it fills in that hole in the way back of experimentation
๐ฅ
Because only vanilla March has multiple fire exits
Fortunately v1.1 will split the Fire Exits into their own improvements as best as I can
:D
A Fire Exit near the bottom of the stairs by the original Fire Exit could be good, nobody really uses those stairs on Titan because of how efficient it is to just jump down from main so that would at least encourage people to run over there for the convenience of getting inside to loot faster.
This also isn't actually a bad idea if it's restrained. Having a visible extrusion from the main complex that has its own ladder and Fire Exit would add some more options for where to pile scrap. It'd be more immediately noticeable on landing than my other suggestion too, and I'm really into part of the Map Improvements experience being eyeing up the moon while landing to check for any noticeable differences.
Since in the lore, Titan was used for mining and excavation, you could have a system of tunnels you going into the bottom of the large building in a sort of maze thatโll lead to a large room with a fire exit
Since you canโt use the cruiser on the moon normally, you can use it in those tunnels to take scrap from the fire exit to the ship. that is, if you can memorize the layout of the maze
It's because landing is the only time you can clearly see everything before you enter the fog
๐โโ๏ธ
Are ogopogos compatible /w Artifice's water
what
Biodiversity entities
They spawn in water
and I'm wondering if they work with Map Improvement's Artifice water
Can't say, don't use biodiversity. Have you tried it?
Yes, and I don't think I've ever seen them there, but I've never actually went there to check since the dams aren't really in a playable area
I don't know the requirements for it to spawn, but the water is just a mesh with some drown triggers
Maybe do some investigating for me and let me know
lol wtf even are ogopogos
never used bio
do they like spawn in water
oh you just said that
apparently
They're area denial entities
They don't sit in one spot though and camp
I'm currently spending more time making the icon for the breakable snowmen mod than the actual code itself, so look forward to that
Thoughts? I'll do a bit more testing before releasing in the next few days
if it works like water ogopogo can swim in it
I also made it spawn on artifice just for this improvement lol
they spawn super fuckign far away, it's very hard for you to actually get to see them
love the icon
You should probably have their range of swimming from the banks/main playable area decreased
If that's even possible
don't think that's possible lol
we would have to set up spawn coordinates for them and then have them not wander
Rn they straight up do not exist if you don't go out of bounds/out of your way to look for them
though we could implement a thing where they don't wander far from their spawn position but eh
i mean yeah
the dam isn't really up in your face lik that on that improvement isn't it
(If you turn off wandering, which makes the damn pretty much unusable)
what?
on adamance it literally spawns right behind the ship
and on vow it's either at the dam or left of the ship
also don't turn on their wandering for vow if you're doing that lmao
that shouldn't happen
esp on vanilla moons
they have hardcoded spawn positions
unless somehow map improvements messes those up but they should be just fine
I can't really do anything and since it's can still spawn there isn't much issue
Unless you guys really want me to fix it
I've had it spawn before w your improvements so you're fine
if I had to guess maybe since rebalanced moons does some diff stuff the hardcoded spawns ain't working so gogo can spawn wherever the fuck it wants on Vow
ill have to test it out honestly
can do rn actually, i've got a profile with rebalanced moons and biod rn so
nope, he's spawning right where he's supposed to on rebalanced moons' vow
spawned 10 and they're all in their hardcoded spots
spawned 10 on adamance
they don't have anything hardcoded on march so this is a pointless test but here's 20 of them on march
W graphic design
@timid grove do they spawn ok on march
i put a fuckton of spawn denial points in the lake
so shit doesnt generate in there
bc i wanted navmesh in the lake
oh
yeah this is on your scene
ye
so they ignore spawn blockers
how tf does this work
dont most lakes/rivers have no navmesh
uhhh they don't from what I know
since generic uses them to allow the ogo to not spawn on shitty spots on his water moons
same with wesley
it doesn't use navmesh

it. just moves
they're earth leviathans except tied to bodies of water they spawn in
so you don't see them until they come out
here's the 5 or so under the lake
ok well i have a fuck ton of spawn blockers in the lake so they're clearly ignoring it or smth
(i put sphere colliders on them to visualize)
not that this is a bad thing ofc
just noting
maybe jean eric and weatley use different ones idk
@dense cairn @woven sinew how do you do it . . .
jean eric..
glenn eric
i know they work otherwise rocks would be spawning in the lake
xd
the reason i wanted navmesh down there is bc forest keepers just.. freeze standing in place when they fell down into the lake from the bridge breaking
them walking around in the water is also kind of weird, i wanna make a custom trigger to kill forest keepers in the lake
i mean a log doesn't fucking explode when it falls in water but i get what you mean
it does make it funnier that they're alive in there cuz if you fall they'll just go in and eat you anyway pff
plants drown
prolly yeah
idk about a tree but plants ye
yeah idk
so those spawn blockers are for props and enemies, right?
ya
that's goofy that ogo ignores that
at least
love my little guy
vanilla enemies
yee
I need to rework the particles for the snowmen, so I'll aim for a sunday release
But this also makes me want to make everything destructible, so I may also make that at some point
Especially the lights on Rend/Dine
I'll make the snowmen its own mod
I have the spawn denial point on the water itself
OH
Like itโs the tag or the layer I forget which one and Iโm not on my pc to check
I think itโs tag
spawn denial points are a tag
Yeah
Itโs probably not the best way of doing it but it works
Oh
Yeah totally yeah I knew that
No that probably is the best way of doing that, lol
Outsourcing my testing because the snowmen are so rare. I really just need to test against the tall snowman, but let me know thoughts on the visuals. Code in on the github if you want to double check I'm not sending malware lol
what do the different config options do
like
putting them all as enabled is the same as always?
and combine all is the same too?
The description for each is found under the Basics section at the top
Always ignores the random generation
CombineAll will spawn all if that one is randomly selected
Enabled is just that one when randomly selected
I might have an idea as to what is causing the 4th fire exit on march to act up
i tested with and without lethalperformance enabled
and with it disabled it allowed the fire exit to work properly
so my theory is that this case is the opposite effect from what is happening with interiors like sector alpha and tartarus
those interiors wouldn't allow the player to get inside through the main entrance but would allow the player to go outside through them
which is because they didn't have a networked entrance teleport on the interior door
i suspect that in this case it's the exterior door that isn't networked
since you can go inside through it but can't go out
example from tartarus thread
diffoz says the fix is to use SpawnSyncedObject and set the prefab to the entrance teleport
so this is fun
i got both rebalanced moons and mapimprovements on rn
latest version of both
You can see all the decorations, especially the extended pipes
EntranceTeleportC and D both have the NetworkObject.IsSpawned flag set true, but EntranceTeleport4's flag is set false
Check B's
ok
I am using D as the base, so I am unsure why that'd be different
Maybe something wrong with the id?
are you performing SpawnSyncedObject with it
Dopa issue
I see
I do nothing I let LLL handle all that jazz
A and B also have the flag set
Can you go through and check other additional fire exits because idk what could be the issue
ok
just tested experimentation, your additional fire exit isn't networked there either and has the same problem
it's because lethal performance caches entrance teleports
this is very close to the problems of interiors like tartarus and sector alpha
01960821-eaf0-04fb-2c1f-17a5bc43dadb
i'll test rebalanced titan's new exit as well to see
rebalanced titan's extra fire exit is networked and works correctly
At what point does LP cache the teleports
Because rebalanced has the whole scene changed whereas I add it in
i imagine LP wouldn't mind as long as SpawnSyncedObject is used during the creation of your changes
@prisma reef am i wrong about that
(and sorry for pinging so often recently)
Sorry that means the outside lights in the improvements
Should've specified
I'll consider making it affect all lights, but Rebalanced does do that as well
rebalanced also doesnt a config to toggle which specific things you want and dont want
but this mod does
it does, just not for every single change
the spotlights on artifice kill my friends computer for some reason so i wish there was a way to change it but yeah
I'll make a D version for v1.1 that will be blanket fixes for moons
The main issue for blanket fixes is that the fundamental way my mod works is random, so I either need to have every improvement apply those fixes OR designate one for that fix
That's why Exp A-C have the collider fixes, but only 1 Artifice fixes the pipes
volumetrics are harsh on some PCs
it's one of the reasons my PC shits the bed on Generic's moons a lot
they turned volumetric fog off and it still hurt their pc
not how that works
light volumetrics need fog to render
if your friends pc cant handle two spotlights i think that is something they should be compensating for, not me
lol
oh that's good to know then
ye
the setting i add just increases the distance it renders
and disabling it makes it the same as vanilla again
(also lethalsponge overrides the setting anyways and if ur friends pc is really THAT bad they should probably be using that)
@forest plank are you Instantiate networked prefab and don't call to spawn networked object?
from what I see in unity hierarchy looks like it is
then you need to do this:
GameObject g = Object.Instantiate();
g.GetComponent<NetworkObject>().Spawn(true);
Oh no I've been exposed as a fraud by someone who knows what they're doing. I technically do everything client side as far as I understand. I have no experience with networking
so do you run your changes regardless if people in lobby don't have it?
ยฏ_(ใ)_/ยฏ
SpawnSyncedObject is needed for interior and moon devs, but in general if you spawn dynamic object you need to call spawn from network object
ah i see
I expect you to make said disaster happen
Huh
I remember I used to run diversity with vanilla
Cuz it used to work for some reason
(it doesn't anymore cri)
what are you saying bro
If anyone liked Rebalanced Moons April Fools update & wanted a MI compatible version, you can find it on the github page here: https://github.com/Spookybuddy/LC-Mods/tree/main/MapImprovements/April fools
Just replace the bundle & dll with the ones found in this folder, & use with Rebalanced Moons v1.10 ONLY
Depending on what dopa does it may be turned into a separate mod, but until then it will remain as a manual download from the github
oh fuck yeah LMAO
thanks dude
It was an easy change, just swapped out materials & tags. Unfortunately I need to work on the reader before you can use both at the same time
I lied but it is out now. I didn't see anyone say anything so I released it as is, but knowing my luck it'll have 10 trillion bugs that I somehow missed :)
ye, it's happened a few times
iirc it's cuz of rebalanced moons and that particular improvement clashin
Yeah working on a fix with Dopadream for next update
Either disable Rebalanced Experimentation or Experimentation A for now
Understood
maybe mapimprovements can do the same thing that rebalanced does where it blacks out the windows/removes the fire exit hole in the alleyway when Experimentation A is disabled
idk
I'll consider it
cool
Entrance Teleport Optimizations may be constantly blocking MI fire exits Idk... I've just been noticing the block alert from Lethal Performance
01963cf0-3d7b-1f82-6201-03f95959c51f
@prisma reef hi
It's apparently Lethal Performance doing this
Even without Entrance Teleport Optimizations
So like
Update: It's not happening now after I reinstalled both mods, cleared the cache, and deleted their configs
What the fuck
what exactly are you asking abt here
like you think so cus it sends the log?
It's only begun to manifest after I added it, only on MI moons
because MI fire exits arent correctly setup to work with LP caching
their NetworkObject.IsSpawned is false which indicates they werent created during generation
LP looks for entrance teleport that is identical to vanilla ones so it can use cache instead
so improper setup ones like in MI confuse it and it doesnt know where the teleport leads (which causes entrance is blocked)
you can disable teleport caching in LP and use ETO, and it will work
Strange, because when I tested earlier; disabling Cache Entrance Teleport didn't fix the issue
A new fire exit on Offense to the far... right of main
Near some yellow scaffolding
kk
shows this as expected
i can go in and out that fire exit just fine
all your ETO config is the defaults right
ok
that shouldnt affect it
cus i have that on too
there could be something else causing it
like if you havent updated buttery fixes since the last update
what does this even change
yeah what does it mean
what do you think it means
Huh
I mean taking a quick glance it just changes the rng from the coordinate based of vanilla to Random.Next
I can look at the code for it later if you'd like
Yeah that's exactly and all it does
@tribal portal @forest plank Either one of you put this huge dam model under the map on Vow, and entities are spawning on it, making the moon less dangerous. Please fix it
Why would dopa do such a thing
I have no other mod that affects the Vanilla Moon's scenes
Either that or Vow's dam
It's Vow C obviously
why does the baboon hawk look so disgusting in this photo
Eclipse
looks like skin
Yeah no shit, baboon hawks have skin
Anyways yeah, eclipses make outdoor entities look ugly
Will you ever fix this
Happened to a forest keeper just now
Pay me money and I'll fix it faster
It will be 'fixed' in the next update, but I need to make titan not blow up my pc everytime
My mod already gives a lag spike before generation so titan's 2.2x map is not helpful
Titan's facility isn't even that detailed bruh
I mean the exterior building
IIRC that's why Titan has such high loading times
Just disable Vow C if it bothers you so much
Big enough of a deal that you felt the need to say something again
Just wonderin'
I prefer to do big updates instead of constant small fixes
Understandable
I'll try to get back into development in the upcoming days but no guarantees when I'll have an update out
Busy
its the interior size
Doesn't happen with 2.2 custom moons though
titans takes the same amount of time to load as said moons for me
titan also has a long route time intentionally which could be confused for long loading times
Im getting an issue where the inside of Experimentation hollow and unloaded, I assume its a mod conflict, is this a known issue and if so what mod?
Rebalanced Moons. Either disable Experimentation Scene or Experimentation A
Oh ok cool
and how can I remove the error talking about mismatched entrance teleports, if thats possible
also does this have any issues with any other moons that I should be aware of?
No Experimentation is the only one
Don't know about the entrance teleport issue, something something lethal performance I think? scroll up somewhere to find the specifics
This issue was also discussed in Lethal Performance with further detail about the fire exits, and how map improvements adds them.
does is actually cause any issues or does it just say it
Also whats the difference between RandomAll and RandomAny
Setting description is at the top under the Basics
RandomAll = 50% for all other objects
RandomAny = 50% for one other object
matty explained what would happen if entrance teleport is not networked
#1253705079605956640 message
oh damn. Would it fix it to remove lethalperformance then?
It's only an issue if you are using lethal performance
Ah ok
also no
rpc will still not be called
Quite literally yes, because I do not use lethal performance and have not had any issue
because vanilla doesn't check if player is inside for other players, but some mods may check that
causing desync
I decided to add validator due to that
are there any known mods this causes issues for cuz Im making a pack for me and my friends to run journey mode
Titan
I haven't looked at it yet but it'll probably require me to rework the entire mod
got it
i'd be willing to test that
I'd need to make things not client side wouldn't I?
๐
sounds like it
vanilla does check that. as AI like masked use it to decide if to search for a player or go outside. also braken/jester ecc...
i mean... you just have to add an if around diffoz code ๐คฃ
if (NetworkManager.Singleton.IsServer){
GameObject g = Object.Instantiate();
g.GetComponent<NetworkObject>().Spawn(true);
}
if (Error) Don't;
Just something i wanted to mention: I love this mod. And i do really like the idea of a large barn to land in on Artifice. But sadly i have had to disable it because Old Birds tend to get stuck in there and never leave creating a massive killbox even worse than the kidnapper fox for anyone trying to get to the ship from my experiences with me and my friends.
I can't account for compatibility with every mod out there, but luckily you can enable/disable the improvements you don't like/are causing issues
I'll add the old birds to my long list of bugs to look into
Map Improvements is currently compatible with the v70 Beta (This may change if March is altered). Adamance will need to have the foliage updated, but that is only an aesthetic issue. I'll get back into working on Titan and fix it then, but I may focus on updating my other mods first.
oh right
i saw this in 1a3's changelog
dunno if this means ||your destructable snowmen mod is useless now||
I'd assume they're gonna be seasonal
It is significantly less useful, but only for v70+. People can still use it in previous versions
Does it break with the company drill
No the drill is moved forward and you can open the trunk
And the apparatuses are fine?
@forest plank can we turn it back into vanilla water?
How is it going with changing the mod to server rather than client / and fire exit popup w/Lethal Performance?
you'll have to endure it for now
Oka, cause i'll definitely be adding it to my pack once it is fixed, I shall wait.
but its the water material
you changed that right
or how is it different
any fire exit
Yeah I changed the shader to match the vanilla water better
the water material in the bundle
Or just disable lethal performance
oh ok
Over the last couple of days, have had the chance to use Map Improvements
absolutely stoked with how the moons play. Really happy with stuff, thank you for putting the time you do into making this so great.
I'd love to be able to put more time into getting the updates out, especially with v70 out, but unfortunately I do have real life responsibilities
Yeah its nice to have an alternative to Rebalanced Moons that has a config to keep the moons vanilla
btw i promise i will fix experimentation soon
lol
this is like top 10 mods for me honestly
I could put it in biod intended... but idk
