#Map Improvements [BETA]

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forest plank
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Updated GitHub so you can review the code

timid grove
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thank you so much for including the flat odds ooption!!!

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holy shit

forest plank
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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

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The appearance rate will remain the same

forest plank
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Help I need ideas for March Improvements because I can't just add more Fire Exits

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I was maybe thinking of making the fire exit facilities bigger so you can find them easier

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And maybe adding a cabin to hide from giants like Rend/Adamance

proven robin
timid grove
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dry up the main lake and add a fire exit there? maybe?

timid grove
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6 fire exit march would go cray cray...

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dry up every lake, put a fire exit and a ladder in each

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||this is a joke||

forest plank
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I was thinking of adding another Fire Exit in the back right corner across the lake there

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And the cabin would also add more environmental detailing, like more quicksand, trees, etc

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I just need actual ideas for what should be improved from you guys

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I feel that March & Rend are pretty much perfectly fine as is

timid grove
forest plank
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Guess it'll be like Assurance then

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Assurance, March & Rend are the perfect moons

timid grove
timid grove
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they lack sauce in the stats department imo

forest plank
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I have ideas for Rend but its last in line

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Titan will be a doozy, especially with Rebalanced already having laid claim to it

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I'll do small improvements like I did with Assurance

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Cabin & environment, Fire Exit, Facilities

timid grove
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I have a goofy idea for titan lol

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before > after

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LMAO

forest plank
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I will say I thought about effectively removing all the snow and replacing the whole environment with just an enormous facility

timid grove
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THAT WOULD BE SICK

forest plank
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It would also destroy anyone's computer on landing lol

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Titan already does that, and I'd just be adding fuel to that laptop fire

timid grove
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this was my first thought when looking at a topdown view of March

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just a vow bridge across there with another bunker entrance, probably some more rock props n stuff

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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

forest plank
timid grove
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ye I think that'd be an alright change

forest plank
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Rebalanced adds/moves a fire exit here iirc

timid grove
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which I really dislike, so I usually just disable that change

forest plank
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Its too close to main tbh

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But I have to keep that in mind when making mine

hollow river
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I just realized there aren't titan improvements

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But at the same time what is there to change

forest plank
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more fire exits according to you guys

hollow river
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Yeah but rebalanced moons does that

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I don't really see anything else that can be changed with it

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Aside from like making it run better or something

forest plank
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That's why it's 2nd to last on the list

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If anything I'll make it run worse

hollow river
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Like loading times or fps

forest plank
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Loading, because I run the code when loading level

hollow river
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Makes sense

timid grove
hollow river
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The two vanilla maps that run the worst for me rn is titan (rebalanced scene) and artifice (MI + rebalanced)

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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

forest plank
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Titan is just that way because of the dungeon size

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I'm definitely contributing to the lag

timid grove
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also isn't the facility variation assigned to it super unoptimized?

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I remember hearing that a long ass time ago

hollow river
timid grove
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thought it did

hollow river
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I wonder if I could just set that variant to never spawn in LLL and only allow standard facility

tribal portal
forest plank
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It's along the same path

tribal portal
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its right here

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i kinda wanna move it though

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i just dont rlly like where it is normally it feels weird

forest plank
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If you put it anywhere else besides where I was gonna put mine you'd really have to move another as well

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Or you'd have to modify the terrain around where you put it

tribal portal
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i was sadly planning on putting it in that bottom left area yeah but i guess i cant do that now

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I might just move it back

forest plank
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Maybe modify the terrain to make a better spot for it?

tribal portal
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my main issue is that its too close to the ship now

tribal portal
forest plank
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Why don't you like the fire exit location?

tribal portal
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the vanilla one?

forest plank
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yeah yeah the one in the hole

tribal portal
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i just thought it would be more interesting to have the 3 exits be a triangle away from each other

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it would create mor interesting travel around the map

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my thought process was this

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to me it felt less awkward than this

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and it is cool but yeah its just too close to the ship

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but if it doesn't play well then i will probably just move it back to its vanilla spot

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bc its not that i dont like the location

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its a healthy distance from the ship and i like the pit gimmick

forest plank
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I think this is the thought process of vanilla

tribal portal
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yeah i just thought it would be cool to essentially have waypoints all around the map

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(fire exits love to generate next to each other)

forest plank
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Yeah that's my thoughts with the fire across the gap

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makes a pentagon

tribal portal
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well

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this probably wont matter soon anyways

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so theres no point in me trying to switch things up ig

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im just gonna move it back

forest plank
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Probably best to just wait and see

stuck oracle
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Less tree density would mean less line of sight breaks for giants though, so idk

forest plank
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March but I remove all the trees

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Deforestation

hollow river
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march but we're building an interstate highway

stuck oracle
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That does make me think if there's no trees it could have more hills

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but then it'd become like a snowless dine lol

tribal portal
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trees barely damage the car idk why people complain abt that so much

hollow river
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prob momentum loss

tribal portal
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ig yea

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its satisfying to me to hit trees though lol

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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

hollow river
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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

tribal portal
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oh its rlly bad on rend main yea

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the trip to fire is ez though

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also rend is a bit better if you learn to drive the cruiser to the left of the cabin

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and go down that other path that doesnt have the light poles

forest plank
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That reminds me I need to make a mod to make the vanilla snowmen destructible

tribal portal
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its a bit tricky to get used to though bc theres limited visibility

hollow river
forest plank
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I had to make a custom one for COO so I can just port the code over

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Idk if anyone has but you can destroy the snowmen that I made

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It's annoying because the vanilla method only accounted for trees so it's entirely fixed

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Oh and the lamps are destructible too

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Once I put out the March update someone needs to remind me to make that mod otherwise I'll forget

stuck oracle
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They always crash into that water hole in March, so maybe they just need to learn to drive better lol

tribal portal
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i will say

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it is possible to drive to main on march without hitting any trees if you just go right

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its just kinda tricky and takes practice

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oh not that i disagree with you tho; i agree, tree density variation would be a really cool feature

stuck oracle
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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))

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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

forest plank
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Where do we want said cabin on March?

timid grove
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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

forest plank
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I hate interior design

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Woe upon thee for requesting multiple cabins

timid grove
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LOL

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maybe you could take some of the furniture from the ship for deco?

forest plank
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It's really just trying to make the same interior feel unique multiple times

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I am reusing assets as best I can to keep the bundle as small as I can

timid grove
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hmm... gotcha

forest plank
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I could but what would that accomplish?

timid grove
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extra hiding maybe, but barring bhawks its kinda the same as just hiding behind it

forest plank
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I'll look into it, but no promises

tribal portal
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i spawn a key plus a random scrap item in there

forest plank
tribal portal
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and a random tabletop scrap spawns on the stool

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i did that a while ago and i dont think anyone noticed lol

forest plank
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fun

timid grove
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wish it mattered more in gameplay but it's also usually just like

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swarmed by bhawks LOL

forest plank
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I always just avoid the pit

timid grove
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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

tribal portal
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i could put spawn blockers around the cabin so nests dont spawn there

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but im leaving the door locked cuz its funny

timid grove
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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

tribal portal
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ill just rename the door so spooky cant unlock it

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xd

tribal portal
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tbh

forest plank
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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

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Maybe when I get around to figuring out networking the doors on exp but that's hard and I'm lazy

forest plank
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@tribal portal I assume you remove the disabled ladders on March? Under Environment/Interactables

tribal portal
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yeah probably

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im pretty sure i did

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ill check

forest plank
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It looks like you left them

tribal portal
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ah

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ok

forest plank
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Trying to get an idea of what I can use

tribal portal
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yeah they're still there

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well

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if you need them i can leave them there i suppose

forest plank
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Saves me having to make my own

forest plank
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Damn March is so foggy you can barely see any of the cool changes I make

forest plank
forest plank
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That's nice Narpy

chilly forge
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You;re wkecome

forest plank
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Last call for ideas for March

forest plank
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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

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Personally I don't like March and while the improvements are growing on me I don't really care for them

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It's too foggy to see any of the cool changes without walking right up to them

timid grove
forest plank
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Put it on top of Rebalanced's water tower

timid grove
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ehh idk

forest plank
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Working with the ship's ladders got me like Environment/MapPropsContainer/March_A(Clone)/FireB/LadderNest/LadderTrigger(Clone)/TopPos

forest plank
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Woe unto Rebalanced for constantly making little changes and me thusly having to adjust

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Also you should update the list of changes on the modpage dopa

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Also woe unto Blizzard Artifice

timid grove
hollow river
forest plank
hollow river
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no i know

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why the woe

forest plank
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I have to account for it

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Change the hills to snow & trees to snow

hollow river
hollow river
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i saw that when you changed the artifice B's hill, the hill didn't match the snow

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so i just got rid of it

forest plank
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Compatibility is coming this update

timid grove
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also why I said "who am I to judge" LOL

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im mainly not releasing updates cuz the two bugs people absolutely hate about 0.1.3. have not been fixed yet

hollow river
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what are they

timid grove
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global prototax sound and global aloe fear effect (2nd one's been fixed)

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and also host only leaf boy sounds

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and also global duck sounds (that's been fixed)

hollow river
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i thought global prototax sounds were easy to fix

timid grove
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there's duplicate heads caused by the visor hud showing u when you're getting healed

chilly forge
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I thought that was an easy one

timid grove
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it needs a rewrite

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like i've told you like 4 or 5 times ๐Ÿ˜ญ

chilly forge
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Oh I thought it was already rewritten what

timid grove
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i would've released if it was

chilly forge
timid grove
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im ditching the rewrite momentarily just to get something out at this point

chilly forge
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Ough

timid grove
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i quite literally only need a few bug fixes

chilly forge
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Ngl I don't mind waiting longer if it means to not deal with the prototax global bug anymore

timid grove
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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

chilly forge
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Apparently v70 might come out tomorrow

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soo

timid grove
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ah lovely

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rip bioviversity

chilly forge
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Can't wait for the modpack I've been working a year on to break!

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All that time learning how LC ticks gone to waste

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Hopefully it isn't that bad though

timid grove
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watch it be a single furniture piece

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and like, a bugfix

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my ideal update ๐Ÿฅฐ

forest plank
hollow river
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watch v70 drop a new moon and completely break level loader again

timid grove
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if v70 changes march i'd never forgive zeekers ๐Ÿ˜”

chilly forge
hollow river
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honestly i don't see a reason to rework adamance

chilly forge
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This is unconfirtmed btw

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Nova just told me that it might happen (He has access to the Patreon channel in Zeekcord)

hollow river
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aside from maybe fixing the bridge not having offmesh links setup correctly

timid grove
chilly forge
chilly forge
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The canyon is VERY casual unfriendly

hollow river
timid grove
hollow river
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i think all the v50 moons are safe tbh

chilly forge
hollow river
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embrion won't be changed cus it's supposed to be bad

chilly forge
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Rend needs a heavy nerf ๐Ÿ’”

hollow river
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i also don't think dine needs anything this time around its already been redone twice

chilly forge
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Titan and Artifice r good where they at

hollow river
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just a giant nerf on it would be good enough

chilly forge
timid grove
chilly forge
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Bread in spirit?

hollow river
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i guess i would like if main was put back where its supposed to be

timid grove
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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)

hollow river
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instead of being where fire exit is

chilly forge
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The Roblox dev bleeds through Lethal Company

timid grove
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at this point idrc about dine's layout being weird like that

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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

forest plank
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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

hollow river
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at that point do what whitespike does

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use x version for v49, use y version for v50, use z version for v60, etc

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i don't see a reason for you to have to support all the legacy designs for current version

forest plank
hollow river
# timid grove what do you mean

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

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like this

timid grove
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ahh cool!

tribal portal
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and ye ill udpate the readme soon

forest plank
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I swear you're changing little things just to spite me specifically and for no other reason

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Joking of course

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I'll notice something wrong, fix it, and then suddenly a new issue arises that was not there before

tribal portal
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but i didnt change anything

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i just made the water smaller on march

forest plank
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I know but like who else is moving the distant hills on Artifice so that my water clips out?

tribal portal
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i did that like

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several months ago

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bc you could go under the map

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i did to embrion too, if you recall

forest plank
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And I fixed it an update or two ago but suddenly there's a new gap

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Going insane

tribal portal
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I promise you I did not change anything on artifice

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you can like

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download an older version and check, lol

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the only thing i kind of changed recently was adding the red fire exit lights to the outside of all(?) moons

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but you accounting for that is more of a consistency thing and not a fix

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thesee specifically

forest plank
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I noticed and I gotta go through and check for those too

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And March navigation

tribal portal
forest plank
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Ok March navigation is good so you don't have to do anything on your end (for now)

tribal portal
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do you want me to tag the boundswalls i added just in case

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bc idid add a lot

forest plank
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I kept March simple all I needed was the area across the lake

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Everything else is in bounds

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I do have the scenes in my project for testing so unless you drastically revamp them I'm good

tribal portal
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no point

forest plank
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As long as Zeekers doesn't release v70 tomorrow I'll be good to release the update

tribal portal
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no point in me revamping stuff

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hehe

forest plank
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Yeah I just want to get this out before March ends

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Then next update can fix v70 issues, because I'm sure there will be loads

hollow river
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would be awesome if that isn't the case for once

forest plank
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System-wise everything should function; Design-wise will be a different story

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hopefully nothing too drastic but who can say

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Watch v70 introduce a system identical to mine for randomizing the exteriors lol

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Or the design changes just be rebalanced moons

tribal portal
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i dont think zeek would add as many fire exits as i am xD at the very least

forest plank
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I thought I was done but I have to get screenshots I hate this shit

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This has actually made me hate March

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I guess I should start figuring out the snowman mod too

tribal portal
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they're all spawn blockers lol

forest plank
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Oh guess I should remove my nav obs then

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I need to space out working on this mod

tribal portal
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maybe you should take a break

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im probly moving on to interior stuff

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for a bit

forest plank
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I just want to play Xenoblade lol

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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

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actually make them synced or something

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Though I suppose player ragdolls aren't

tribal portal
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ragdolls in general arent synced

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right

forest plank
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I've just been putting it off because I do not want to make 40 gifs of masked dying

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I am surprised there's not a mod out there already that makes the masked ragdoll

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I guess the same could be said about the snowman breaking too

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If people have ideas for Titan I'll be working on that next

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Unless v70 comes out then I'll have to make an update to fix whatever breaks

tribal portal
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i honestly have no idea how ur doing it

forest plank
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code's on the github if you want to steal it

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idk if the bundle is included

tribal portal
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wait

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you mentioned something abt syncing the ragdolls

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would you happen to know how to do that with players :v

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its a peeve of mine

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is it possible

forest plank
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players or their ragdolls?

tribal portal
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their ragdolls

forest plank
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No I don't

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If I did I would've synced the ragdolls

tribal portal
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into my backlog it goes

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i srsly need to write down a list of my projects

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bc i forget what im doing a lot

forest plank
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Doesn't help if you think of them while drinking lol

tribal portal
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look it was One time

forest plank
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Lol

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I keep up with your thread

tribal portal
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i mean

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at least you dont need a network handler this way

forest plank
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I just followed a tutorial and use it for all my mods

tribal portal
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ohhh

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im lazy and just do rpcs to sync configs, lol

forest plank
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This has been my first foray into modding

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Idk anything

tribal portal
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god im probably going to have to omit this next patch

tribal portal
forest plank
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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

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Unless there's some new thing that inspires me in the update

forest plank
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when masked die its a ragdoll instead of the fixed animation

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like players

hollow river
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i think NightOfTheLivingMimic can do that

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when you kill masked it drops the mimicked player's body

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which is a ragdoll

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i'd probably be using that if it didn't have twitch chat api as a hard dependency

forest plank
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My mod is focused on just making them ragdoll not bring them to life

hollow river
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gotcha

forest plank
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It also features a death for every way, which is why I need 40 gifs

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My personal favorite is the spike trap, but worm is also hilarious

timid grove
timid grove
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maybe thats in the features?

barren bobcat
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Yeah there is

barren bobcat
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But I had some "syncing" issues in multiplayer

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I can publish it my github profile later if someone needs

timid grove
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ahh dang

proven robin
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it also has other features, but it was the most related one you've said :]

forest plank
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Every time I upload an update I always worry that I did it wrong lol

hollow river
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taking the march deadline pretty closely here lol

forest plank
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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

forest plank
hollow river
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i'm more talking about it being put out on the 31st

forest plank
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I planned to release it today

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I did crunch a bit to get it in time but it's also small changes so not terrible

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It'll be back to my usual 2 week update style after this

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Enjoy looking at the ass screenshots you can't make out anything lol

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And enjoy the March update for March in March

timid grove
hollow river
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alright so

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i tried out the march improvements just now, and got the issue with fire exits cus of the new one

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i went in through the new exit and then it stopped me from leaving out the same door

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and said the entrance was blocked

forest plank
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Not anything I did or can do about that unfortunately

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Just vanilla issues/issues with mod packs

hollow river
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yeah

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didn't that fix get merged into butteryfixes or something

fleet trail
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It did

timid grove
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you can also use the standalone

hollow river
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ok

timid grove
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though it's deprecated since that fix was merged

hollow river
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so i have butteryfixes

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and it still happened

timid grove
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wait wait ok so

hollow river
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is the fix not a 100% reliable thing

timid grove
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the issue you're having is entrances are blocked?

proven robin
short quartz
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Same dev as Emergency Dice Updated

timid grove
hollow river
short quartz
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I saw Zombies get mentioned but Zombies always had issues

hollow river
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i got inside just fine

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but trying to leave it said the entrance was blocked

timid grove
proven robin
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Cool! I wanted to try it, but their dependencies prevent me to do it :']

hollow river
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yes

timid grove
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ok so that's not the issue that butteryfixes fixes

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the issue it fixes is leaving through a different fire exit

hollow river
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oh right butterys fixes it applying 2 fire exits to the same location right

timid grove
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you go into fire exit 1 and when you come out that same fire exit you're at fire exit 2

short quartz
short quartz
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it would probably be the reverse of the issue that Sector Alpha has, the entrance teleport isn't networked for leaving

hollow river
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hold on

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it spawned the facility so i think it mightve spawned the Level1Flow3Exits version

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which probably doesn't account for another

short quartz
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Oh probably

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March always spawns that one

forest plank
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This would all be on LLL, I just add the exterior and let it handle it

hollow river
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i deleted the spawn weights for that in LLL config but forgot to enable content config

short quartz
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It's exclusive to March and imo easily the worst generation for it

short quartz
hollow river
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i'm gonna apply the spawn weight of normal Level1Flow for march and see how it works

forest plank
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I meant I'm not doing anything with the networking

short quartz
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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

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Ye I get ya

hollow river
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cus the interior was just normal facility

short quartz
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I forgot March uses that unique version of Facility cus I never go there

hollow river
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march in particular spawns the 3 exit variant which probably doesnt account for any more or less than 3

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idk why basegame doesnt just have a scalable amount of fire exits for normal Level1Flow

short quartz
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Not even sure why Zeekerss created that version of Facility tbh

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I mean custom moons use the normal one just fine

hollow river
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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

short quartz
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Maybe

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I'm not sure if LLL patches the vanilla interiors

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Only Batby would know

hollow river
#

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

forest plank
#

Or didn't know how to expand the levels to accommodate it so designed it as a work around

short quartz
#

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

hollow river
#

i think thats the point

#

when i checked march generation in LQ it almost generates as large as titan

short quartz
#

On top of it being really hard to find loot

#

Yeah idk, March just feels weird generation wise

hollow river
#

it's probably made that way to give the bracken ample room to do its gimmick

#

kinda like vow

short quartz
#

Maybe

forest plank
#

Conclusion: March sucks

#

We'll see what v70 brings, but maybe March D will make the fog thinner and that's it

hollow river
#

ok nvm that wasn't the problem

#

generated SubSystems and still got it

forest plank
#

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?

hollow river
#

yes

#

i specifically went to the new one for it

forest plank
#

weird because LLL found all 4 fires just fine

tribal portal
#

my mod does that by default already

#

but it doesnt fix the fire exits constantly generating hugging each other :/

#

thats the only caveat

forest plank
#

Rebalanced Interiors will

forest plank
#

Only 2 more moons left, then I can get to that

jade vine
#

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

tribal portal
#

you ask the most interesting questions

jade vine
#

if theres multiple exterior fire exits are they supposted to lead to the same interior one

forest plank
#

There is a guide at the top of the config for what each setting does

forest plank
#

That's not a me thing

#

Are you saying that you entered different fire exits and they led to the same door?

jade vine
#

yeah

timid grove
jade vine
#

i have buttery fixes

timid grove
#

skill issue

jade vine
#

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

forest plank
#

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

hollow river
#

nothings changed

#

with the game or LLL

forest plank
#

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

hollow river
forest plank
#

Pupe

hollow river
forest plank
#

Would you want extension ladder to also be able to reach?

hollow river
#

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
timid grove
#

(this is yet again a joke, but it would be kinda funny)

chilly forge
timid grove
#

urhmmm i forgor the name but it's one of the ones w a really good layout idea

#

something prime

#

calt primeee

#

that one

chilly forge
#

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

jade vine
#

how come theres so many fire exit settings

chilly forge
#

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 ๐Ÿ’”

jade vine
#

i put always to every setting but ones that add fire exits

hollow river
#

i do like the one that puts a fire exit in the place where the back exit of old experimentation was though

timid grove
#

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

chilly forge
hollow river
#

it fills in that hole in the way back of experimentation

chilly forge
#

๐Ÿฅ€

forest plank
#

Fortunately v1.1 will split the Fire Exits into their own improvements as best as I can

stuck oracle
stuck oracle
# timid grove

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.

simple wing
#

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 thatโ€™ll lead to a large room with a fire exit

#

Since you canโ€™t 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

forest plank
stuck oracle
#

๐Ÿ™‚โ€โ†•๏ธ

chilly forge
#

Are ogopogos compatible /w Artifice's water

forest plank
#

what

chilly forge
#

Biodiversity entities

#

They spawn in water

#

and I'm wondering if they work with Map Improvement's Artifice water

forest plank
#

Can't say, don't use biodiversity. Have you tried it?

chilly forge
#

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

forest plank
#

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

tribal portal
#

lol wtf even are ogopogos

#

never used bio

#

do they like spawn in water

#

oh you just said that

forest plank
#

apparently

tribal portal
#

oops

#

so do they like.. swim?

#

thats interesting

chilly forge
#

They don't sit in one spot though and camp

forest plank
#

I'm currently spending more time making the icon for the breakable snowmen mod than the actual code itself, so look forward to that

forest plank
#

Thoughts? I'll do a bit more testing before releasing in the next few days

timid grove
#

I also made it spawn on artifice just for this improvement lol

timid grove
chilly forge
#

If that's even possible

timid grove
#

we would have to set up spawn coordinates for them and then have them not wander

chilly forge
#

Rn they straight up do not exist if you don't go out of bounds/out of your way to look for them

timid grove
#

though we could implement a thing where they don't wander far from their spawn position but eh

timid grove
#

the dam isn't really up in your face lik that on that improvement isn't it

chilly forge
#

No

#

Vow too

#

Adamance kinda

chilly forge
timid grove
#

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

chilly forge
#

I had them spawn super far away from the ship

#

Maybe a one-off glitch Idk

timid grove
#

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

forest plank
#

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

timid grove
#

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

chilly forge
#

Gogrt

#

Gogurt

timid grove
#

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

tribal portal
#

@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

timid grove
tribal portal
#

i guess they do

#

i didnt notice the bridge

timid grove
#

ye

tribal portal
#

so they ignore spawn blockers

#

how tf does this work

#

dont most lakes/rivers have no navmesh

timid grove
#

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

timid grove
#

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

tribal portal
#

(i put sphere colliders on them to visualize)

#

not that this is a bad thing ofc

#

just noting

timid grove
#

maybe jean eric and weatley use different ones idk

#

@dense cairn @woven sinew how do you do it . . .

tribal portal
#

jean eric..

timid grove
#

glenn eric

tribal portal
#

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

timid grove
#

i mean a log doesn't fucking explode when it falls in water but i get what you mean

tribal portal
#

no not explode

#

but like

#

it should probably eventually drown right ?

timid grove
#

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

tribal portal
#

plants drown

timid grove
#

idk about a tree but plants ye

tribal portal
#

yeah idk

timid grove
tribal portal
#

ya

timid grove
#

that's goofy that ogo ignores that

tribal portal
#

at least

timid grove
#

love my little guy

tribal portal
#

vanilla enemies

timid grove
#

yee

forest plank
#

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

dense cairn
tribal portal
#

OH

dense cairn
#

Like itโ€™s the tag or the layer I forget which one and Iโ€™m not on my pc to check

#

I think itโ€™s tag

dense cairn
#

Yeah

tribal portal
#

anyways

#

so you mean you put them over the water surface

tribal portal
#

OHHH

#

i seee i see

#

thats smart

dense cairn
#

Itโ€™s probably not the best way of doing it but it works

#

Oh

#

Yeah totally yeah I knew that

tribal portal
#

No that probably is the best way of doing that, lol

forest plank
vivid spindle
#

like

#

putting them all as enabled is the same as always?

#

and combine all is the same too?

forest plank
#

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

hollow river
#

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

simple wing
#

so this is fun

#

i got both rebalanced moons and mapimprovements on rn

#

latest version of both

forest plank
# simple wing

You can see all the decorations, especially the extended pipes

hollow river
#

EntranceTeleportC and D both have the NetworkObject.IsSpawned flag set true, but EntranceTeleport4's flag is set false

forest plank
#

Check B's

hollow river
#

ok

forest plank
#

I am using D as the base, so I am unsure why that'd be different

#

Maybe something wrong with the id?

hollow river
#

are you performing SpawnSyncedObject with it

chilly forge
#

Will Experimentation A ever be compatible with RM ๐Ÿ’”

#

I miss my v4 homage

chilly forge
#

I see

forest plank
hollow river
forest plank
hollow river
#

ok

hollow river
forest plank
#

I think your modpack must be doing something

#

send me code

hollow river
#

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

forest plank
#

At what point does LP cache the teleports

#

Because rebalanced has the whole scene changed whereas I add it in

hollow river
#

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)

vivid spindle
#

this isnt working btw

forest plank
#

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

vivid spindle
#

but this mod does

timid grove
vivid spindle
forest plank
#

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

timid grove
#

it's one of the reasons my PC shits the bed on Generic's moons a lot

vivid spindle
timid grove
#

that's just volumetric fog

#

the spotlights are volumetric lights

#

afaik anyway

tribal portal
#

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

timid grove
tribal portal
#

ye

tribal portal
#

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)

prisma reef
#

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);
forest plank
#

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

hollow river
#

so do you run your changes regardless if people in lobby don't have it?

forest plank
#

ยฏ_(ใƒ„)_/ยฏ

prisma reef
jade vine
#

Sounds like a recipe for disaster

hollow river
#

ah i see

forest plank
jade vine
#

Huh

#

I remember I used to run diversity with vanilla

#

Cuz it used to work for some reason

#

(it doesn't anymore cri)

timid grove
#

what are you saying bro

forest plank
#

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

GitHub

Collection of Lethal Company Mods I made myself. Mainly to be used as a place for Bug Reports - Spookybuddy/LC-Mods

#

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

forest plank
#

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

forest plank
valid nimbus
#

Just experienced it

timid grove
#

ye, it's happened a few times

#

iirc it's cuz of rebalanced moons and that particular improvement clashin

forest plank
#

Yeah working on a fix with Dopadream for next update

valid nimbus
#

Nice, thanks

#

which improvement causes this? Only the old facility one?

forest plank
#

Either disable Rebalanced Experimentation or Experimentation A for now

valid nimbus
#

Understood

vivid spindle
#

idk

forest plank
#

I'll consider it

vivid spindle
#

cool

chilly forge
#

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

chilly forge
#

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

hollow river
#

like you think so cus it sends the log?

chilly forge
#

It's only begun to manifest after I added it, only on MI moons

hollow river
#

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

chilly forge
hollow river
#

it did

#

LP just doesnt disable the log

chilly forge
#

It was still blocked though

#

I went there to check myself

hollow river
#

which one was it

#

cus i use both LP and ETO and the entrances still work

chilly forge
#

A new fire exit on Offense to the far... right of main

#

Near some yellow scaffolding

hollow river
#

offense A right

#

i'll check it right now

chilly forge
#

kk

hollow river
#

shows this as expected

#

i can go in and out that fire exit just fine

#

all your ETO config is the defaults right

chilly forge
#

no

#

I have the alert for exterior entities enabled

hollow river
#

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

vivid spindle
#

what does this even change

timid grove
#

did you read the description

vivid spindle
#

yeah what does it mean

hollow river
#

what do you think it means

forest plank
#

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

forest plank
#

Yeah that's exactly and all it does

chilly forge
#

@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

forest plank
#

Why would dopa do such a thing

hollow river
#

what even is it

#

is it the railroad wall from exp?

chilly forge
chilly forge
forest plank
#

It's Vow C obviously

vivid spindle
restive hatch
#

Eclipse

vivid spindle
#

looks like skin

chilly forge
#

Yeah no shit, baboon hawks have skin

#

Anyways yeah, eclipses make outdoor entities look ugly

chilly forge
#

That's

#

green

vivid spindle
#

looks peachy enough

#

welcome back white people

chilly forge
#

Happened to a forest keeper just now

forest plank
#

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

chilly forge
#

I mean the exterior building

#

IIRC that's why Titan has such high loading times

forest plank
#

Just disable Vow C if it bothers you so much

chilly forge
#

Nah, I'll just wait

#

It's not that big of a deal

forest plank
#

Big enough of a deal that you felt the need to say something again

chilly forge
#

Just wonderin'

forest plank
#

I prefer to do big updates instead of constant small fixes

chilly forge
#

Understandable

forest plank
#

I'll try to get back into development in the upcoming days but no guarantees when I'll have an update out

#

Busy

tribal portal
chilly forge
tribal portal
#

titan also has a long route time intentionally which could be confused for long loading times

fossil brook
#

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?

forest plank
#

Rebalanced Moons. Either disable Experimentation Scene or Experimentation A

fossil brook
#

Oh ok cool

#

and how can I remove the error talking about mismatched entrance teleports, if thats possible

fossil brook
forest plank
#

Don't know about the entrance teleport issue, something something lethal performance I think? scroll up somewhere to find the specifics

restive hatch
#

This issue was also discussed in Lethal Performance with further detail about the fire exits, and how map improvements adds them.

fossil brook
fossil brook
forest plank
#

Setting description is at the top under the Basics

#

RandomAll = 50% for all other objects
RandomAny = 50% for one other object

prisma reef
fossil brook
forest plank
#

It's only an issue if you are using lethal performance

fossil brook
#

Ah ok

prisma reef
#

rpc will still not be called

forest plank
#

Quite literally yes, because I do not use lethal performance and have not had any issue

prisma reef
#

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

fossil brook
#

are there any known mods this causes issues for cuz Im making a pack for me and my friends to run journey mode

prisma reef
hollow river
#

what was gonna be in the next update anyway

#

i forgor

forest plank
#

Titan

hollow river
#

ic

#

did u figure out how to do the entrance teleports

forest plank
#

I haven't looked at it yet but it'll probably require me to rework the entire mod

hollow river
#

got it

prisma reef
#

it's probably just simple fix instead of rewriting

#

#1325899802503811172 message

hollow river
#

i'd be willing to test that

forest plank
#

I'd need to make things not client side wouldn't I?

prisma reef
#

๐Ÿ™‚

restive hatch
#

sounds like it

round walrus
round walrus
forest plank
#

if (Error) Don't;

spark iron
#

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.

forest plank
#

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

forest plank
#

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.

hollow river
#

oh right

#

i saw this in 1a3's changelog

#

dunno if this means ||your destructable snowmen mod is useless now||

forest plank
#

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

vivid spindle
forest plank
vivid spindle
forest plank
#

yeah

#

I mean you can also look for yourself

vivid spindle
#

@forest plank can we turn it back into vanilla water?

forest plank
#

it is the vanilla water

#

It's the water I add in

restive hatch
#

How is it going with changing the mod to server rather than client / and fire exit popup w/Lethal Performance?

forest plank
#

you'll have to endure it for now

restive hatch
#

Oka, cause i'll definitely be adding it to my pack once it is fixed, I shall wait.

vivid spindle
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you changed that right

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or how is it different

restive hatch
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any fire exit

forest plank
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the water material in the bundle

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Or just disable lethal performance

vivid spindle
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oh ok

radiant sonnet
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Over the last couple of days, have had the chance to use Map Improvements

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absolutely stoked with how the moons play. Really happy with stuff, thank you for putting the time you do into making this so great.

forest plank
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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

vivid spindle
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Yeah its nice to have an alternative to Rebalanced Moons that has a config to keep the moons vanilla

tribal portal
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lol

timid grove
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I could put it in biod intended... but idk