#Map Improvements [BETA]

3863 messages · Page 4 of 4 (latest)

timid grove
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it implies that there are multiple facilities and locations you go to per moon which I'm not sure is ever something that's stated in-game so for now I'll just keep it off... BUT IT IS SO TEMPTINGGG GAAA

forest plank
timid grove
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I think that's just a gameplay thing really

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  • I use #1355193450638868560 which keeps a sort of continuity between each day an interior generates
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e.g. day 1 and 2's fire exits will generate the same way on the interior both days

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I haven't tested if it breaks on the new update cuz I haven't played modded in a while

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but I assume it's completely fucked for mansion LOL

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so I might consider putting map imp in there for the time being

silk flicker
forest plank
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Weird place to build a shack

timid grove
forest plank
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Vow

timid grove
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oooh gotcha

timid grove
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Do you think it's a good idea to make a master thread for all your mods? @forest plank

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wanted to report smth about Cesspool but I think this is your only thread

forest plank
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report on the github

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this kinda is the master thread for my mods tbh, so if you have questions ask them here

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people asked for separate threads and then those just die off

timid grove
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makes sense

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I got a weird bug where cesspool was just. clear

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for some reason

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I have weather registry installed but I did many times before revisiting Cess recently so idk if it's that

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might be some imperium fuckery, but I jus wanted to mention it

forest plank
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Clear weather?

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Double check your config to see if clear weather got added or something

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Idk what would cause that, especially not on my end

timid grove
forest plank
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Yeah or any other weather mod configs

timid grove
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nope, it's just untouched

forest plank
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No clue then

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See if you can replicate it consistently. Otherwise it's one of the many random quirks of the game

timid grove
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love this videogame!!!

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will do, thanks spooks :]

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1st try

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now it's cloudy

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clear again

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alright, it SEEMS to be this config being set to false that causes it

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talking to rovvy about that rn

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also, super small nitpick but will you ever be setting this model's roughness higher? the shine is a lil distracting sometimes

forest plank
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it's supposed to be wet and shiny

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I can adjust it

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I will be doing a big cesspool update soon once I copy over everything from my laptop to my pc

timid grove
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neatoo

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I forget if mrov reached a conclusion honestly

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but I think he has an idea on how to fix it i think, we spoke on it for a while

timid grove
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I saw your moon in a yt video!!

hollow river
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wtf is this thumbnail lmao

forest plank
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Not like they visit the moon but it is in fact, in the youtube video

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over 2 whole seconds of screentime lol

timid grove
timid grove
remote depot
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Hey I was wondering if Map Improvements was compatible with v70 with the adamance tweaks turned off

forest plank
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as well as the radar contour map not featuring the improvements

remote depot
forest plank
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Have not looked into it

remote depot
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alright when i test it do you want me to let you know the results or nah?

forest plank
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sure, but I was not really planning on adding contours tbh

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I may but I've been busy (hence the lack of updates)

stable ice
forest plank
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Unfortunate. I'll consider adding in contours if people want it

stable ice
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MapImprovements does its additions after my mod in the load order, so even dynamically generated meshes would be inaccurate, therefore no radar objects will be shown at all on vanilla moons with MapImprovements installed.

MapImprovements is trickier since I'd likely need to totally change when my mod runs, which presents some challenges.

forest plank
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Nah don't worry about it. I can probably have a texture above my additions that'll just stack with the existing contour map

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Not worth changing your whole mod for

stable ice
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Not my mod. Just quotes from Universal Radar's page.

forest plank
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Ah

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Thanks

tranquil summit
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sorry if it's already been asked (can't seem to find in search), but would vain shrouds work with this? I'm guessing not due to the landscape variation

forest plank
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Yeah they should, but I haven't done extensive testing in a while

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Only issue I've heard was on Artifice and I couldn't recreate it

tranquil summit
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oh fab, glad to hear

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I'll let you know if I run into any issues

eager sphinx
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did mapimprovements ever fix that hole in experiementation that would tp you to the ship?

eager sphinx
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I think that's an answer in itself 😂

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I'm planning on installing it soon, working on modpack and knew I'd get to your mod eventually so I had to ask

hollow river
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some areas that might need an update for new adamance

forest plank
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What's wrong?

hollow river
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some terrain was changed in the update

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mainly pic 4 i think the terrain was pulled back in that spot to stop the weird thing with terrain clipping through fire exit

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but since you move the fire exit it looks kinda unnatural now

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also the floating exit light is something

forest plank
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That's rebalanced and I'll fix that

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rebalanced adds those lights above fire but I move it and not the light

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I'll add a rock or something when I move the fire

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all the other terrain looks fine

hollow river
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first 1 looked a little different than i last remember but if its not a big deal then thats ok

forest plank
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I did change it a while back so Adamance was intercompatible

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But I can look at it when I finally get the chance

timid grove
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the fuuck

forest plank
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are you using the fire exit fix mod? or buttery fixes?

timid grove
forest plank
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no clue then

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nothing I can do

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maybe talk to the fire exit fix guys

timid grove
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wouldn't this be a networked fire exits thingy like the map improvements stuff?

forest plank
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unlike map improvements it should be networked because it's built into the scene

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is it happening with every fire exit? is it happening all the time?

timid grove
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I'll try again next round n see what happens

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(it didn't happen to main)

forest plank
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probably just the vanilla bug then, which is why you might wanna talk to the fire exit mod

timid grove
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yeah these fire exits be workin just fine

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left is the radio one and right is the "gutter"? one

forest plank
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the gutter?

timid grove
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i apparently do not know what a gutter is ignore me

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was thinking of these

forest plank
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call it whatever you like lol

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I believe I call it a drain in the lore

timid grove
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not these LOL

timid grove
forest plank
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Bio-monty custom moon: Gutter

forest plank
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you could make it the original cesspool concept which was a network of sewer tunnels that slowly flooded

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I changed it because it was not fun

timid grove
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I was thinking a while back of making a collection of "vanilla friendly snowy moons" because generic hates how samey everyone makes them

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JUST to spite him lmao

timid grove
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but the layout could work pretty well

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just gotta figure out how to make it not super punishing

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I think current cesspool has a really good way of forcing you to hurry the fuck up while also not being incredibly oppressive about it

forest plank
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I'm good at design

timid grove
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seeing as your two moons are some of my faves, you really are lmao

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mah babies

forest plank
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woah love the pixel Solarius

timid grove
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my only nitpick regarding solarius was how punishing nutcrackers could be on the exterior w the limited cover you get, but then I saw you put some more cover on solarius improvements heheh

timid grove
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Oh i guess you didn't have a thread here back then woah

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it's quite good yeah

forest plank
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Cesspool is just a hole lol

timid grove
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ye the icons tend to be pretty minimalist when they're rounded planet shapes

forest plank
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I'd love to do that tier list but I have only played like 6 custom moons ever

timid grove
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I mean, I only played about half of the ones in the tierlist and I forgot how I felt about 1/4th of the ones I played so I pretty much only ranked a fourth of the moons here LOL

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there's waaay too many

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so you can just rank what you've played lol, that's what I do

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like nobody's ranking every single one of these

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there's also the vanilla moons in there

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for if you wanna do it at some point lol

forest plank
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Making a modpack with every moon would be the filesize of modern video games

timid grove
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||-# i think it was you who was doing that expturt LOL||

compact remnant
timid grove
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LOL

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i honestly thought you were making a modpack with every moon, idk why

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I know SOMEONE was doing it

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at this point though a lot of the old old ones are brokey so it's not super viable anymore

forest plank
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ping every person individually to ask them, since you can't ping everyone

timid grove
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sounds like a good idea

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@silk flicker hey autumnis were you the one who was making a modpack with every single modded moon in it

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@dense cairn hey autumnis were you the one who was making a modpack with every single modded moon in it

forest plank
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dont actually lol

dense cairn
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monty what

timid grove
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@dawn hinge hey autumnis were you the one who was making a modpack with every single modded moon in it

timid grove
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ok im stopping there LOL

dense cairn
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lets make out

timid grove
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ok bro LMAOO

dense cairn
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dont talk to me

silk flicker
timid grove
remote depot
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Also when did people ever like Icebound

timid grove
timid grove
remote depot
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im blind

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whoopsie lol

remote depot
timid grove
timid grove
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used to be wat flatter with really ugly rocks and a way worse layout

remote depot
timid grove
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2 circles is a fine enough layout lmao

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it's a literal race track for the cruiser

remote depot
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AND NOW THAT I THINK OF IT MORE VEHICLES LIKE THE HAULER ARE COMING OUT

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😮

timid grove
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now you're getting it lol

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I like it for its simplicity really

remote depot
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oh alright yeah that makes sense

flint comet
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Is the breakable snowmen mod now obsolete?

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Saw ppl saying it was added to basegame in v70 (and that snowmen were removed, lol)

forest plank
timid grove
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it is in basegame I believe, some trees in modded moons from pre v70 seem to have had their breaking particles replaced w the snowman ones

remote depot
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hey im pretty sure map improvements is causing log spam

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im not sure but I tried my pack without the enabled and the log spam went away

forest plank
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Where is the log spam

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Are you saying the initialization is log spam?

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or are you complaining that the mod says what it does when loading a moon

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because there is no other points where the mod should be logging

remote depot
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failed to create agent because it is not close enough to NavMesh

forest plank
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find where the enemy is stuck and I can fix it. Or you can install the kill stuck enemies mod

tiny lake
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Is there a known fix why MapImprovements causes mismatched fire exit teleport with LethalPerformance?

forest plank
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I add them in post lp caches them beforehand

tiny lake
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Is there something on my end I should try to fix then?

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I get this on any moons with a fire exit added by Map Improvements

forest plank
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either disable the improvements that add fire exits

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or disable MI or LP

tiny lake
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I see, thank you

timid mason
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does ETO (Entrance teleport optimizations) fix it? or nah

forest plank
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nah its because I made the mod clientside, so until I fix that its gonna still happen

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I will one day, but I've been too busy for the past few months, hence the lack of updates

flint comet
tiny lake
tiny lake
forest plank
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oh cool

timid grove
flint comet
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Never gave me any issue, although I do have ETO which might fix that

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Didn't even realise it was ever a problem tbh

hollow river
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It works fine enough with ETO

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But with just LP it will prevent you from entering

timid grove
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why would lp just prevent that oug

flint comet
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LP also messes with entrance teleportation, but you can disable in configs

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Since ETO does something similiar but better iirc

hollow river
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Having both causes ETO to override LP's implementation

forest plank
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should I add ETO as a dependency?

hollow river
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no

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you should spawn your networkobjects

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then it will work regardless of LP being installed or not

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because even with ETO it doesn't fix the issue of weather effects appearing inside occasionally

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which i think is a side effect of the inside flag not being set or being desynced

north heart
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you can disable the notification in the config

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cant remember which one

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think its Entrance teleport optimizations

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or one of the many general fixes mod

hollow river
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it will prevent you from going through exits added by this mod since they are not networked

timid grove
hollow river
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turning off the config option for entrance teleports in LP config, or using ETO will stop it from happening

hollow river
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this is the option

timid grove
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iirc i have both and it's kept me from entering shit

timid grove
hollow river
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if u still can't get inside with this option off you got something else entirely causing problems

north heart
north heart
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Idk if this is known already but some map changes only spawn visually

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And the collision for the vanilla map is always present

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I think it only happens with terrain though

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Like the slope bolder on assurance is basically just an invisible collision wall that you can’t walk onto anymore

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And any new routes that would have normally been terrain have invisible collision preventing you from using them

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I’ll get a log and video when I’m next on my pc (cba rn it’s 2 am)

forest plank
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I was just about to ask for pics. Maybe something broke with v70?

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Once you get me the proofs I can look into it

north heart
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Yesssir

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It’s most noticeable on offense with the left route

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You can see there’s a route there

flint comet
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I can confirm this, although I haven't got around to testing if it's caused by an incompatability since I didn't notice it until recently

north heart
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But invisible wall

north heart
forest plank
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First I'm hearing of it since v70

flint comet
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Also experimentation won't load sometimes, again haven't tested if this is the cause

north heart
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I haven’t had experimentation issues

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But I do have experimentation A disabled because of rebalanced messing with it in weird ways in v70

flint comet
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Is that the one that adds the pseudo interior from the beta?

north heart
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Yup

flint comet
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Yeah I have that disabled too since it has issues with chameleon

north heart
flint comet
flint comet
north heart
forest plank
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Just checked your two examples without rebalanced and had no issues, so I'll double check with dopa

north heart
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Code rebirth doesn’t change levels in any way though?

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I don’t think anyways

forest plank
north heart
flint comet
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That's just when I noticed MapImprovements acting up

north heart
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Rebalanced update around that time too I think

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Can’t remember tho

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What’s the mod that adds the random corpses to various vanilla maps like adamance and experimentation actually

forest plank
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@tribal portal you do anything with rebalanced that could cause new issues with invisible walls/collisions on Offense or Assurance? Having some new issues

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Maybe its just some colliders on rocks that I remove

north heart
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Most likely

flint comet
north heart
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It is kinda funny tbf

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Driving head first into an invisible wall with the cruiser

forest plank
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Hopefully just invisible walls because that's an easy fix for us. Just have dopa child them to the rocks that I remove

north heart
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Seems like it

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Since ladders still work fine

forest plank
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If its not rebalanced then we have the issue of figuring out what is causing it

north heart
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And iv had no issues with fire exits or anything

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Collision on building changes seem fine too

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Specifically it’s just like, rock collision or terrain collision

forest plank
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We'll see when dopa gets back to us

north heart
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Yessir

tribal portal
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can you give me an idea of where

forest plank
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Offense rocks directly behind ship (behind main), Assurance rocks in near main (in that canyon area)

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Those were the specific examples given

hollow river
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i think this mod is causing the game to fail to land

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its really hard to prove because when it happens there are no logs

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but it only happens on vanilla moons for one

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i tried today with both MI on and MI off, landed at vow in the same save both times

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first time with MI on, game loaded the moon and then failed to get past the seed screen

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second time with MI off, game works as usual

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i tried 3 more times after the 2nd attempt to make sure it wasn't a one-off, and it worked each time

forest plank
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modpack?

hollow river
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01984df0-bb63-b360-6842-b929234e11c1 in this code MI is currently off

forest plank
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I'll look into it at some point, but probably some mod conflict

flint comet
hollow river
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but i think it has happened on Exp before

tiny lake
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I also had this on vow when using improvement C

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It was on a modpack with 90 mods so I thought something else was flipping it up and disabled it to look at later

flint comet
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Nothing useful in the logs, I'll try it in a smaller modpack at some point

flint comet
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So I'm still not sure exactly what the incompatibility is
But the following won't load for me in my modpack:

  • Experimentation C
  • Assurance B
  • Vow B
  • Vow C
  • Artifice B
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It's not RebalancedMoons, that only seems to break Offense

flint comet
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Since it's likely the same mod causing problems

timid grove
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gonna be using this for my moon soon, hope it's not too much trouble if I shower you with questions in the upcoming days LOL

strange yarrow
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Dreg with MI variants? Neato

timid grove
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not anything super crazy, but ye

forest plank
vestal edge
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hi i think artifice have not loaded besause of this mod but i'm not sure

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here's the logs

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and the modpack

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Gale :
UJC5C7
thunder :
0198c885-099a-3577-ad42-9bf6fb0868c7

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mod list :

timid grove
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just wanted to report that, unsure if you'll be willing to fix that at some point

forest plank
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Idk why Cesspool's would break since it's literally in the scene already, so maybe check with LLL on that

timid grove
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i doubt i'll get a reply from batby anytime soon if I checked on LLL

forest plank
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right now I'm taking a big break from modding LC because I've stopped playing, so once I get back into it I probably will update mods

timid grove
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which is fine

forest plank
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Maybe check other moons with multiple fire exits? Then probably check in with LLL or LP

timid grove
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ye I have done that before, none of em show up as blocked in my experience

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i'll ask in the lethal performance thread

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for now i took it out of the pack

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love cesspool too much to sacrifice it to the optimization gods

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how'd you do your fire exits on cesspool btw? if you don't mind me asking

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did you just do the moon tutorial step by step and copy over those fire exits? or how did you go about the process

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i don't know the ins and outs of moon making super well but I atleast have some experience, maybe there's smth missing in your fire exits that's triggering lethal performance?

forest plank
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Followed the tutorial

timid grove
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and for the extra fire exits you just copied the first one you put down and pasted it where you wanted em?

forest plank
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yea with different IDs of course

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The problem is the maps are on my old laptop and I haven't copied them over to my PC, so I can't really double check anytime soon

timid grove
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ahh gotcha

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smth up w your laptop? or just haven't gotten to do the portin?

forest plank
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the latter

timid grove
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good good

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if they were stuck on a fucked laptop i was gonna freak

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generic's whole moons project is stuck at a repair shop rn cuz his pc's fucked rn

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can't handle losing another goat

forest plank
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also HDRP runs like ass and crashes constantly

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Never make a LC mod on a laptop

timid grove
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hello this is the cesspool thread now

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here's my cesspool setup with universal radar

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quite fun!

timid grove
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oh yea I forgot but I ended up just downgrading lethalperformance to when they allowed you to turn off fire exit shit and kept it in that version

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i might look into map improvements shit this weekend finally

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really wanna do em

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also maybe customoutside objects

forest plank
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definitely let me know if you need help because aside from solarius idk how intuitive/effective custom map improvements are

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custom outside objects may also have some troubles because half the time I could never find the right scriptable object lol

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so feel free to ask here

timid grove
forest plank
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we all a bit tupid

timid grove
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I know I can set up custom outside objects for my own moon using LLL's systems, just can't do it for other moons outside of the one I set it up for

forest plank
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not at all complicated, just kinda weird trying to get the first one set up

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the tutorial is on the github page's wiki

timid grove
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yee i been eyeing them up a little

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just skimming tho, not full on reading it

tiny lake
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I use LP and MI on their modern versions and the fire exits work fine with those two mods

timid grove
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hm might try that

timid grove
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FINALLY DOING THI

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s

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@forest plank hello!!!! im doing the first steps and I saw I need to name the bundle the same as my selectable level object, would naming the bundle "monty'smoonlevelimprovements.bundle" work?

forest plank
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What is your moon named?

timid grove
forest plank
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Unity

timid grove
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Dreg

forest plank
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Then it should be named dregimprovements

timid grove
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ah great! okay :]

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it ain't letting me set the 2nd field to "bundle"

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i type it in and then press enter and it doesn't get added to the options

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it does say it's a custom extension but i don't see anywhere to download said extension from?

forest plank
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You should just be able to add it

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It's not actually an extension just the name

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Give me like an hour and I'll be at my PC to help you

forest plank
timid grove
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nope

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only lethalbundle

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none, new and lethalbundle

forest plank
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and hitting New... and then typing bundle does nothing?

timid grove
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ye

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i type it, press enter and then when I go check it's not there

forest plank
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can you name it anything else?

timid grove
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uuh i can try in a bit, running a lobby rn

forest plank
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yeah I'm just confused why you can't name it

timid grove
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what the fuck man

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LMAO

forest plank
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it just hates the name bundle

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how much work have you done so far?

timid grove
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none lol

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all i've done is make this folder

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or do you mean in the moon file as a whole?

forest plank
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I'd say maybe restart the editor? see if that works? or you can make some custom outside objects instead lol

timid grove
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i had it closed just now and I just reopened unity

timid grove
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I did them thru LLL for my own moon so i'd like to allow em to be on other moons then publish em

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I do really wanna make a map improvement tho

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lol

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it's like the last thing on the list before I move on from the moon

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i even made this little area behind my main entrance that would unlock when the improvement is active

forest plank
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restarting didn't let you name bundle?

timid grove
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well before I tried again with "cool" my unity was closed

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so I had to reopen my moon project to even try

forest plank
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idk what to do to help tbh

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also the bundle name should be whatever your SelectableLevel asset is named, sans the "level". ie DineLevel -> DineImprovements, DregLevel -> DregImprovements, MontysCoolLevel -> MontysCoolImprovements, etc

timid grove
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Oh so in order for it to be right it should be Monty'sMoonLevelImprovements?

forest plank
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if your selectable level is "Monty'sMoonLevel", it should be "Monty'sMoonImprovements"

timid grove
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okok i figured yeah!

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that was the issue

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lol

forest plank
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waht

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how does that make any sense

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oh well

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it's working, don't touch it

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good luck with the improvements

timid grove
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curious where im supposed to find this thingy

forest plank
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should be in the scene

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look for the object in your scene tagged MapPropsContainer

timid grove
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oh!

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great ty

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can I rename it?

forest plank
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no it just looks for the tag

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basically build all your improvements using it's coordinates as the origin

timid grove
timid grove
forest plank
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I'd suggest making a test improvement so you can tell if it works

timid grove
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ye im just readin thru what I need for it to work

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i'll probably just add a cube in front of the ship with a chance to show up

forest plank
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the logs are also very extensive so you can also read through them when you get into editing existing scene objects too

timid grove
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hell ye, thanks bud

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should the text asset be in the same folder as the improvements?

forest plank
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yes, in the bundle folder

timid grove
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nice aight

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any name in specific it needs to have?

forest plank
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the name needs to match the improvement prefab

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so if you have "ImprovementA" prefab, the "ImprovementA.txt" is the set of instructions used when "ImprovementA" is spawned

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you can even have an empty prefab and only edit scene objects through the txt file

timid grove
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oh ye thats p much what I need to do

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would it work if I made a .txt file outside of unity and imported it?

forest plank
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yeah thats what I did

timid grove
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sick

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are these supposed to be put after the object name or the tag?

forest plank
#

after tag

#

example:
Barricade (Name)
Concrete (Tag)
Destroy (Instruction)

timid grove
#

hell yea

#

if I need to disable multiple objects at once w a single improvement should I put them all under one parent?

forest plank
#

that would be the most optimal, but you'd do Destroy in that case

#

wait no disable would work too nvm

#

yea its better if you edit things in your moon scene to make map improvements easier

timid grove
#

I'm back and ready to work on this more tonight (hopefully)

timid grove
#

cooking smth up in my mind rn

#

would it be possible to do two entirely different moons (not counting stats) in one using map improvement?

forest plank
#

I haven't tried it, but it probably would work

#

just have the prefab names match the moon name

timid grove
#

only issue would be the entrances still getting blocked w/ the current version of lethal performance

#

but that's kinda rad

#

I might use it

timid grove
#

@forest plank are you aware of the update stuff?

#

just curious if this still works before I start working on my stuff again

forest plank
#

yeah I had to play vanilla with friends the other day because it wasnt working with mods

#

I'm pretty sure I put LLL as a dependency so until that works MI wont work

timid grove
#

yah

#

pacoito fixed up LLL but the update hasn't been pushed yet cuz batby's real busy rn

timid grove
#

atleast like, big dependency wise

forest plank
#

I'll see if I can test my other mods some time

#

if something is broken I'll try my best to fix it but no guarantees because I'm always too busy nowadays

timid grove
#

totally understand ;P

remote depot
#

hear me out

#

you make a mod called “Map Improvement”

#

and all it only effects the other building on Titan. the one nobody goes to

#

and adds one single texture to it

forest plank
#

no

timid grove
#

map improvements works perfectly fine on v73!

#

Just checked thanks to the LLL fork that just came out

timid grove
#

oh yeah @forest plank sorry to bother you spooks, where in the .txt do I put the description?

#

right under this empty space?

#

(also I presume I don't need to use "Additional information for certain EditEnums" right now)

forest plank
#

Yeah description is the last line

#

I'll see if I can get around to adding screenshots to help clarify the tutorial

timid grove
#

sounds good :]

timid grove
forest plank
#

Yep. Also you definitely don't need the "additional information" line lol

timid grove
#

sounds good

timid grove
#

alright building my shit

#

got sidetracked for a good 30 minutes

#

lol

#

when it says "same location" does it mean like, the plugins folder in general or do I have to include the MapImprovements.dll in my upload of DregImprovements?

timid grove
#

THE MAP HAS BEEN IMPROVED!!

#

it took me. like, 30 minutes to realize I was using the public release and not the version with the fucking MAP IMPROVEMENT

timid grove
#

Alright i'll finish this tomorrow, but what if I wanna simultaneously destroy an object and add another?

#

the actual improvement I wanna do is removing some planks from here and add an actual teleport to the door

forest plank
#

There's a Fire Exit improvement for adding the teleports, basically by cloning the other Fire Exit and increasing the entrance id

#

You can add as many improvements to the .txt, just have a empty line between them

#

Also the same location line is from before I search the whole plugins folder

timid grove
timid grove
timid grove
#

Also, for adding the fire exit wouldn't work if I cloned the fire exit, changed the ID, moved it to where I want it to be, had it disabled by default and just had the improvement turn it on?

#

like, just do this

forest plank
#

You don't need to have MI in your zip for your mod, just make it a dependency

#

For the fire exit it'd probably be better to just have MI clone it rather than have a disabled one in the scene

timid grove
timid grove
#

it did work but I'll try to do it your way

forest plank
#

Also if your way worked feel free to do it that way. I didn't expect it to work tbh

timid grove
#

and i've also got GREAT news

#

LethalPerformance does not block it

timid grove
# forest plank Rephrase the question. I don't understand

sorry sorry LOL

Is there a chance you could upload a version of MapImprovements without the actual vanilla moon improvements bundled in?

Like, just the .dll

Similar to how LLL is JUST the API and doesn't come with any additional custom content.

#

I would like to depend on it (because duh, you made the system) but it feels weird to have a content mod as a dependency

forest plank
#

maybe I will once I get around to finishing all the vanilla moons

timid grove
#

oh do you not have em all covered by now?

#

Oh right you're missing titan, no?

forest plank
#

I was working on titan, still need rend too

timid grove
#

ahhh right right yeah

forest plank
#

I stopped a while back and have never really had the time nor motivation to get around to it

timid grove
#

understood!

#

I'll depend on base MapImp for now

#

it works just fine if I include the dll in my zipped mod right now so I presume all you'd have to do is just take out the asset bundle

#

I have some questions but I have to go eat now so I'll get back to you in a little bit

timid grove
#

alright so never mind

#

my shit isn't working

#

lol

forest plank
#

uh oh

#

what broke

timid grove
#

so the planks aren't getting deleted

#

but the main thing here is that the entrance teleport and all things I add are still there despite me disabling them in the scene by default

forest plank
#

are they diabled and then you enable them or are you trying to disable them?

timid grove
#

they're enabled and im trying to disable them

forest plank
#

try destroy instead of disable

timid grove
#

this is what I have rn (FireExitDoorFake is the actual model of the fire exit, it is there but isn't changed by anything, unsure if that's an issue)

#

BlackoutIgnore is a light I add

forest plank
#

also I do want to specify that you don't need to put the '@Enabled' and can just do the tag

timid grove
timid grove
forest plank
#

so these are the prefab that MI spawns in?

timid grove
#

do I need to make each individual little thing under Dreg_A a prefab?

forest plank
#

no

#

just Dreg_A

timid grove
forest plank
#

do you have the config set to always for testing?

#

so it always spawns? or vanilla disabled?

timid grove
#

for my improvements atleast

#

lemme try smth

forest plank
#

send the bootup log when you get the chance

#

it should say if it finds the map improvements

timid grove
#

i think it did the last time I did this lemme check

timid grove
forest plank
#

it should say that it found your moon

#

hold on let me show what it should look like

timid grove
#

ok i THINK it worked?

#

now there's no planks, but no light, door or teleport

#

this is what they look like now

#

the main thing I changed also was instead of including MapImprovements' DLL in my zip (cuz I was still doing that for some reason) I switched to installing MapImprovements alongside it

forest plank
#

This is what it should look like when it loads custom moons

timid grove
#

oh hm...

#

yeah that ain't showin up ain't it

#

do you have any ideas?

forest plank
#

I'll look into things

#

probably get back to you tomorrow

timid grove
#

sounds good

forest plank
#

ok so the issue seems to be the bundle name not being the moon name (which is weird as to why it was working before?)

map[0] = map[map.Length-1].ToLower().Split(new[] { "improvements.bundle" }, System.StringSplitOptions.RemoveEmptyEntries)[0];
if (map[0].Equals(parse[0])) {
    index = Moons.FindIndex(x => x.Planet.Equals(map[0]));
    if (index < 0) {
    Moons.Add(new Collection(new List<MapData>(), map[0]));
    index = Moons.FindIndex(x => x.Planet.Equals(map[0]));
    mls.LogInfo($"Created new collection for {map[0]}.");
 }```
#

basically it takes the X from Ximprovements.bundle, tries to find if there's already a list for that moon's improvements, and if not it makes a new list for the improvements in that bundle

#

so if you can try to get the bundle to be named dregimprovements.bundle? I know there was issues when starting but maybe it'll work now that you have .bundle in the assetbundler?

timid grove
#

I 'spose I'll try that

forest plank
#

just try renaming it I guess

timid grove
#

oh yeah I could do that

#

like rename the file you mean?

forest plank
#

yeah rename the file. I'm sure naming it in the assetbundler is best but I don't see why renaming the file wouldn't work

timid grove
#

freaking epic dude

#

config generated

#

supposedly loads n all but this stuff still ain't here

#

what the fuck?

#

LOL

forest plank
#

check the log for map improvements after landing. It should say what improvements spawned

timid grove
#

will do

forest plank
#

I'd assume you have the parenting wrong if its not in the right spot

#

maybe have the unity explorer so you can see the hierarchy in game

timid grove
forest plank
#

yeah then I'd assume the position/parenting is the issue

#

so definite look into the transform

timid grove
timid grove
forest plank
#

theres some thing you can use in game to see the hierarchy

#

idk what its called, unity explorer or something like that

timid grove
#

hm alright, ill try that when I get back home

timid grove
#

no idea how to use this, trying to click the items rn and nothing's working ;-;

#

it... moves the selected option when I drag the window

#

😭

forest plank
#

idk never used it before, maybe theres a tutorial

timid grove
#

wait I think i heard people saying i need to toggle smth for it to work

#

hold on

hollow river
#

this is v73 right

timid grove
#

yea

#

enabled the override thingymajig

hollow river
#

i think someone said UE gets messed up in v73?

#

unless that was just incompat with lp or something

timid grove
hollow river
#

ah nvm

timid grove
#

alright found this

#

@forest plank

#

only thing Dreg_A contains is blackoutIgnore

#

and then these are floating here again (they weren't showing up last time I tried using unity explorer)

forest plank
#

so what is blackout ignore supposed to look like

timid grove
#

blackout ignore is just this light

#

it's named that so that blackout weather (from a separate mod) doesn't affect that light specifically

#

i'm trying smth and just re-doing the whole thing rq, shouldn't take too long

timid grove
#

alright back from dinner, just finished re-doing it

#

set-up

#

default look

#

improvement look

#

(forgot to add Dreg_A as a parent oops, just did that)

forest plank
#

so the goal is light and planks gone?

#

and the current result in game is?

timid grove
timid grove
#

also i keep getting these warnings, unsure if that matters at all

forest plank
#

no idea

#

wait hold on you're adding the improvements and then enabling them? Why not just have them enabled and save the effort?

timid grove
#

should I be doing it differently?

#

I thought that in order for them not to be there by default (without the map improvement) they had to be disabled and then MI modifies them when the improvement happens

#

which is why in the improvement I destroy the planks (there by default) and enable the light and teleport (not there by default)

forest plank
#

yes, if they are part of the scene. But the light is spawned in with the prefab? so just have the light enabled in the prefab and you dont have to enable it after spawning

timid grove
#

ingame result is this

forest plank
#

The teleport point (part of the scene) should be enabled. The planks (part of the scene) should be destroyed. The light (part of the prefab) should not be enabled

timid grove
#

So then what would I put after tag in the case of the teleport and the light (which are spawned by the prefab)?

forest plank
#

just remove the light entirely from the text, and have it enabled in the prefab and it should spawn in lit

#

then test and let me know how it goes

timid grove
timid grove
#

I'll try that rq

timid grove
#

ok after college hell im back

forest plank
timid grove
#

i tweaked the text to not reference the light at all

#

should I have EntranceTeleportImprovement enabled or disabled in my scene?

#

or should I just not include it in the text and let it be spawned by the prefab?

#

i'll try it like this and see whats up

forest plank
#

I'd recommend that anything you spawn with the prefab be enabled

#

Save the enabling and disabling for things that are in the vanilla scene

timid grove
#

so here's what I don't think I got when I was first trying this

#

MapImprovements can modify objects that are outside of the prefab and outside of "MapPropsContainer (1)"?

forest plank
#

Yea

#

It improves the map

#

That's how most of the vanilla maps are improved. By editing things in the scene

timid grove
#

that makes sense

#

so what I thought was that any and all things I wanted to modify/add needed to be put inside this prefab

timid grove
#

ok tweaked some things

#

the planks are succesfully destroyed, everything is succesfully spawned

#

but my shit is just floating up in the sky somewhere

#

same thing as before

#

still no idea how to really fix that

#

fire exit works fine too.

timid grove
forest plank
#

I'd assume that the mapcontainer in the scene is wrong

#

Either the one in unity or in your moon

timid grove
#

this is where it is on my scene

#

should it be like, somewhere else?

#

the non-copied one that came w/ my moon is right here

forest plank
#

See if you can find it in game with unity inspector

timid grove
#

ok something weird is going on

#

this dude is still here

#

but

#

this dude works now

#

the game is registering 3 fire exits

#

well nevermind

#

it's just packaging the improvement into the main asset bundle now

forest plank
#

I think you'll have to trial and error this

timid grove
#

I have been for a while now

#

with a lot of help from you ofc

#

maybe if I add like... these to the text file I could scuff it up and have it work that way?

#

like move the objects in the prefab to the position I want em in

forest plank
#

Yea

#

That'd work, but obviously it'd be best if you can figure it out without that

timid grove
#

also when it says "relative to its parent" does that mean I can't copy the position of the objects in unity?

forest plank
#

It uses local position instead of world position

timid grove
#

should the map props container have its position values 0'd out?

#

cuz I just did that to it and it's at the position where my improvements spawn at in-game

forest plank
#

It fixed it?

timid grove
#

no not really, or well I have no idea if it did but it'd make no sense if it does fix it

#

this is where the improvements usually spawn at

#

(mind you, not where they're supposed to spawn at)

#

all I did was change the position from where it was to 0, 0, 0

#

I'm currently about to try and see if this fixes the improvement

forest plank
#

Ok I think what needs to happen is Dreg_A needs to be zeroed out as a child of map container

#

I'll make sure to mention that in the tutorial

forest plank
#

And do things spawn in the right place now?

timid grove
#

nono

#

Dreg_A was always zeroed out like that

#

what I zeroed out was the MapPropsContainer (1), just out of curiousity. It just so happened to be that the position the improvements spawn at in game is the same exact position as the zeroed out MapPropsContainer (1), even though inside unity MapPropsContainer (1) is in a completely different position

forest plank
#

🤔

timid grove
#

I did not try and see if zeroing out MapPropsContainer (1) fixes anything, I just tried it and once I found out I felt like it made sense to mention it since it's the exact position the improvements end up showing up at

#

I could try tho

forest plank
#

This is so much hassle lol. Maybe I'll have to change it to just spawn it at 0

#

I think you'll have to keep messing around with various different numbers and let me know what works

timid grove
#

it is very tedius yea, i'll see if setting the position manually does anything

forest plank
#

Good luck

timid grove
#

ok so setting the positions broke some shit cuz it loaded the improvement but none of the things actually generated

high brook
#

on Vow A could the building ambience noises also be in the alleyway

forest plank
#

how far in can you hear it?

high brook
#

if possible it would be nice if it went all the way into the alleyway

forest plank
#

I'll have to take a look at it, but I prefer the quiet tbh

hushed fern
#

i also prefer it to be quiet since u wont be actually going that fast and have to hear that the whole way

timid grove
#

it seems in v73 it's now either not having lethal performance or not having map improvements/cesspool

#

can't even downgrade to a previous version of LP that has the fire exit caching toggle cuz the game unity crashes on lobby load

#

this is so annoying

forest plank
#

what is breaking now?

hushed fern
#

do u not have this ? see if thats any better cuz it override LP's iirc

timid grove
timid grove
hushed fern
#

i just remember its a less aggresive than LP, i could be wrong cuz its been awhile

timid grove
#

I could give it a shot

hushed fern
timid grove
#

It still says it's blocked

#

although I was able to go in just fine thanks to ETO I cannot turn off that annoying ass message

#

a shame really

forest plank
#

is there not an option in the config for that? I don't use LP so idk

timid grove
naive fractal
#

I know that there is an option in the ScienceBird Tweaks configs to disable the red box messages

tiny lake
#

I thought this conversation had happened two times previously AngryManeater

#

Bio-forgetful chilling

timid grove
#

yeah I was gonna mention that but like

#

turning off all red box messages is a no-go

#

that's the Aloe's tutorial messages, the lightning warning, etc

tiny lake
#

Damn that’s true

#

If it’s a private modpack it’s most likely fine but if it’s for biodiversity intended there’s not much you can do

#

I do still get the solar flare warning boxes so the aloe might be fine actually

#

Unless I’m misremembering and the aloe’s box isnt yellow.

timid grove
#

it's been a long ass time, not sure what color it is

tiny lake
#

Yellow

#

The image is a year old, though I doubt it’s been changed

radiant sonnet
#

I'm tempted to make a Patch for LP to nume the stupid message

#

nuke

#

When I'm able to use my computer next

timid grove
#

you'd actually be incredibly goated

chilly forge
#

@forest plank @tribal portal

#

I do not know if this an either of you issue, or Starlancer Enemy Escape, but giant sapsuckers like to peck this part of Vow's main entrance

tribal portal
#

i have no idea how they work so idk

#

i didnt change the main entrance other than adding a new light

hollow river
tribal portal
#

10 bucks that it's just starlancer escape being weird with the birds

forest plank
#

I've see the bird like twice since v70

#

I'd suggest using one of the 3 mods at a time to see which one it is

rough canyon
#

Are the Fire Exits still Client Sided? Was wondering about installing EntranceTeleportOptimizations.

forest plank
#

Yes I haven't been able to get around to updating my mods

remote depot
#

will this mod ever be out of beta?

forest plank
#

One day when I finish Rend and Titan

#

and fix the other glaring issues

chilly forge
#

Please fix

#

tree

#

🌲

#

🌲

#

🌲

#

🌲

#

🌲

#

🌲

#

🌲

#

🌲

#

🌲

#

🌲

chilly forge
#

@forest plank There's a severe issue with Map Improvements rn

#

Assurance and Vow explode, softlocking the ship if the latest versions of WeatherRegistry/Code Rebirth are installed

acoustic coral
#

would love to see this mod updated, it's one of my favorites

timid grove
#

same

rancid salmon
#

Makes sense to wait for v80 though as well, I'd say

forest plank
#

maybe one day 😔

remote depot
#

hows this mod with the Adamance overhaul?

timid grove
#

it wasn't even adjusted for the last Adamance overhaul with the flowers, so I doubt the map improvements for Ada will fit super well anymore

chilly forge
#

Long story short; it's over

timid grove
#

I have faith that spooks will come back and make more peak someday

forest plank
#

It'll be a while since I'll have to redo all the forest moons now, as well as finish Titan and Rend

#

Feel free to post pics of issues and complain tho

remote depot
# forest plank Feel free to post pics of issues and complain tho

Keeping your mod up to date in Lethal Company isn’t just wise, it’s essential to play,
Because outdated code can break the game in frustrating, buggy ways.
Your features might crash, your tools may fail, your progress could decay,
And what once worked smooth might glitch and stutter, driving players away.
Updates bring fixes, balance, and safety from errors that spread,
Ignoring them risks corrupted saves or missions left dead.
So stay on track, keep things aligned, don’t let your hard work stray,
Because a mod that’s left behind won’t survive another day.

timid grove
#

Modding is purely passion driven, and no one is forced to work on their shit if they don't want to

#

He didn't even say "no fuck you I don't wanna" he just said it'll be a while

forest plank
#

Thanks for the defense Monty. It is a poem so I don't think they're being too serious

timid grove
#

It is fire but it still felt weird not to back you up here

chilly forge
#

The poem feels stingy and playful

timid grove
#

the fact it was a poem flew entirely over my head at first lol

chilly forge
#

I was confused at first too, then the metaphorical beat dropped

strange yarrow
#

I do look forward to the day an update rolls cause I thoroughly enjoy the little changes here and there are done for moons, Adamance's one was especially my favorite

#

Prior to v80 I basically made it the Tulip Snake + Maneater moon

timid grove
#

embrions were king too

forest plank
#

Is there any actual issues (aside from syncing) with v80?

#

Or is it all just visual stuff

timid grove
#

I haven't actually modded the game extensively in months so I can't really report anything

radiant sonnet
#

I can check later once I'm done with work

#

Swear that with default configs and just MI + dependancies there where consistent crashes when loading experimentation with default configs

#

(on v73 and prior)

compact remnant
radiant sonnet
#

oh yeah, 'cause of the fire exits

radiant sonnet
#

Mostly seems to work. Only 2 (quite major) issues I've found are loading experimentation hanging when the entrance improvement is active, and then there is anything that adds fire exits having the interior and exterior doors paired differently between the host and client (or at least that is what I observed)

chilly forge
#

Is this mod compatible with v81, with the exception of March?

forest plank
#

As far as I've been told, it should still work, just visually needs updates for some moons.

#

And the obvious previous issues that I have not yet fixed

last maple
#

Is an update in progress?

#

this is one of my favorite mods but it causes a lot of loading issues even if i have all the additional fire exits off

forest plank
#

I tried updating the unity project but was running into issues and gave up