#ButteRyBalance
1 messages · Page 9 of 1
i mean
It mainly is to help new players, veterans hardly die to them anyway
what problem does that solve
shovel going away
it makes the problem worse because it gives you incorrect information and having items in your inventory doesn't save you from snare fleas
just grab it again
unless one of those items happens to be a shovel
lol
which you could already pick up off the ground while you are blinded
it's even better if it's a stop sign or yield sign because you can scan the floor with the thing on your face
That’s why I said it probably wasn’t a good idea
having any scrap would let you find your pile of items on the ground
and get your shovel back
I'm fine with it, but it is very punishing if you dont know about it
Lethal company shouldn't be easy
The elegance of the grace period solution is that it parallels multiplayer because it played to natural player response and it is rare for Fleas to fall right on a player anyway. The chance for poor feedback is minimized
Shouldnt be infuriating either
At least to some degree
What if the snare flea had a larger detection radius for dropping onto players in solo?
infuriating is Forest keepers being able to see you through miles away in the fog while you're unable to see them
So it’s more likely to drop near the player and not on them
This is a solo-only change, solo is still extremely punishing regardless
or jesters traping you in an room
Still would drop onto the player if you run under it.
Yeah, and it gets aggravated by snare fleas
Nowhere is safe or fair, basically, in solo
this snare flea change doesn't balance anything, just changes the mechanic and makes it easier
it's an easy enemy
you can easily spot it in the ceiling if you don't just blindly run in the facility
Not for newbies though, which is what this change is meant to cater to. With the current vanilla change they literally cannot kill you unless you let them grab you twice so if anything this is harder
Indeed, newer players will get killed even more often
the snare flea having an window of forgiviness on solo is exactly to teach them to be careful
Unless the forgiveness just doesnt get applied, then it just kills them
In the literal first level
Not how I would describe it, you get a whole second chance in vanilla
Against this single enemy tho
You're usually going to get thumpered or killed by a spider
I think it feels fair, even though its clearly just a second chance, because the rest of the enemies keep being lethal threats
Removing it would just serve to aggravate it
I do not have any particular issue is the current vanilla nerf, but Buttery’s criticism of it is undeniable
i won't elaborate further on why this change feels unnecessary, it's just my opinion
everybody has their own opinions
I agree, it just feels misplaced
it looks like discussion ended while i was gone but yeah this is mainly why i think it's good
it's all ultimately kind of a wash because snare fleas are not a huge hazard anyway
even with the current (imo kind of bad) feedback in solo, you aren't likely to want to get grabbed by snare fleas in multiplayer
once you learn in multiplayer that they can outright kill, you won't be surprised if it happens again
it's basically just a minor gripe but it does highlight the design philosophy i'd like to take with potential solo changes pretty well
Well said
the real issue with snare fleas in solo
better there than in what water tbh
snare flea should be buffed 
I have seen land mines in that spot too
Blockers on the cave water tile would be great

the water cave geometry is so damn jank
it's basically a one way tunnel where you can't see anything
I’m fine with the cave water being janky since it requires repositioning your head and is use usually possible. It’s just a little stupid that it’s fine on one way and janky on the way back. Not much you can really do to fix or stop it but still
The water tiles design is intentional btw
I prefer the idea I had of making you take damage after running out of oxygen instead of dying to make the water tile more forgiving
If we were to make it more forgiving
Personal opinion too: I thought it would be cool if the oxygen drained your health from 100 to 0 in 1 second like the Sans attacks from Undertale
But i'm not very interested in the oxygen mechanic rn cuz it works fine
LC doesn't have any moon focused on water
yet
i feel like that would look really awkward in practice
esp cuz every time you take damage in lc theres like an impact sound like you're being hit by something
unless u can subtract health from the player somehow without playing the damage animation
I think playing the damage animation is fine, it gives feedback that your character has run out of oxygen and is dying
When crouched the normal animation does not play but your screen still flashes red
if you take damage when crouched, game forces you to stand up even when u cant
So if you are crouched in the water tile in vanilla and are damaged non-fatally what happens
Do you clip though the ceiling
im not sure if u fully clip, it might be that the player is forced to stand up then stands back down forcefully, but i remember being very annoyed about the player being forced to stand up so u might clip loool
Well regardless of an oxygen rework that should be addressed imo, not too hard to have happen in normal gameplay
I could easily test this with an unlimited oxygen mod
If you are hit by the edge an explosion, glanced by a monster/player, fall victim to net-lag giving you fall damage, etc.
There also is that 2-story cave tile with the small hole at the top left you often have to crouch through I just remembered
Bit late but on the previous topic of the tzp voice thing, if that was fixable for even 8 players that would be so cool. Mainly I'm just mentioning it bc as I had said the underwater voice filter works for some reason... but apparently the tzp one doesn't, which I find very odd.
On the subject of game balance not sure if anyone has mentioned but what about making the baboon hawks increase their fear rating from yelling at them, ala the prevalent myth? If I'm right on how it works it's only loud scrap like airhorns that do it (and only a little bit, giving like 1 point). Would be nice way to make baboons less awful when there's like 10 of them.
It was discussed something similar, like boombox and loud horn, but if you're interested in screaming try this
https://thunderstore.io/c/lethal-company/p/woah25/ScaredBaboon/
It's not as interesting as it seems because they become passive
Ah ty, might give that a try bc my frens keep getting bodied by baboons lol
I don't trust anything made by woah
What's up with them?
They have a long history of harassing mod devs and even got banned from this server for repeated offenses
And their mods tend to not work or all use the same shoddy GUID
Ah this is the same person who made the fairbirds mod that doesn't work at all lmao
Now that you say it, this mod is kind of an example is that
Yeah lol
All ScaredBaboon does is send baboon hawks into their retreat phase when you scream at them, not keep them at a comfortable distance from you
(Which as you can imagine is op)
Yeah ig I wouldn't want them to just be essentially removed from the game
Yuh
ty all
Same lol
But I have to bring it every time because people keep asking for that and it's the only mod he did that doesn't seem to ctrl+c ctrl+v other mods
Althrough
I think that ScaredBaboon breaks the baboon AI
It works fine for me, it just is OP unless you have it turned up to the max where only very certain stuff trigger it
Log spam is the bigger issue for me
Does not help that the config is vague on how sensitive it makes the Hawks
Apparently, only Airhorn, Hairdryer, Clown horn and cash register triggers this condition
Doesn't seem hard to tweak it and make it apply to boombox, teeth, toy robot
and +3 if they hear the loud horn within x units
where's my goat whoopie cushion
It was too OP so it had to be left out
✊😔 justice for whoopie cushion
Masked on Offense is so goofy, you can keep running around him here
Silly guy
Request: Decrease the adult maneater's door opening speed so it's impossible to cheese them with it. This is because I've noticed that my group, and a decent amount of players in general, have been immediately going and trying to kill the maneater upon their spawning instead of taking care of them, which... defeats the entire purpose of the entity.
POV kids playing tag on the school playground
-> Close the door
-> He can't catch you because it's closed
-> Opens it and hit him
-> Close again when he's ready to lunge
-> New cheese tech
or maybe make it so it can open doors while lunging? that sounds like the issue here
Clearly the solution is to make his lunge blow up the door
just make the lunge longer if he hits a closed door during it
^
doesn't it require you to obtain the knife to even have a chance to kill it?
dang I guess that does sound kinda op
Holy crap I'm glad I stumbled on this
These are some great changes
Like "they should officially be added" changes
I would agree for most
the thing is this is not an easy thing to do without a knife
it takes a ton of practice and is also harder to do when you arent the host of the server
and if you fuck it up, you have an extremely persistant annoyance roaming the map now that has very little you can do as a response to it besides just staying back, and its likely fucking up the kill without a knife would mean you cannot get any more scrap
I don't care
Y'all have been doing it consistently that it defeats the entire purpose of the entity
and it's not that hard to learn
and using doors to stall other entities doesnt cheese them?
for butlers, sure, but stalling hoarding bugs, thumpers, and brackens especially with doors, can really save you
is that a cheese?
No, considering you're not taking care of the maneater in their juvenile phase
Which is why I've said this cheese defeats the purpose of the entity as a whole
ok and learning how to strafe a bracken or using a zap gun on one to kill it defeats the purpose of them also
according to this logic
How do those two correlate
because the entity gets killed when it "shouldnt be killable"
That is not what I said
The entity is fine being killable, but it shouldn't be this easy to the point it negates the main gimmick of it
A gimmick as major as this
ok
and the bracken isnt like this?
no
lol
I find myself agreeing with Purple here, in our runs people are killing everything indiscriminately, ignoring tons of interactions
Butlers, Brackens, and Hoarding Bugs hardly have a chance to show their mechanics before they are pounded with a shovel
If you wanna have fun taking care of the baby instead of just adding its corpse into the pile you can just say so, it would be pretty low of Purple or Alex to steal it
Yeah, I've already made it a rule (Exclusively for CC lobbies I host, Idc what you do with the maneater outside of that), but I was just asking here so it could potentially be properly enforced
Fair enough
The maneater is case I feel where it's at its absolute worst
The entities you listed you can at least get a glimpse of their mechanics, but not with the maneater
the sound that the centipede starts making after falling for the first time is intended?
cuz when it starts doing it, it never stops
Not sure I agree, Hoarding Bugs are often killed without holding any scrap, so players do not see that. Maneaters cry and run away when hit which shows even an aggressive player that they are scared babies.
There also is the point that people killing Maneaters already know their mechanics, and prefer killing it to having the baby slow them down. There are other Maneater cheeses and they can be killed without any cheese, and skilled players will prefer any of these to babysitting. You would have to buff Maneater to the point of being completely overpowered to force all player types to babysit
I’ve never seen anyone in my group kill a bracken with a shovel
I think the method of cheese is the problem here (whatever the door method is)
I think being about to cheese it and kill it with a knife makes sense
Me and Narpy are talking about a niche situation, we play with Ironman players who kill anything that moves
Oh 
All of this probably does not matter to most players
The way you kill Maneater is that you bait its lunge and then get hits in during its recovery animation. Doors let you easily survive its lunge by keeping them behind it, making killing them a lot easier
This is usable for a lot of monsters but it is most pronounced with Maneaters
i dont think that this is an issue
just to finally weigh in to all the discussion above
i also think there is a weird correlation between "enemies should have counterplay that isnt just killing it" a la the butler discussion but being able to shut doors on maneaters to save yourself from a lunge is apparently cheese?
like, you gotta do what you can to survive
doors will only save you from a lunge if there's considerable distance between it and the door anyway
otherwise it'll just bash it open and continue the lunge and catch you
Maskeds are able to spawn in Adamance?
for your forest keeper balance, I only see one setting when there were two in the wiki onilne. Is that somewhere else?
yes, sorry, the wiki is a little out-of-date
Didn't know that
i moved the "forget out-of-sight players" to the "FixGiantSight" option in butteryfixes
because it is like 99% likely it's a bugfix and it's also host-sided so it doesnt demand custom networking
I thought it was something with ButteryBalance
I had a heart-attack when I was testing LethalSponge earlier and heard steps behind me on Adamance
Oh aight cool
I agree wholeheartedly, playing almost exclusively with Ironman players means I have to be careful in not loosing sight of that the monsters are dangerous to most players. Doors are why I think Butlers are annoying but not game-breaking in solo (not sure how well I communicated this initially), they cannot open doors for the life of them
i dont really like the maneaters design at all
its an inevitibility that doesnt really feel rewarding to take care of
you're circumventing it i guess
that's fun
but it has so many cases where it just turns into an adult without you being able to do anything so stuff like door cheese is kind of a necessary evil
but if the maneater was like actually something preventable that punished you for neglecting it then it shouldn't have that
i know you'll like entirely disagree with me on this i just felt like giving my two cents lol
all in all it just feels really Jank but hey its letal ompany
every time ive played w/ it w my group (barring i havent seen how it works with butterybalance ingame) it basically always turns into an adult near 6 or 7pm regardless of how well we are watching it
its kind of just a timer shortener that feels kinda stup[id
like the game literally already has a clock why do we need another mechanic that shortens how long you can stay on a planet
unless you got mineshaft then just put it on the top floor and win Lol
Can't adult maneaters teleport
I've never had it leave the upper floor when doing that
What 😭
so i dont think so no
I'm pretty they can do this
or could do it at a certain point
I remember distinctly watching an adult maneater teleport while spectating them
Could maybe add some kind of recovering mechanic (for the conversion timer) So maybe whenever it eats an item the timer will go back down a bit buying you some time
I've suggested something like this a few times before yeah
but the item eating mechanic is too random and inconsistent for me to agree with specifically that
like I don't really get what causes him to get "hungry"
ive tried dropping stuff at his feet sometimes for fun and sometimes he just wont eat
It's a random chance
They have a chance to just devour an item that they are staring at
8% chance iIrc to eat an item they're observing
Dont think this is a thing
If it was I thiiink it’d be documented and more talked about
I wouldn't be surprised but I feel really sure that it is/was
Did v60 have a beta
I've trapped maneaters behind security doors in facility too
and it pacifies them
well
it prevents them from ever getting to you
i mean
Enhanced lock picker my beloved
I feel like I encountered this phenomenon a few times somewhere around when juvenile maneaters were first given the ability to pathfind off of drops
Then never again
No
OH maybe that's what I'm remembering
It'd be cool instead of pathfinding off of pits the maneater straight up climbed out of them
with like
the kidnapper fox's inverse kinematics
what
oh
That's
an interesting move by Zeekerss
but Ig it's to make the arms look more bouncy
I did IK too for clay surgeon but i baked the frames in blender
so it doesn't actually have IK in game

Thank you I was looking for this
I need to play more upturned
Play more Upturned™️
adult maneaters teleport only if they are stuck in a position where they can never route to players
which pretty much demands a player intentionally dropped them in one of those places and let them transform
So they could theoretically teleport out of the Factory's blast doors and Mineshaft's main entrance?
pretty sure no to the blast doors thing
less sure about mineshaft start but i think that is also a no
im pretty sure the condition is it only TPs if it cant reach any ai nodes
from being dropped on top of a table or rock
Ic
but i haventconfirmed
my thought process is that it takes up a monster slot
to spawn something that can be delayed from actually being a monster for a long time
and it has unique counterplay separate from all other entities
which i think is lethal's biggest strength
obviously i am not perfectly happy with its vanilla execution
hence why there were changes made to it to begin with
but i feel that the whole "it's an inevitability" thing is important because it is still a monster
All they really need are safeguards, for both crying and pathfinding around hazards, and they'd be perfect in my eyes
especially since the entire baby phase was bolted on to it after it was completely finished
Which this mod does the former
BABY FORM?!?
that is why i also don't completely hate the possibility that it can transform without players having ever encountered it
it is sort of reminiscent of its original design as "the terrifying cave predator you never ever want to meet in your run"
but obv i think it's ridiculous that it can transform instantly by like 9 AM before anybody has even entered the building just because of trap RNG
Lethal Company has a lot bullshit outside of that, so it's pretty much a needle in a haystack
okay so unless im reading this incorrectly
basically, every 15 seconds, the cave dweller checks if it has a valid path to the closest AI node to its current position
and if it doesn't, and it's out of sight from all players, it can teleport to the nearest AI node
which should be the same node in both circumstances
so it shouldn't ever teleport while it's being observed, and it should only be short (ideally unnoticeable) distances
there are AI nodes at the top of the elevator and i think it's impossible for blast doors to generate without AI nodes on both sides
so that really only applies to stuff like this
anyways
i suppose it's true
i think maneaters in adult form have enough counterplay that it is not a complete frustration or deterrent from continuing to play
but i don't necessarily think they are high on the list of the game's fun encounters
I mean
What do they do that's necessarily dangerous
They have a pretty loud sound cue and constantly keep a comfortable distance from you
i think they are uniquely terrifying which is why i don't really want to change their adult behavior at all
except for this
but i do think they are deserving of 3 power level once they are transformed
and 3 power level also alleviates some of the weight of constantly having to care for them to delay the transformation
and pre-transformed maneaters cropping up on occasion is ok and scary, but it happens way too consistently in vanilla for my taste, especially in a place like offense
which simultaneously has a huge maneater spawn rate and enough traps to consistently transform them
Unrelated but why people talk about LC entities that emit music they don't bring up the maneater
It isn't even on the wiki either
on top of all the other shit you normally have to do with
Or is it not considered music
it's not music, it's their bodies buzzing
It sounds like it's designed in a way to sound like music, doesn't mean it's canonically music though
yeah it feels like ambient music kinda
Like, thriller horror movie type stuff
but i believe the idea is that it's a diagetic sound
could be wrong, i am not 100% sure
This is also interesting since maneaters don't seem to have wings
maneaters were originally intended to deafen players so it's possible it's just supposed to fill this space with non-diagetic creep
I am dumb, what is wrong with this
- you can hear the clacking of their jaws behind the music
and was left in after the deafen mechanic was dropped
maneaters definitely do not charge in straight lines in vanilla
Justice for LRAD 😔 /j
if you are at the bottom of the factory stairs tile and it starts a lunge while you are at the top
it will run up the stairs with perfect accuracy and get you at the top before the lunge is over
I see
basically having them lunge anywhere except for a straight line with a lot of stamina to use is a death sentence
You can see this by just having a maneater charge at you around a corner
it is nearly unavoidable
tbf the changes i made don't really make that consistent counterplay either
Is that what their big scream was for
you need a lot of sharp turns, like the railing in the center of the locker room
no
The clacking of their jaws you hear while they're stalking you
or the factory stairs
and even still, if you dont have enough distance, it might nab you right at the tail end of the lunge
also yeah
the mandible clicking is what's supposed to deafen you
i think the scream just amplified the deafening effect
It's funny Zeek went from the old bird to the maneater with the defeaning mechanic and neither of them made the cut in that aspect lol
I can see why that was dropped, how on earth is that meant to deaden you
the buzzing audio plays during the clicking, which is why i mentioned it's possible it could be intended to fill the silence with non-diagetic noise
Muffle the audio I guess
in any case the buzzing is creepy as fuck and i hate it
With ringing
the maneater makes horrible horrible sounds
Maneater does have peak sound design
it's funny because im pretty sure one of the reasons meteor showers exist is so he could finally make use of that mechanic
I’ve never noticed it. Does it only happen in the adult form?
the weather alert temporarily reduces the volume of everything else
using the same mechanics that were removed from the old birds and maneaters
i actually considered bringing it back for the maneater and i might still do that in the future
Also a little homage to the sale advert concept he had a while back
I assume
most of the code zeekerss used for the maneaters wasn't properly removed until like, late v62 or v64
i think old birds are already good enough without the deafening effect
embrion is already nearly unplayable
Lol
What's the rundown?
I would think Old Bird would be up first
I think it would be cool
Old Birds are meant to be the final boss of outdoor enemies and yet Giants still have the crown for most players
yes, when it's moving around the map it can make a couple of different sounds and all of them are horrific
I love the design of the maneater
This is purely because of the forest keeper's bugged memory decay
it kind of goes back and forth between fake cries to lure you out and the weird deafening clicks
Same with the kidnapper fox (just not gameplay design for the most part)
i'll post the clips if you give me a second
Kidnapper Fox’s model was like the one good part of it when it came out since parts of its AI and everything about Vain Shrouds were bugged
Just to add onto this, it'd be cool the make old birds... more bird-like with this mechanic? Like how the song about them described them as
When they use their lrad, they'll stop, arch backward a bit, and emit a defeaning call, kind of like bigger terrestrial birds(?)
and those within lethal vicinity have their ears left ringing for like 15 sec
The thing is the bestiary entry says that their name is arbitrary and not due to any resemblance to birds
I really hope zeekerss goes back to the kidnapper fox when they get back to LC
Though this would be interesting
maneater doesn't tp if it's stuck at mineshaft entrance or behind security doors btw
I know, but counter-point: It would be so awesome
It would be so cool
I still think the Kidnapper fox's appearance is a little too cute, since I wanted it to be scary and intimidating without being pitifully gross and nasty--I wanted it to be kind of badass, since it's inspired by real-life predator animals like cougars, as well as the xenomorph. I think its design hasn't quite scratched that itch, but I am satisfied with its sound effects and animations. In solo testing I found it too timid
i do love the kidnapper fox but i definitely agree with zeekerss here
it is way too cute and funny to be "badass"
at least to me
A mix of both is what makes the kidnapper fox so memorable to me
He def pulled it off being badass Imo
Hopefully the foxes will return in the future
v55 was more memorable to me than v50, and I'm not sure why
Even though zeekerss has said it’s unlikely
Maybe if its fur was ruffled and missing patches than being perfectly pristine. Visually communicate that it is a tough predator that can take a hit
Discovering vain shrouds and barbers for the first time was so magical because they were not like anything we've seen before
lol yeah it's definitely a cute sort of fluffy
A plant entity, and an eerily simple entity akin to the lasso man
scrapes/wounds on its legs would be pretty gnarly
I legit thought the barber was unused at first when I first spawned it in with Imperium, its design is so simple
One of my first encounters with the kidnapper fox was me running it over with cruiser
maybe even a gash on its face
This would make it even cuter /shrug
The more you try to make something already both cute and badass more badass, it backfires and amplifies the cuteness aspect
at least to me
what?
Don't question it
My friend who really liked the fox got really upset with me after that
Deserved
Kidnapper foxes are an endangered species y'know..,
v55 was much more a quirky update, with things constantly surprising players. v50 was still super memorable to me, I went in blind and seeing Old Birds for first time is a core memory
“GUYS THERE IS THIS GIANT ROGOT WITH A BIG HEADLIGHT THAT IS SPAMMING ROCKETS EVERYWHERE AND PLAYING BABY NOISES”
Old birds
aren't thjat memorable to me
😭
Butlers even less so
The moons carried the update
IS THAT SERIOUSLY THE FILENAME??
no it's a couple of separate audio files with effects applied
so i had to edit it together
Me on mobile and cannot play .ogg files
I’m so glad I discovered artifice and embrion naturally
Same
First discovering Embrion...
this is how it plays in game
i mean, roughly
i had to estimate the reverb and volumes
but the clicking sound is as-it-is
Its speed might be random then, for the buzzing I mean
The clacking is the same speed each time
eeuuuhhhhh
I guess what made Old Birds for me is that my first encounter was on Adamance and its stationary map prop was hidden from view, so I had no reason to expect it
DUDE
I LEGIT THOUGHT THE SAME THING
I THOUGHT IT WAS A HALF-SUNKEN STATUE ON ADAMANCE AT FIRST
That aspect of them was memorable for sure
but I still had better memories with v55
yeah it was in the dead-center of adamance for me
It was on the hill behind the dropship's landing spot for me
Positioned in a way that I thought it was half-sunken
there's also the fake cries which range from "subtle, with the adult's buzz underneath it"
to "this is definitely not safe"
I love this one
it is sort of interesting that it still cries as an adult
I was going to say, yeah
#bait
even its death sound has a crying sound to it
Catfished by a predator
Seems like the reason the adult is attacking us is because they're extremely stressed out from whatever made them cry in their juvenile phase initially
but Idk
That's my interpretation
which suggests it's maybe not crying just as a lure, but its biology just never develops a deeper voice
idk though
in gameplay it obviously serves the juxtaposition of the cute baby creature turning into a hideous monster
The bestiary doesn't mention such a thing, so that's why I don't consider it a lure lore-wise
I think the fact it is called ‘FakeCry’ hints at it being a lure
tbh the file names seem kinda poorly/simply named
anyways i still think v50 was the best update to the game
and i feel like that is pretty hard to debate
whether you like all of its additions, it was still the only update to add new levels to the game, which have by far the largest impact on how the game is played going forward
Even so the fact it has two cries with one being hard to distinguish from the baby also hints at it being a lure, it has to be intentional
v60 is sort of close with the mineshaft i suppose
it is literally just the biggest update
v60 was so cool to me because of the elevator and caves
I really really liked the idea of the elevator in the beta version of the game and was so happy that it kinda came back in a way
old birds are definitely memorable and transformed outdoors gameplay regardless of your opinion of their execution
I mean, the voices of animals or even humans get higher pitched when we cry, so
in fact, now that the fox has been removed, it's the only outdoor threat to change the gameplay loop since v40 added baboon hawks
v50 was the biggest update and I agree was the most solid too, every subsequent update has had some issues with its features
Idk what reason from a biological perspective adult maneaters would cry as a lure
To trick food to come to it?
one of the new levels it added is IMO the best one in terms of lethal company's design and has also become the de facto endgame
we love 3(4) moons, 3(4) enemies, 1 1/2 weapons, disco ball
Vee fitty
What was the fourth entity
butlers, mask hornets, old birds, and tulip snakes
Oh right
4th moon being Dine
Artifice is my favorite moon for its design, if Liquidation becomes the new best moon and is not a fun design-wise I will be sad my favorite moon is no longer also the best
I forgot about tulip snakes lo
i wouldn't call 4 moons accurate since liquidation likely did not see very much development before it was scrapped
artifice is just so fun
the endless turf wars outside
I was referring to Dine since the rework effectively made it a new moon
ducking between the hangars and warehouses
Praying that Liquidation comes out as an oil rig moon 🙏
the unique autumnal theme
even the weird background ambience is super memorable and haunting
Having Liquidation be a beach-type thing would be pretty disappointing
artifice is peak lethal company
i think adamance is the best designed free moon as well but i feel like that it is an unpopular opinion
We need more industrial moons like Experimentation and Titan
Ganimedes is a top 3 modded moon for me because its design is just Artifice dialed to 11
v50 added the 3 coolest moons to the game (if we discount rend which was available at launch)
kinda sucks that embrion is only cool because of the spectacle and rarely comes up in serious gameplay
The insane monster spawns kinda kill it
hopefully the drill bit fixes that
Yeah
oh yeah speaking of this
i discovered the other day that there is a weird chewing sound in the night time ambience for artifice
which i've never noticed in game before
I'm def imagining that Embrion will having a major drill part since it was used for military purposes
I know about this
it is super bizarre
and also doesn't sound like chewing
i have no idea what the fuck is happening on artifice
I gotta switch to my laptop so I can play these .ogg files, I am missing out
lol sorry all the files are OGGs and WAVs/MP3s dont even work for me on mobile either
“Rumored active machinery”
Mimicket's just eating a sandwich fucking leave him be bro
Hop off 🙏
how a mimcket walks
true
Are old birds the machines from ULTRAKILL?
Because machines don't just gurgle like this
You say this like their design is realistic otherwise
They look pretty dry to me Idk
At most there's probably an apparatus powering them
but apparatuses don't sound like they're composed of liquid either
to be fair they are war machines with no objective that isn't unselective murder
but the bestiary does say they are powered by fuel from passenger aircraft
which implies their original designs are rooted in domestic terrorism
so that is strange
Oh god
Is the gurgling actually them killing entities??
Imagine
Gurgling sound is actually underground water seeping up, Artifice actually was a marsh all along
Batby is the Overseer confirmed (I'm not elaborating on this)
Another thing
I don't see people talk about Artifice's ambience often
At most people gloss over Embrion's
but seems like most just forget that Artifice has music of its own
...If you consider its daytime and nighttime ambiences music at least
i think artifice's main track is pretty memorable
i just dont think many realize it has unique night time ambience
i pretty much never notice the latter myself
if im being honest
Seems like the regular and Artifice nighttime ambiences are really obscure to most
I wish they were just a tad bit louder like their daytime counterparts
Maybe the giant murder robots blasting noises have something to do with it
I'm not talking about the ost btw
You know like
the droning you hear a lot on Assurance and Gordion
Yeah
I actually do notice that and appreciate it. When a modded moon has no ambience it is eerie, and not in a good, immersive way
Bozoros suffered from this for a while. Glad it has ambience now
i love the design of kast but the fact that it doesn't sound anything like a platform in a mining pit is so jarring and impossible to ignore in game
What does it sound like?
this was a problem with earlier versions of sf_desat's moons but i know they've been updated a bunch since i last explored on them
I try to justify it for the moons in my modpack by saying they have super still air in their description, but that is just my coping
Still air 💀 Those who
It could use some ambience but not like constant creaking
There would be constant creaking of there still was active machinery, but these places are abandoned
I wouldn't imagine they make a lot of noise
Kind of my #1 problem with Oldred
Adding the wind sounds from Assurance or Vow would be enough, the facility it at a high elevation
That I agree with, but not constant creaking or stuff like that
Assurance's ambience or wind would do nicely
Moons having silent facilities is both pretty creepy and believable
Which is why I like them this way so much
Aside from like main entrance's ambient I guess
But that goes into the believable aspect
Adding constant creaking and stuff to Titan would ruin its atmosphere a lot to me Imo
Kast is maintained by Tolian now so if it still is silent we could ask him to add ambience
If Titan was a modded moon, it would definitely have it
I think increasing its main entrance ambience to encompass the entire playable area would do it justice without
ruining the feel
I actually like Titan’s ambience, it is a good eerie
well this is the part where i feel like it's prudent to mention
that main entrance ambience only exists with butteryfixes
because zeekerss forgot to move it to the right spot in vanilla
and it's off floating in a random spot on the surface
since it reuses the position of assurance's main entrance
lol
It is a truly desolate moon aside from the monolithic facility and has a strange haze, it has a liminal feel to it
Zeekerss moment
titan is one of the several moons where the entrance ambience is just completely incorrectly placed
This goes for many moons, but I'm going off of how it's intended
experimentation i took some creative liberty with
We love Embrion's main entrance ambience being near a fuck off boulder 🤑
the ambience plays in the elevator room there, but since it's no longer accessible in-bounds, i moved it to the entrance
im pretty sure everything else is just bugged
9/10 times it's just because they reused assurance's position because i assume zeekerss forgot about it
Having all this talk really reminds me of how much Lethal Company needs a health update...
adamance is unique because it's floating off in a random spot in the sky only accessible with a jetpack
Which coordinates does it reuse?
it doesn't reuse any coordinates
What the fuck
i think he probably moved it there since it was in the middle of nowhere before he added the entrance
and then i guess he maybe forgot to put it back once the entrance was finalized
who knows
maybe it was never intended to be audible on all the moons and he just decided to put it in bumfuck nowhere instead of disable it
i have no idea
The mystery
I like the consistency
anyways i agree that titan would be okay if the ambience just covered this entire space
this is where i put it in butteryfixes
better than nothing but i still think the fact the factory is dead silent even on the middle step of the catwalk is sort of strange
This would be good for Chameleon if you were to ever do it
but y'know, this is good too
Random asset reusing knows no bounds
there are some maps where it's placed really strangely
but seemingly on purpose
where i didn't change it
Zeekerss still has that Roblox developer in him
like it's sitting here on rend
i do wonder a bit if the building used to sit at the end of the lights
and he moved it off to the side behind the hill
because i think in earlier versions, the scan node also had really strange alignment here
if i could find more evidence conclusively proving that maybe i'd be more tempted to move it again
oh no, he changed the relative position of the building from its original axis
don't tell me
😭?
More Assurance assets
What happened?
i could be mistaken but it seems like he placed the building's entrance in a different spot originally
and then adjusted the machine ambience based on that position
and then he moved the building again later causing the audio to be positioned weirdly
i am opening v9 right now to check
but last i looked
im pretty sure it's in the same spot
yes, it is in the same spot in v9 as v69
Bruh
Zeekerss give us v6 please 🤑
i am sort of doubtful there was ever a playable version of rend with the old building position
he was probably making these changes at the same time as he was designing the level initially
at least that is my intuition
makes way more sense on dine
Ough v49 Dine
although, y'know... now that i look at it, this is not the same dine from v49
no
dine always had that decoration around the main entrance
and i think the platform was elevated by that point too
here the entrance is placed by the divet
ah shit
there was a video that used to show off all the logs in v49
and it had dine's main entrance, since the log was sitting just above the doors there
but i think that video got taken down by the uploader when they made their v50 updated version
whatever this works
thanks Gaming With Brenten
it's even cool old age flooded dine
you can see the water pool
the best v49 dine video on youtube
On the ambience thing we talked about, is it possibly to assign ambience to moons based on tags with LLL or something? I am thinking of something like Dopadream’s Atlas
to my knowledge no mods exist to do that
Every time I ask something like this it usually sends in people saying it is not possible
mrov told me the vanilla moons cannot have their weathers be edited by a single config and Imbatby told me fire exit minimum spawn distances are not possible via a mod
And I just take them at their word because I do not know anything myself
It's for sure possible, but also something you would probably need to pay money for due to how much work it'd be, which isn't a bad thing
i dont think batby was trying to imply the latter
it's more that the system used to spawn fire exits in vanilla has no capability for it
so you'd need to replace it with custom logic
this wouldnt be impossible either, just a question of how it should be done and who wants to do it
mrov also doesnt want users in an api to be doing things to vanilla moons and whatnot, everything is possible in code for the most part
(if you're a dev weather registry lets you do whatever u want with weather on any moon lol)
Dopadream’s Atlas comes to mind, maybe the code would not be too different
You mean apis affecting vanilla moons, or mods using an api to affect vanilla moons
neither, users arent allowed to mess with vanilla stuff with WeatherRegistry, but devs who use weatherRegistry are given the capability to
Weird
the placement of the factory ambience is a bit odd on some moons
even where it seems intentionally located
most moons where it is broken (with the unique exception of adamance) just never moved it from the default spot on assurance's scene
but even on assurance, it notably does not emanate from the factory
it emanates from the silos next to the factory
I actually have noticed this and think it is odd
IMO this is like, the only example of this weird placement that can be 100% chalked up as intentional design
so while it is odd i dont technically think it needs a fix
on march, it emanates from this specific corner of the entrance
Eh close enough
it is "possibly misplaced" on rend
and it is definitely wrong on offense, titan, adamance, and embrion
Why is this the most inconsistent thing in LC wtf lol
on artifice it's placed below the map
which made me think "oh maybe it reuses rend's coordinates" but no it has actually has very slight manual adjustments
everything except the Y coordinate (which contrls the altitude) was changed
so like
Huh
something that could be interesting is if there were different building sounds
also i have no idea how im only just now realizing this
but even though zeekerss reused the building
it's actually textured differently on the manor maps
different concrete
feels like that should've been obvious
interesting
What about embrion? There a weird concrete bunker thing that has the facility ambience
Also h u h
i should add main entrance ambience to my moons
embrion is one of the maps where it is bugged and uses assurance's placement
which causes it to be way off here
For reference, what moons actually have the sound placed on the entrance door?
experimentation has it placed in the elevator room
assurance, vow, march, (sorta) rend, dine, and (sorta) artifice have it placed by the main entrance
it is broken automatically (coordinates carried over from assurance without adjustments) on offense, titan, and embrion
and it is "broken" manually on adamance, where zeekerss gave it new coordinates but those new coordinates map to a random point in the sky above the map
no idea how much of that is intentional
So not counting Experimentation only 4 of the 11 moons have their noise placed correctly, 6 if Rend and Artifice are both considered correct
i think artifice should be counted as correct
i am less certain about rend
so that would be 5/11
and i think it's also worth excluding these 3 from the count since there were no manual adjustments made to the coordinates, meaning it was likely overlooked
so it's 5 or 6 out of 8 are correct
by that metric
That is so cursed
That is being pretty charitable imo, overlooked = mistake to me
well i was thinking that you were trying to clarify if it is a design error or intentional
the reason why i lean towards error and "fixed" it is because of this ratio
most of the places where it's wrong, it's wrong because it wasn't changed at all
there are only a few edge cases where it was moved by zeekerss and still seems potentially incorrect
and that's where it's not clear if it was a mistake, or matched an older design of the moon
for rend i personally lean into the possibility that it used to be more correct and then zeekerss moved the entrance somewhere else
No difference to me
i have no idea what's going on with adamance
but in my case
i chose to "fix" it because adamance reuses vow's main entrance building
and it is correct on vow
it's hard to say it was ever a hard design rule for zeekerss though
in experimentation it was placed inside the elevator room, which makes sense (the sound is called "BigMachineRoom1" and is attached to a game object called "BigMachine")
and it's possible he just accidentally stumbled upon it in the hierarchy while making assurance and decided to move it to the main entrance just so it had somewhere to be
it's placed between the silos there
so it's not even strictly next to the entrance doors
and then it seems like he more or less forgot about it after he made dine
because it's correct for exp, ass, vow, mar, rend, and dine
the next level he made was offense and it's wrong there, then titan where it's also wrong
and it's "wrong" for all of the v50 moons, except i think artifice coincidentally wound up being correct
because artifice's scene is very derivative of (and was probably created by cloning) rend's scene (and changing it)
artifice's object has some very minor alterations to its coordinates, which suggests zeekerss could have made adjustments to it
but artifice had a bunch of changes to its hierarchy that could have automatically offset its position by coincidence
hard to say
I’m kinda surprised every moon is basically just a derivative of another and heavily modified(?)
I would’ve thought each moon would have been mostly made from scratch
lol yeah i could be wrong
almost all of what i say is speculation based on pattern recognition
and it's possible i'm recognizing patterns where they don't actually exist
but there are certain characteristics i found that make those connections
and that sort of "development archaeology" is super fun for me so i get into it a lot
in the case of artifice and rend, i think it's likely they started out as the same scene file because their main entrances are very similar
they both have the same placement and orientation of the "entrance platform" (it's buried under the snow in rend, but you can actually see the opening on artifice)
artifice is the only vanilla map that uses this dam prop except for vow
Rend:
which is conveniently also enabled on rend, just hidden out of bounds where most players will never see it
it is common knowledge now, but artifice also started out as a snowy map and was changed before v50 went into beta
the unused terrain even exists in the files still
and there are some other leftovers, like artifice still using the snowy maps' volume (causing the sky to appear murky and gray)
the fog on artifice also resembles the blizzard fog more than the "clean fog" on all the other non-snowy maps
uses a smoke particle texture and also "rolls" through the environment
titan suffers from the opposite issue in some respects
are you stll wanting to do Mesa Titan Soon™️
well
i wanted to bring that up actually
i have sad news for mesa titan believers
i went back to v9 titan out of curiosity and found out that it was actually still snowy even then
which makes me more doubtful that titan wasn't always snowy
i think titan just wasn't always intended to be a blizzard map with low visibility
What
Wasn't this a lore thing
Not a gameplay thing
I didn't know there was a rumor of an actual playable mesa Titan
I just thought of it as a comment from Sigurd about, "Titan not going to look the same in a few years"
in vanilla, titan uses the non-snowy volume which causes it to look way brighter outside than the other moons
there's also a lot of additional evidence that titan was based on one of the non-snowy moon's scenes and then manually altered
since it uses the non-blizzard sun animation container
(for context, rend, dine, and artifice all use this)
(they all probably stemmed from rend's scene originally)
I’m still sad about titan not having “many entrances” or whatever the moon info says
titan uses the "normal fog" that other moons use
in v9 titan actually used to have almost no fog
this isn't an actual v9 screenshot, but this is me replicating the conditions of v9 (volume and fog distance)
titan had this aesthetic back in v9
i'm actually kind of a fan of it
Looks kinda nice
but it might have been changed because this is the map that makes LC's render distance most apparently an issue
without a mod to increase the render distance, there is super obvious culling when you look out into the horizon
like here
Yeah I think having just enough fog to hide the vanilla render distance would be nice
if you fly to the roof it's super obvious
this is obfuscated a bit by vanilla's denser fog
and if you use chameleon to fix the volume, that also obscures the skybox
v9 used the same render distance as v69 currently does so i assume zeekerss would have noticed this issue in playtesting and made the change
Idk why but every time i look into this image it feels like the antarctic base from The Thing
it's kinda cool but i prefer non-snowy artifice
anyways another reason i say this is because titan has no blizzard ambience
it just uses the "high wind" ambience
not sure if that's intended or not but i'd venture to guess it could be
although i still think it makes titan feel kind of awkward
it doesn't have any of the blizzard effects present on rend and dine
and just has arbitrarily thick fog
maybe i ought to do a proper overhaul of the visuals in chameleon
replace the fog with the actual blizzard fog so it looks more dynamic
i am personally a bigger fan of this aesthetic
the vast empty surface
but the render distance thing is pretty distracting and a major turnoff for me
Would be cool if titan has the dusty clouds effect that experimentation has but snowy looking
Then there’s just a bunch of rolling fog on the ground and being relatively clear above it
well it's sort of funny you mention it
technically that rolling fog exists on all maps
Idk if i'm the only one who doesn't understand why the dust effect on experimentation only appears when you're outside of the ship
like
it's actually part of the unused "dust clouds" weather
and i have no idea if it's intended to exist or not
Rend, Dine and Titan has the fog non-stop
there's like, equal parts evidence to suggest it's a bug that it shows up at all
as well as to suggest it was just a really jank way to implement an extra visual effect on certain maps
but experimentation is the only one that the fog doesn't appear when you're near the main entrance or the ship
On experimentation it just goes under the map when you go in the ship and then rises up from underground when you go outside
@unreal ginkgo oh yeah
i found out why i've never noticed artifice's weird gurgling ambience
apparently it doesn't actually play in game
is that a bug or intentional? no fucking clue!
Maybe it’s because it would clip into the ship(?)
the audio source it's attached to is not set to play when the moon loads (like the daytime ambience is)
mesa titan would still be cool
it's not set to play on rend either, but that might be overridden by some sort of trigger somewhere?
like, the object for artifice's main ambience is set to play when the moon loads, even though the same object isn't set to play on rend
what a confusing mess
i find it very likely this is a bug since it's a unique audio clip only assigned to artifice
and he maybe just forgot to flag it like he did the daytime ambience
I've
heard it in-game before
what
but i can not say conclusively
What does the sound sound like?
i mean, again, it's possible it is attached to some sort of trigger
but as far as i can tell
it's not attached to any of the audioreverbtriggers
and idk what else it could be attached to
I heard it near Artifice's cabin
looks like it doesn't play on rend either
there is a "lowercliffs" ambient track that should play at low altitudes, like near the fire exit
but it doesnt look like any triggers are set to activate that sound either, unless i missed them
have to use mods to turn it on
did the lights in the cabins always have extra sound effects for being turned on/off
(unrelated)
i believe so
looks like it doesn't even play the high altitude audio, and there is just a separate audio source playing the blizzard audio
even though that same audio source exists on dine and doesnt play blizzard audio
and dine uses the high/low altitude audio code correctly
i absolutely despise how moon audio is set up in this game
as far as i can tell the only possibility here is that it used to play in an earlier version of the game and was disabled at some point
i do not have access to versions past v55
at least, not on my computer right now
but i will check
i suppose it's possible it was enabled in v50 and got disabled in v55
because artifice got a visual update in v55
oh nvm i do have v50 on my computer, just on the wrong hard drive
even on the version of v50 i have on my computer, it looks like it's not set to play
so at this point the only thing i could guess is that it might be enabled on some specific beta
or there would have to be some other root cause allowing it to play
it's BigMachine
this seems to randomize the values of modded apparatuses instead of just the vanilla one
if the modded apparatus inherit from lungprop, yes
if that is an issue you probably just need to turn the setting off
well i guess it's mainly just because i dont know the value of modded apparatus
and it's a hardcoded range of values
so if a modded apparatus is worth like $300 instead of $80
it's gonna still get reduced to $40-130
oh thats weird
you should make it calculate some percentage of the apparatus price instead of hard setting some value tbh
most interiors with a custom app are just reskinned apps but i think they might vary in price
oh wait
[HarmonyPatch(nameof(LungProp.EquipItem))]
[HarmonyPrefix]
static void LungProp_Pre_EquipItem(LungProp __instance)
{
if (__instance.IsOwner && __instance.isLungDocked && __instance.scrapValue == 80 && BRBNetworker.Instance.ApparatusPrice.Value)
BRBNetworker.Instance.SyncScrapPriceServerRpc(__instance.GetComponent<NetworkObject>(), new System.Random(StartOfRound.Instance.randomMapSeed).Next(40, 131));
}
Lol
it shouldnt run the randomization code unless the modded apparatus is $80
i'm pretty sure i've seen it run on a modded apparatus with a value of 120
i would estimate that is occurring because the modded apparatus has its value set to 80 even if the scan node says $120
the scrapValue attached to grabbableObject and the scan node do not sync at all
which is why the apparatus is able to say "Value: ???" in the first place
Would it be possible to have a setting option for apparatus value
I feel 40 is a bit low for my blood, I'd like to set it to 60 minimum
I got into a bit of a discussion on Bread’s server about how to balance the CC to make it less OP but also viable without Weed Killer, I figured I would paste my ideas here for if they sound interesting:
- Collision logic that makes it so hits can be registered in extremely quick succession and vaporize the CC’s health should be removed/fixed (better reliability)
- Entities avoid CC if nobody is in the cab and the engine is turned off (feature from CruiserImproved I think is good)
- Mid-air steering with boost jumps is less responsive (effectively removes Art jump)
- Old Birds see players in the cab but their rockets do not launch players out of it
Just spitballing in case I am onto something
CruiserImproved doesn't also have cruiser invulnerability duration that "fixes" the first issue?
only one that u can't technically do (probably) with CruiserImproved is the 3rd one lol
you can do the 4th one with Cruiser improved?
CI does not make them see you iirc
oh
you should use the cruiser for 1, 2, and 4
but
i do want to fix old birds not seeing people in the seats and will get around to it "eventually"
?
not sure what to do about 3
also im dumb as fuck and distracted
i meant use cruiserimproved
when i am not in the middle of something i will be able to discuss in more detail
sorry
the 4th i agree, but that i'll make Embrion even shitier and Artifice will become a lot harder if you don't master the art of air jumps
thats literally how you address it taking too much damage too fast though lol, the issue is that the physics engine is thinking the car is taking a ton of impacts in a very short interval
I do use CI currently but the mod is unmaintained, plus I would like slightly different execution of stuff
CruiserImproved already deals very well with the first and second problem, it's also client-side
Doesn’t the current logic also make it so 1 hit can be bigger than it should be? Also making hit spam less of a thing could improve performance
too much work probably
unrelated but is it a vanilla thing that if an oldbird gets close enough to you to pick you up while you're in a Cruiser it's animations get a little.. frozen
i'll join the fun and bring back to the table something even more controversial
As I understand it CC messes with their pathing, hence why they cannot see you
it was already discussed but i give it a thought days later and came up with an creative solution
Weathers should be buffed
Solo Butlers?

Last time i was talking about giving scrap some extra multiplier like MeteoMultiplier do
You have some explaining to do
but that's probably the wrong approach
The best way to buff it is the Zeekerss way
mineshaft -> extra scrap
weather -> extra scrap
but with an twist
😭?
I think weather would be fine if the vanilla moon meta was more diverse, weather encourages visiting other moons
the extra scraps that spawn will vary in a way that emphasizes its mechanics
Clear: No extra scrap
Rainy and Foggy: +1 two-hand scrap
Stormy: +2 conductive scraps
Flooded: +2 "heavy" scraps (<=42lb and >=19lb)
Eclipsed: +2 random scraps
These scraps must be on the loot table and the buff won't apply on single item day with one-hand scraps (If you're that unlucky to get an two-hand scrap day, you might as well get the buff lol)
I mean it's very complex, but maybe it could work
If I were to to want to buff scrap on weather I would agree with this
also i missed this but it is very much not unmaintained
digg has been active pretty much this whole time there just hasnt been a lot to do
it had a pull request merged like an hour ago
My bad, I am not keeping track of all these mods
yeah cruiser improved isn't unmaintained, it's still stable and the dev came back to it today to make a couple patches as well
i am not sure how to go about nerfing turbo boosts because like
the risk of a bad turbo is instantly destroying the car
and it's already close to useless without a setup
changing the controls would change the setup
but it would not prevent it from being utilized
and it's already kind of a high skill high reward type deal
if i nerfed the capability of turbo where it could no longer do the artifice trick in general
then it would just make turbo completely useless
so im not extremely invested in making changes to it, in general
I imagine the boost was conceived as a way to get out of stuck positions in an on-brand scuffed manner
I mean that the cruiser cannot change directions in mid-air like the Art jump needs, at least not as precisely
omg please dont change it ever lol that would throw me off sm
like changing the power of it or anything would be so cruel lol
It seems pretty consistent if you know it, I have seen people hit stuff mid-air and be able to save the jump or at least land somewhere to just drive the rest of the way.
Also this is an entirely entirely separate point but I am starting to realize just how prominent save scumming is, even public lobbies do it
The community seems pretty trigger-happy with it whenever overly risky stuff is involved
you dont really need turbo to get unstuck unless you dump the car in a pit
and most of those pits are death pits
it's much easier to maneuver the car by rocking it without turbo
using turbo boosting will just launch the car and immediately explode it
or at the very least will disable your ability to rock the car which is a huge loss of control
one time i got stuck in the dine pit
bc you know
kill triggers dont work
and my friend dropped a bottle in the pit lol
lol well
and i got out with it
i fixed the kill triggers thing
i made the kill trigger cover the pit on dine
lmao
and fixed kill triggers not triggering while you're sitting in the car