#Map Improvements [BETA]
3863 messages · Page 4 of 4 (latest)
I mean the interiors change every time so does that also not imply there are different facilities?
I think that's just a gameplay thing really
- I use #1355193450638868560 which keeps a sort of continuity between each day an interior generates
e.g. day 1 and 2's fire exits will generate the same way on the interior both days
I haven't tested if it breaks on the new update cuz I haven't played modded in a while
but I assume it's completely fucked for mansion LOL
so I might consider putting map imp in there for the time being
Weird place to build a shack
is that a dam on adamance lmao
Vow
oooh gotcha
Do you think it's a good idea to make a master thread for all your mods? @forest plank
wanted to report smth about Cesspool but I think this is your only thread
report on the github
this kinda is the master thread for my mods tbh, so if you have questions ask them here
people asked for separate threads and then those just die off
makes sense
I got a weird bug where cesspool was just. clear
for some reason
I have weather registry installed but I did many times before revisiting Cess recently so idk if it's that
might be some imperium fuckery, but I jus wanted to mention it
Clear weather?
Double check your config to see if clear weather got added or something
Idk what would cause that, especially not on my end
you mean on registry's config?
Yeah or any other weather mod configs
nope, it's just untouched
No clue then
See if you can replicate it consistently. Otherwise it's one of the many random quirks of the game
love this videogame!!!
will do, thanks spooks :]
1st try
now it's cloudy
clear again
alright, it SEEMS to be this config being set to false that causes it
talking to rovvy about that rn
also, super small nitpick but will you ever be setting this model's roughness higher? the shine is a lil distracting sometimes
it's supposed to be wet and shiny
I can adjust it
I will be doing a big cesspool update soon once I copy over everything from my laptop to my pc
neatoo
I forget if mrov reached a conclusion honestly
but I think he has an idea on how to fix it i think, we spoke on it for a while
I saw your moon in a yt video!!
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wtf is this thumbnail lmao
Not like they visit the moon but it is in fact, in the youtube video
over 2 whole seconds of screentime lol
still, it's pretty cool that it's there lol
7 goats all in one place is what this is
Hey I was wondering if Map Improvements was compatible with v70 with the adamance tweaks turned off
Mod works, just hasnt been updated for v70 yet, so Adamance improvements has some trees that dont match, but that is it
as well as the radar contour map not featuring the improvements
does universal radar fix this or no?
Have not looked into it
alright when i test it do you want me to let you know the results or nah?
sure, but I was not really planning on adding contours tbh
I may but I've been busy (hence the lack of updates)
No.
Unfortunate. I'll consider adding in contours if people want it
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.
Nah don't worry about it. I can probably have a texture above my additions that'll just stack with the existing contour map
Not worth changing your whole mod for
Not my mod. Just quotes from Universal Radar's page.
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
Yeah they should, but I haven't done extensive testing in a while
Only issue I've heard was on Artifice and I couldn't recreate it
did mapimprovements ever fix that hole in experiementation that would tp you to the ship?
Jump in
I think that's an answer in itself 😂
I'm planning on installing it soon, working on modpack and knew I'd get to your mod eventually so I had to ask
some areas that might need an update for new adamance
What's wrong?
some terrain was changed in the update
mainly pic 4 i think the terrain was pulled back in that spot to stop the weird thing with terrain clipping through fire exit
but since you move the fire exit it looks kinda unnatural now
also the floating exit light is something
That's rebalanced and I'll fix that
rebalanced adds those lights above fire but I move it and not the light
I'll add a rock or something when I move the fire
all the other terrain looks fine
first 1 looked a little different than i last remember but if its not a big deal then thats ok
I did change it a while back so Adamance was intercompatible
But I can look at it when I finally get the chance
the fuuck
are you using the fire exit fix mod? or buttery fixes?
yeah
the fire exit fix mod was merged into entrance teleport optimizations
wouldn't this be a networked fire exits thingy like the map improvements stuff?
unlike map improvements it should be networked because it's built into the scene
is it happening with every fire exit? is it happening all the time?
oh nah it was just that time, I usually go for that fire exit
I'll try again next round n see what happens
(it didn't happen to main)
probably just the vanilla bug then, which is why you might wanna talk to the fire exit mod
sounds good
yeah these fire exits be workin just fine
left is the radio one and right is the "gutter"? one
the gutter?
bottom of the main entrance area
i apparently do not know what a gutter is ignore me
was thinking of these
not these LOL
ooh ok good to know
Bio-monty custom moon: Gutter
you could make it the original cesspool concept which was a network of sewer tunnels that slowly flooded
I changed it because it was not fun
I was thinking a while back of making a collection of "vanilla friendly snowy moons" because generic hates how samey everyone makes them
JUST to spite him lmao
hmm that does sound a little limiting
but the layout could work pretty well
just gotta figure out how to make it not super punishing
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
I'm good at design
woah love the pixel Solarius
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
oh had you never seen it?
Oh i guess you didn't have a thread here back then woah
it's quite good yeah
Cesspool is just a hole lol
ye the icons tend to be pretty minimalist when they're rounded planet shapes
I'd love to do that tier list but I have only played like 6 custom moons ever
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
there's waaay too many
so you can just rank what you've played lol, that's what I do
like nobody's ranking every single one of these
there's also the vanilla moons in there
for if you wanna do it at some point lol
Making a modpack with every moon would be the filesize of modern video games
cough cough @compact remnant
||-# i think it was you who was doing that expturt LOL||
im not that bad anymore lol
LOL
i honestly thought you were making a modpack with every moon, idk why
I know SOMEONE was doing it
at this point though a lot of the old old ones are brokey so it's not super viable anymore
ping every person individually to ask them, since you can't ping everyone
sounds like a good idea
@silk flicker hey autumnis were you the one who was making a modpack with every single modded moon in it
@dense cairn hey autumnis were you the one who was making a modpack with every single modded moon in it
dont actually lol
monty what
@dawn hinge hey autumnis were you the one who was making a modpack with every single modded moon in it
lets make out
dont talk to me
that's not me you Fucking idiot
hi autumnis
where did you get this?
Also when did people ever like Icebound
the link is right under the image lol
ive always liked it post rework
so you see
im blind
whoopsie lol
wait it got reworked? I always thought of it as just 2 circles with a lot of blue
LOL it's alright
that's how it is right now yeah
used to be wat flatter with really ugly rocks and a way worse layout
how is there a worst layout then 2 circles 😭
OMG YOUR RIGHT
AND NOW THAT I THINK OF IT MORE VEHICLES LIKE THE HAULER ARE COMING OUT
😮
oh alright yeah that makes sense
Is the breakable snowmen mod now obsolete?
Saw ppl saying it was added to basegame in v70 (and that snowmen were removed, lol)
Don't know anything about it being in basegame now, haven't modded in a while (I'll get to it soon I promise) but I'm sure snowmen will return in the winter season. People also play in previous versions so they can use it.
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
hey im pretty sure map improvements is causing log spam
im not sure but I tried my pack without the enabled and the log spam went away
Where is the log spam
Are you saying the initialization is log spam?
or are you complaining that the mod says what it does when loading a moon
because there is no other points where the mod should be logging
find where the enemy is stuck and I can fix it. Or you can install the kill stuck enemies mod
Is there a known fix why MapImprovements causes mismatched fire exit teleport with LethalPerformance?
I add them in post lp caches them beforehand
Is there something on my end I should try to fix then?
I get this on any moons with a fire exit added by Map Improvements
I see, thank you
does ETO (Entrance teleport optimizations) fix it? or nah
nah its because I made the mod clientside, so until I fix that its gonna still happen
I will one day, but I've been too busy for the past few months, hence the lack of updates
This warning is harmless and can be ignored, ScienceBirdTweaks has a config to prevent it from even showing
I do get an issue where entering through one fire exit and exiting through the same one causes me to be at a different fire exit
I can confirm ETO fixes this, alongside ScienceBird Tweaks ofc
oh cool
it's not harmless though,it prevents you from going through certain entrances
Never gave me any issue, although I do have ETO which might fix that
Didn't even realise it was ever a problem tbh
why would lp just prevent that oug
LP also messes with entrance teleportation, but you can disable in configs
Since ETO does something similiar but better iirc
LP and ETO both do entrance teleport caching but ETO does it in a way that wont block entrances if they don't have spawned networkobjects
Having both causes ETO to override LP's implementation
should I add ETO as a dependency?
no
you should spawn your networkobjects
then it will work regardless of LP being installed or not
because even with ETO it doesn't fix the issue of weather effects appearing inside occasionally
which i think is a side effect of the inside flag not being set or being desynced
i think thats just a visual thing, the entrance/exit still works
you can disable the notification in the config
cant remember which one
think its Entrance teleport optimizations
or one of the many general fixes mod
if you run lethalperformance on default settings it's not just visual
it will prevent you from going through exits added by this mod since they are not networked
what config do I gotta fuck w to make it just visual?
turning off the config option for entrance teleports in LP config, or using ETO will stop it from happening
if you have ETO it will override LP
this is the option
iirc i have both and it's kept me from entering shit
will turn this off too then
if u still can't get inside with this option off you got something else entirely causing problems
oh i always have that lethal performance thing disabled anyways
Idk if this is known already but some map changes only spawn visually
And the collision for the vanilla map is always present
I think it only happens with terrain though
Like the slope bolder on assurance is basically just an invisible collision wall that you can’t walk onto anymore
And any new routes that would have normally been terrain have invisible collision preventing you from using them
I’ll get a log and video when I’m next on my pc (cba rn it’s 2 am)
I was just about to ask for pics. Maybe something broke with v70?
Once you get me the proofs I can look into it
Yesssir
It’s most noticeable on offense with the left route
You can see there’s a route there
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
But invisible wall
I’m wondering if it’s specifically a v70 incompatibility WITH rebalanced
First I'm hearing of it since v70
Also experimentation won't load sometimes, again haven't tested if this is the cause
I haven’t had experimentation issues
But I do have experimentation A disabled because of rebalanced messing with it in weird ways in v70
Is that the one that adds the pseudo interior from the beta?
Yup
Yeah I have that disabled too since it has issues with chameleon
I simply just think rebalanced and map improvements became incompatible again from v70
Oh what issues?
If mansion generates and chameleon replaces the main doors with wooden ones, it puts them blocking the way inside
That could be it, other thing I was considering was CodeRebirth(Lib) since the big update was when I noticed this mod was broken
019839c3-e449-ec3d-689b-5247d5ad6f02 this is the modpack code just in case you want a look sooner, since it’ll probably be a while till I can get some proof cause I got work tomorrow morning
Just checked your two examples without rebalanced and had no issues, so I'll double check with dopa
I think this is in my todo list
Yeah it’s probably a new mod incompatibility brought on by v70 then
I don't think so but it also wouldn't surprise me
That's just when I noticed MapImprovements acting up
Rebalanced update around that time too I think
Can’t remember tho
What’s the mod that adds the random corpses to various vanilla maps like adamance and experimentation actually
@tribal portal you do anything with rebalanced that could cause new issues with invisible walls/collisions on Offense or Assurance? Having some new issues
Maybe its just some colliders on rocks that I remove
Most likely
Oh now you mention it I think it did
Hopefully just invisible walls because that's an easy fix for us. Just have dopa child them to the rocks that I remove
If its not rebalanced then we have the issue of figuring out what is causing it
And iv had no issues with fire exits or anything
Collision on building changes seem fine too
Specifically it’s just like, rock collision or terrain collision
We'll see when dopa gets back to us
Yessir
uh.. i guess ill check, but im betting on no?
can you give me an idea of where
Offense rocks directly behind ship (behind main), Assurance rocks in near main (in that canyon area)
Those were the specific examples given
i think this mod is causing the game to fail to land
its really hard to prove because when it happens there are no logs
but it only happens on vanilla moons for one
i tried today with both MI on and MI off, landed at vow in the same save both times
first time with MI on, game loaded the moon and then failed to get past the seed screen
second time with MI off, game works as usual
i tried 3 more times after the 2nd attempt to make sure it wasn't a one-off, and it worked each time
modpack?
01984df0-bb63-b360-6842-b929234e11c1 in this code MI is currently off
I'll look into it at some point, but probably some mod conflict
Was this on experimentation?
Vow
but i think it has happened on Exp before
I also had this on vow when using improvement C
It was on a modpack with 90 mods so I thought something else was flipping it up and disabled it to look at later
Yeah so this can happen on Experimentation, Vow and Artifice from my experience
Nothing useful in the logs, I'll try it in a smaller modpack at some point
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
It's not RebalancedMoons, that only seems to break Offense
I'm looking a this pack rn and it's also gigantic but I can make a list of all mods we share
Since it's likely the same mod causing problems
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
Dreg with MI variants? Neato
not anything super crazy, but ye
Ask away lol. Why else would I have made a thread
hi i think artifice have not loaded besause of this mod but i'm not sure
here's the logs
and the modpack
Gale :
UJC5C7
thunder :
0198c885-099a-3577-ad42-9bf6fb0868c7
mod list :
haven't tried my hand at the map improvements stuff recently, but I did notice that lethal performance removed its option to turn off fire exit caching, so now fire exits on map improvements are blocked and cesspool's are unusable at random
just wanted to report that, unsure if you'll be willing to fix that at some point
Idk why Cesspool's would break since it's literally in the scene already, so maybe check with LLL on that
i doubt i'll get a reply from batby anytime soon if I checked on LLL
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
brother's always either busy or unresponsive so idk if I even wanna bother
which is fine
alright, that sounds nice
Maybe check other moons with multiple fire exits? Then probably check in with LLL or LP
ye I have done that before, none of em show up as blocked in my experience
i'll ask in the lethal performance thread
for now i took it out of the pack
love cesspool too much to sacrifice it to the optimization gods
how'd you do your fire exits on cesspool btw? if you don't mind me asking
did you just do the moon tutorial step by step and copy over those fire exits? or how did you go about the process
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?
Followed the tutorial
and for the extra fire exits you just copied the first one you put down and pasted it where you wanted em?
yea with different IDs of course
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
the latter
good good
if they were stuck on a fucked laptop i was gonna freak
generic's whole moons project is stuck at a repair shop rn cuz his pc's fucked rn
can't handle losing another goat
hello this is the cesspool thread now
here's my cesspool setup with universal radar
quite fun!
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
i might look into map improvements shit this weekend finally
really wanna do em
also maybe customoutside objects
definitely let me know if you need help because aside from solarius idk how intuitive/effective custom map improvements are
custom outside objects may also have some troubles because half the time I could never find the right scriptable object lol
so feel free to ask here
i'll make sure to spam you with questions cuz i'm a bit tupid :-)
we all a bit tupid
how complicated is it?
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
not at all complicated, just kinda weird trying to get the first one set up
the tutorial is on the github page's wiki
You can fix it using EntranceTeleportOptimizations + SciencebirdTweaks setting to disable the alerts at the bottom right of the screen. In the technical section. Forgot the name
I use LP and MI on their modern versions and the fire exits work fine with those two mods
hm might try that
FINALLY DOING THI
s
@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?
What is your moon named?
in unity or thunderstore?
Unity
Dreg
Then it should be named dregimprovements
ah great! okay :]
it ain't letting me set the 2nd field to "bundle"
i type it in and then press enter and it doesn't get added to the options
it does say it's a custom extension but i don't see anywhere to download said extension from?
You should just be able to add it
It's not actually an extension just the name
Give me like an hour and I'll be at my PC to help you
odd
okay!
idk why you're having that issue. Is bundle already an option?
and hitting New... and then typing bundle does nothing?
can you name it anything else?
uuh i can try in a bit, running a lobby rn
yeah I'm just confused why you can't name it
none lol
all i've done is make this folder
or do you mean in the moon file as a whole?
I'd say maybe restart the editor? see if that works? or you can make some custom outside objects instead lol
I did ye
i had it closed just now and I just reopened unity
also ye I wanna do those too
I did them thru LLL for my own moon so i'd like to allow em to be on other moons then publish em
I do really wanna make a map improvement tho
lol
it's like the last thing on the list before I move on from the moon
i even made this little area behind my main entrance that would unlock when the improvement is active
restarting didn't let you name bundle?
well before I tried again with "cool" my unity was closed
so I had to reopen my moon project to even try
idk what to do to help tbh
also the bundle name should be whatever your SelectableLevel asset is named, sans the "level". ie DineLevel -> DineImprovements, DregLevel -> DregImprovements, MontysCoolLevel -> MontysCoolImprovements, etc
Oh so in order for it to be right it should be Monty'sMoonLevelImprovements?
if your selectable level is "Monty'sMoonLevel", it should be "Monty'sMoonImprovements"
waht
how does that make any sense
oh well
it's working, don't touch it
good luck with the improvements
curious where im supposed to find this thingy
no it just looks for the tag
basically build all your improvements using it's coordinates as the origin
aight!
reformulated the question lol mb
I'd suggest making a test improvement so you can tell if it works
ye im just readin thru what I need for it to work
i'll probably just add a cube in front of the ship with a chance to show up
the logs are also very extensive so you can also read through them when you get into editing existing scene objects too
hell ye, thanks bud
should the text asset be in the same folder as the improvements?
yes, in the bundle folder
the name needs to match the improvement prefab
so if you have "ImprovementA" prefab, the "ImprovementA.txt" is the set of instructions used when "ImprovementA" is spawned
you can even have an empty prefab and only edit scene objects through the txt file
oh ye thats p much what I need to do
would it work if I made a .txt file outside of unity and imported it?
yeah thats what I did
hell yea
if I need to disable multiple objects at once w a single improvement should I put them all under one parent?
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
I'm back and ready to work on this more tonight (hopefully)
gotcha!
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?
I haven't tried it, but it probably would work
just have the prefab names match the moon name
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
@forest plank are you aware of the update stuff?
just curious if this still works before I start working on my stuff again
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
yah
pacoito fixed up LLL but the update hasn't been pushed yet cuz batby's real busy rn
most stuff apart from LLL is back up
atleast like, big dependency wise
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
totally understand ;P
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
no
map improvements works perfectly fine on v73!
Just checked thanks to the LLL fork that just came out
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)
Yeah description is the last line
I'll see if I can get around to adding screenshots to help clarify the tutorial
sounds good :]
so like this?
Yep. Also you definitely don't need the "additional information" line lol
sounds good
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?
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
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
entrance blocker but less
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
OOOH ok ok that should be easy then, thank you
so I shouldn't put the MapImprovements dll into my zip?
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
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
is there a chance you can publish a mod to depend on that only has the dll without the vanilla moon improvements? I was wondering because it feels weird to depend on what's basically a content mod
hmm understood
it did work but I'll try to do it your way
Rephrase the question. I don't understand
Also if your way worked feel free to do it that way. I didn't expect it to work tbh
it does work
and i've also got GREAT news
LethalPerformance does not block it
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
maybe I will once I get around to finishing all the vanilla moons
I was working on titan, still need rend too
ahhh right right yeah
I stopped a while back and have never really had the time nor motivation to get around to it
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
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
are they diabled and then you enable them or are you trying to disable them?
they're enabled and im trying to disable them
try destroy instead of disable
this is what I have rn
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
also I do want to specify that you don't need to put the '@Enabled' and can just do the tag
oh alright I'll remove those then
I do use Destroy, ye
so these are the prefab that MI spawns in?
do I need to make each individual little thing under Dreg_A a prefab?
do you have the config set to always for testing?
so it always spawns? or vanilla disabled?
that's the other thing, there is no config being generated
for my improvements atleast
lemme try smth
send the bootup log when you get the chance
it should say if it finds the map improvements
i think it did the last time I did this lemme check
this what you mean?
ok i THINK it worked?
now there's no planks, but no light, door or teleport
here's the log
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
This is what it should look like when it loads custom moons
sounds good
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?
oh yeah cuz before I was trying o name it dregimprovements and it didn't let me use the bundle format or smth
I 'spose I'll try that
just try renaming it I guess
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
freaking epic dude
config generated
supposedly loads n all but this stuff still ain't here
what the fuck?
LOL
check the log for map improvements after landing. It should say what improvements spawned
will do
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
yeah then I'd assume the position/parenting is the issue
so definite look into the transform
not sure what you mean
checking it out in unity it's all in the right spot, so not sure what's going on there
theres some thing you can use in game to see the hierarchy
idk what its called, unity explorer or something like that
hm alright, ill try that when I get back home
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
😭
idk never used it before, maybe theres a tutorial
this is v73 right
i think someone said UE gets messed up in v73?
unless that was just incompat with lp or something
you just gotta do this and it works
ah nvm
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)
so what is blackout ignore supposed to look like
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
alright back from dinner, just finished re-doing it
text
set-up
default look
improvement look
(forgot to add Dreg_A as a parent oops, just did that)
goal is:
- place a bigger, lit up light on top of the normal, turned off light.
- remove planks
- add teleport
bundling assets rn
also i keep getting these warnings, unsure if that matters at all
no idea
wait hold on you're adding the improvements and then enabling them? Why not just have them enabled and save the effort?
wdym?
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)
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
ingame result is this
oh interesting
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
So then what would I put after tag in the case of the teleport and the light (which are spawned by the prefab)?
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
oh reminder that i'm copying a fire exit, putting it in the position I want in unity and adding it that way instead of cloning one through MI and setting the coordinates, maybe that's the issue?
oh interesting
here's my logs from that test just in case
I'll try that rq
ok after college hell im back
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
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
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)"?
Yea
It improves the map
That's how most of the vanilla maps are improved. By editing things in the scene
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
well i know that
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.
going into unity everything seems to be in the right place, too
I'd assume that the mapcontainer in the scene is wrong
Either the one in unity or in your moon
as in misplaced or?
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
See if you can find it in game with unity inspector
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
I think you'll have to trial and error this
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
also when it says "relative to its parent" does that mean I can't copy the position of the objects in unity?
It uses local position instead of world position
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
It fixed it?
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
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
it is yeah
And do things spawn in the right place now?
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
🤔
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
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
it is very tedius yea, i'll see if setting the position manually does anything
Good luck
ok so setting the positions broke some shit cuz it loaded the improvement but none of the things actually generated
on Vow A could the building ambience noises also be in the alleyway
how far in can you hear it?
if possible it would be nice if it went all the way into the alleyway
I'll have to take a look at it, but I prefer the quiet tbh
i also prefer it to be quiet since u wont be actually going that fast and have to hear that the whole way
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
what is breaking now?
do u not have this ? see if thats any better cuz it override LP's iirc
same thing as always, just fire exits gettin' blocked
doesn't that still block FEs?
i just remember its a less aggresive than LP, i could be wrong cuz its been awhile
I could give it a shot
but yeah @forest plank if u read from this and some way down you might understand, i def dont lol
#1253705079605956640 message
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
is there not an option in the config for that? I don't use LP so idk
nope, just these two options in the config since they removed the toggle for fire exit caching
I know that there is an option in the ScienceBird Tweaks configs to disable the red box messages
@timid grove
I thought this conversation had happened two times previously 
Bio-forgetful 
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
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.
it's been a long ass time, not sure what color it is
I'm tempted to make a Patch for LP to nume the stupid message
nuke
When I'm able to use my computer next
you'd actually be incredibly goated
@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
i have no idea how they work so idk
i didnt change the main entrance other than adding a new light
he is trying to learn how a door works 💔
10 bucks that it's just starlancer escape being weird with the birds
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
Are the Fire Exits still Client Sided? Was wondering about installing EntranceTeleportOptimizations.
Yes I haven't been able to get around to updating my mods
will this mod ever be out of beta?
019cf9c9-c1ab-56a5-dea3-2a024137e6c9
@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
would love to see this mod updated, it's one of my favorites
same
Makes sense to wait for v80 though as well, I'd say
maybe one day 😔
hows this mod with the Adamance overhaul?
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
Long story short; it's over
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
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.
Beethoven has competition ⁉️
Unnecessary rant about something he already knows
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
Thanks for the defense Monty. It is a poem so I don't think they're being too serious
It is fire but it still felt weird not to back you up here
I don’t think he was at all being serious
The poem feels stingy and playful
I was confused at first too, then the metaphorical beat dropped
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
the adamance changes were soo good yeah
embrions were king too
Is there any actual issues (aside from syncing) with v80?
Or is it all just visual stuff
I haven't actually modded the game extensively in months so I can't really report anything
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)
also if im correct the mod still had issues with lethal performance
oh yeah, 'cause of the fire exits
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)
Is this mod compatible with v81, with the exception of March?
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
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
I tried updating the unity project but was running into issues and gave up