#Skelaah's Wild Moons
8789 messages · Page 9 of 9 (latest)
still love it, lowkey wish that the train came as often as it did during eclipsed, i find it quite exciting
maybe something in between would work the best lol idk, not actually suggesting that though, hunting for eclipsed deadlocks is fun as is
you've enjoyed a verrry very well deserved break thank you 🫡
some of the props in the shack has no collision
oh yea also I should say that I'll be updating the standalones one by one once I have the time
I was literally about to ask about that
might just outright use the pack now though with how much love all of the moons have gotten
gonna start screenshotting my changelog instead of writing if I'm very tired (like at the moment of writing this lmao)
also anyone who isn't able to view the imgur links in the readme, here are all the reworked icons and logos
i still think chronos goes way too hard, makes no sense 😭 🔥
phobos deimos is also peak tho
i mean all of them are peak i love the artstyle so much
I still wonder what this is about... (after reading the changelog, I think it's Achievements but I'm not 100% sure)
Also is Code Rebirth compatibility still planned? I would LOVE to play SWM with a CR focused mod-pack, I am however unsure how Obscura would fit with Code Rebirth's lore but that's a question for CR's devs
is anyone else having any issues with spawn rates with this mod i use this and all i get is a one snare flea on a higher hazard level moon
like did the mod author set the spawn rates too low or something?
HOW DID I FORGET ABOUT THIS 😭
Do you remember which moon it was?
acheron
I did set a diversity meter on Acheron to quite low so you could just gotten unlucky
Other than that I don't see what else could have happened
oh shoot even the moon pack has it's title graphic
that's neat
/j
LOL
-# if chronos was excluded, I would agree /j
bro don't give a fuck 💔 🥀
Skelaah how wild are these moons
I think the moonpack is not moonpacked
is this true?
No spoilers, does this mod have any new enemies? Or just vanilla enemies?
vanilla enemies, but new mechanics on some moons
Interiors and exteriors, correct?
no new interiors, just mechanics and exteriors.
But the mechanics can affect vanilla interiors
Alright. Thank you!
It is funny, it comes a full year since the original releases and I actually finally have some time again to find little problems and be critical of stuff again.
Gonna spoiler stuff so people who don't want to see stuff do not see it.
Will prolly be later today or early tomorrow when I have a substantial amount of things to say alas will leave it so I can have equal good points to express together and go along with bug reports and anything else bothersome. Have a few things already.
there dont seem to be any enemy spawns on acheron
shit the jokes over uhhhhhh
Skelaah's Ǝild moons?
Skelaah's Eild moons

good idea
anyways I mention it cuz I'm gonna add default weights for your moons for Slaughterhouse
realized I was missing a few people in the modern moons era
if I had to pick the best fit are either Chronos or Obscura since those moons carry that ominous vibe that the Slaughterhouse has
mhm, it will likely be configured with small weights on most moons but feel free to lmk if you have any that you especially want it on, or the opposite, especially don't want it on
the only moon I'd consider to NOT be a good fit is Kanie, I just don't see the vision there
Yeeeaaahhh I agree, that makes sense lol
Me about to put PlayZone on Fracture, lil ones get to have fun in the interior while older ones have fun outside w
shot you a DM to run weights by you before finalizing
is he ok
He's fine
Okay, one larger issue I will mention now. When landing on Bilge, you can briefly hear the elevator jingle for some reason (this was not an issue before), and the platform below the elevator lacks collision - the elevator and buttons do though but sinking into the ground is uh, not great.
for some reason the patch broke a lot of meshes and their collision, I must have missed that one then
oh yeah also this just breaks achievements which is weird because it was working when I was testing it
I was just not able to land on any on your moons :']
@sonic perch do you need help with folder structure lol
Importing into local Mod should do the same as if you uploaded the mod though
The package I built for the achievements doesn't have the moons bundled and so I thought I can just copy the assets folder from that package into the WildMoons folder
and to be fair, that actually worked on my end
For some reason, I couldn't load onto deadlock at all. Every other moon works perfectly fine. (I did have imperium during testing. But even then me and my friends last night went to deadlock and we couldn't land at all.)
If you copied it directly into the plugins folder yeah but thunderstore has weird zipping rules for mods
hmm
I'm seeing DunGen errors again
were the standalone moons updated to v80 aswell?
Not yet, no
also, how do the added kidnapper fox spawns work for terra, fracture and bilge? is it just the spawn weight added?
good question
I have it in the spawn pool but it can't get spawned in unless there's a certain amount of vain shrounds on a moon iirc
at the moment I managed to get the fox to spawn on Terra and Fracture so it is possible
You can't just forget about this dude 😭 You had me hyped af for CR enemy spawns (your moons fit great with CR)
Don't rush adding spawns tho, take your time as collage is miles more important then a LC moon pack
I think it's gullible to have em in the spawn pool, or at least not sure if it does anything lol
Their spawns do just be dictated by Vain Shrouds and stuff iirc
would be nice to have the vain shrouds as a separate entity tbh
kinda like Cadaver Growths
Mayhaps
will moons get update separately?
Eventually but yes
Collision for this building is also super fucked. It is solid including the cutout where the fire exit is, so you can't actually reach the door and often get smitten when leaving from inside via fireexit.
What interior do you use with this moon? I want to add it to my mod pack but if I just slap Grand Armoury on it, my friends are just gonna hate it for that fact alone
Generic interiors's drains works fine there
OK, if you say so, I've never been there so I thought I had to use something like slaughterhouse since it looks so ominous
I'll have to check all mesh collision, especialy that specific one since it broke on pretty much every single moon that had that specific building
the kidnapper fox requires vain shrouds, so it just despawns if there's not enough. i guess the spawn weight is technically increasing the chance of it spawning once there are vain shrouds? but that doesn't make vain shrouds spawn any more than usual
You don't need to have it in the spawn pool for it to appear
You just need to have Vain Shrouds for it to spawn
And those appear if you have them active on your moon (there's a special field for it) no need to touch moonspawns
I don't have him in any pool and he still appeared in Dejection and Thrive
you can use the mod foxlover to test
Version 3.0.2
- Fixed collision issues, specifically regarding the Fire Exit buildings on: Bilge, Fracture, Obscura, Deadlock, Kanie.
Fracture
- Fixed an issue where the tutorial popup would be cut short
Deadlock / Obscura
- Fixed an issue with a missing dungeon generator
Also updated standalone moons: Acheron, Obscura, Fracture
https://thunderstore.io/c/lethal-company/p/TheWildSkelaah/SkelaahsWildMoons/
Bug Report
Chronos: The floor and walls on this fire exit has no collision
ate those foods
hear me out... Terra should be able to have an outside immortal snail infestation
they fit the moon's vibe so why not
Immortal snail sadly does not work with v81 nor likely infestation ether
what
probably sarsenic message above potato's
if only you KNEW HOW TO READ
you are just a hater beanie!!!
you are a cheeser
I defend cheese
I don't
I dont think I have any sort of power to make that a thing, I'd have to ask the mod's creator first
judging by the fact that the mod hasn't been updated yet I doubt I'd get an answer
The masculine urge to say "holy shit is that the re-"
project moon fans and their only joke.....
where have i seen that.......
oh right
Our only other joke is mischaracterising Philip
the floor at chronos's fire exit is transparent 
yup, I reported that too :,]
transparent? 
yo
so has anyone had an issue / softlock when trying to land on Acheron? I've been trying to recreate an issue but I just keep landing on it without any crashes
I haven't been able to repro the crash when routing to it
lol
that's very weird
the only I'm seeing is a DawnSurface error right after pulling the lever but I'm still able to land with it
Beanie brother you're not polish 💔
De-react this instant! /j
I don't.
😔
I doth accepth thy polishness alsoth
its okay, mrov bestowed honorary polish upon me
(he didnt)
Owh what's the error?
Ty I'll take a look when I can
honorowy poliż
Just needs a null check for the TerrainCollider: https://github.com/TeamXiaolan/DawnLib/blob/5d1820aea38365974121848df6db833647254e87/DawnLib/src/API/Surfaces/.SurfaceRegistrationHandler.cs#L53

I dunno if it goofs up anything subscribing to SceneManager.sceneLoaded though
Subscribing to it after DawnLib does I mean, I forget if it continues after erroring out
Instinct tells me it's fine but I could be wrong
SceneManager.sceneLoaded is a UnityAction instead of a regular delegate, so ye it's proooobably fine 
-# I think, maybe, probably
I should test it 
I plan to update to fix it just incase anyway
so i was testing multiple mods at once and went to chronos which coincidentally also had majora's moon
||is the time for chronos faster than other moons? (which is why majora's moon crashed really fast)||

||Chronos has a mechanic that makes some jump in times, it can change to 9:00 to 12:00 suddenly||
Can Feiopars spawn on Bilge?
yup, they are kinda broken tho so I might remove them
Speaking of Feiopars, the one time I saw one spawn, it got stuck on the slope down after the first tutorial sip line.
I thought I was gonna run on that spot for ever but I guess it was trying to get to one of the trees at the bottom, because when I was down where the trees were, It unstuck itself
Version 3.0.3
All Moons
- Fixed an issue where the Main Entrance scannode would be positioned slightly to the side of the door
- Properly updated standalone versions to v80
Chronos
- Fixed the collision issue (same one as 3.0.2)
Noctis
- Added volume shader exclusion zones to the ship and interior
last update before my spring break starts, where I'll be away from home for the rest of the week
is deadlock gonna be overhauled? i like every single one of the moons but this one just sticks out to me, i really like the concept of the long dark hallway but everything outside of that hallway just feels a little yknow underdeveloped and empty, the moon is probably going for that but everything is so boxy it looks unfinished
short answer: yes but it will take time probably until June-July
long answer: ever since I made Deadlock I always hated the visual aspect of it. I have actually always designed the gimmick to fit an interior, where the main entrance tile is this underground train station which leads to a gigantic railway tunnel with small recesses on the tunnel's sides which lead to other procedurally generated tiles. Problem was, I had virtually no idea how to make an interior and any attempts to make one would look like shit. So instead I opted for a moon with this gimmick. Another issue was that I put so much thought into the gimmick, I had little to no ideas about the visual side and how it would fit alongside the gimmick.
First idea was city moon, where the gimmick would turn into a metro train, but I already had an idea for a city moon which ended up being Obscura. Any "terrain-based" moons also wouldn't work, since I wanted the main path to be the train path and I didn't want to risk making an alternate path (lets say for a Fire Exit) which would avoid the entire gimmick. That, alongside the fact we don't have many of them, I opted for a gas giant moon to avoid making a terrain entirely.
I still hate it and I want to change the visual side of Deadlock, I just hope I'll get to do so without having to make an entire path, that as well as the fact that I for now I'm slowing down with modding (even tho my pace is already slow) so you'll have to wait for it
Stack trace:
itolib.Extensions.PlayerExtensions.IsLocalClient (GameNetcodeStuff.PlayerControllerB player) (at ./Extensions/PlayerExtensions.cs:19)
itolib.Behaviours.Effects.PlayerOuchie.Ouchie (GameNetcodeStuff.PlayerControllerB playerHurt) (at ./Behaviours/Effects/PlayerOuchie.cs:57)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0010)
UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0001)
UnityEngine.Events.UnityEvent.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0074)
itolib.Behaviours.Events.DelayedEvent.Update () (at ./Behaviours/Events/DelayedEvent.cs:73)
``` This error happens when I touch the acheron rocks floating on lava. Log spam until I get out of the moon or going inside the interior
@short fern
I was gonna reach out to you about this actually
Player.Ouchie doesnt seem to do much for me
player sensor + delayed event
Hmmm
Using the dynamic parameter from the PlayerSensor's event right?
Although hmm
It would error out a bit earlier if you'd been doing Ouchie without a player reference
Or wait no yeah you're doing PlayerSensor -> DelayedEvent but it should be DelayedEvent -> PlayerSensor -> Ouchie 
Ahhh I see
PlayerSensor.CheckObjectsInRegion called periodically (with onlyAffectLocalPlayer)
Can have it activate/deactivate the DelayedEvent in the onRegionEntered/Exited though
oh yea also why is there a blank PlayerControllerB() field in the PlayerOuchie event
does that like dynamically assign a player?
It grabs the local client yeah
Gotta be careful with it
Can potentially damage everyone if it gets called on all clients
Or wait no
For Ouchie I have no such thing
That field's not supposed to be blank

I could add a function that takes no parameter though that just does this
You gotta use it from an event that gives you a reference to the player though
Most of the PlayerSensor events like onPlayerEnter have the player as a parameter, so when you call Ouchie you gotta use the one at the top that says dynamic or somethin
Ohh I see
It's done to make sure the right player's getting damaged (in case stuff's networked), but yeah
Speaking of though I need to improve this
Doing a Bounds check is a bit gullible if the PlayerSensor has any rotation pretty much lol
I gotta handle it differently, it'll prooooooobably be fine for your use case though
Deadlock is the gas giant moon, right 👀 ?
I'll admit, visually I think Deadlock would benefit from a pretty skybox rather than from a very foggy one. I know the pretty exterior isn't the main focus, but it would be a very good contrast between an open-ended sky vista with a sea of huge clouds and more claustrophobic tunnels.
And if the interior generates far enough down below, there would be no risk of seeing it while looking out.
I need to think about it some more
Deadlock isn't even in a terrible place gameplay-wise but I do think spicing it up visually would be nice, but that's hard to achieve with the gas giant premise
because gas giant is going to be inherently limiting, maybe you could have like, the vibe of a mining rig but gas collection? you'd have to explain that something about Deadlock's gas is especially unique / useful but
I just feel like its too boxy and empty, like not u need to scatter in a lot of detail
I really like the eeriness of the long train tunnel with only a few safe spots but the outside could have some great machinery moving around like the moon description implies.
Also here is one of my favourite clips that just so happen to be on Deadlock. Please enjoy (if you speak german
)
yo what mod makes puts your player in the top left like that?
Haha it's so funny that everytime a post a clip someone asks that
It's "Advanced Features" salvaged assets from a long dead mod
It honestly should be used by everyone because the vanilla spectate layout + Performance report sucks, especially for 4+ players
top left, I think he means the animated body moving, I think that was the emotesAPI mod
ups read it wrong
That is a feature from the mod "LethalEmotesAPI"
The funny little dude usually only appears when you are doing emotes but you can enable a config for him to be displayed all the time
☠️ ☠️
hello, i would like to state that i really love certain moons of yours skelaah, however i noticed a standing issue with all of them regarding volume profiles : there's no fog
Thats a compatibility issue with another mod
I don't really remember which one but I had someone point that one out
Nonetheless I'm glad you like them 
that's an issue on your end
might be a mod doing it lol
Check any resolution-related mods, I remember some of them have stuff related to fog changes
Fuckass Scanvan 💔
sblamvan
might be that you made your fog be high quality
Scramblevran
whamvan
Could be
Oh yea
@short fern I think item discardable causes the item's effects to stop functioning
Its a bit weird to explain but it might be a similar issue where picking up the item disables all of its colliders
Weird
a bit late to the party but I'm totally fine with how deadlock looks atm (using vehicle hangar for the interior)
I kinda understand the will to give the moon a fresh make-up tho (Acheron, Chronos and Terra are way better now imho),
One way to stop players from avoiding the gimmick entirely with the fire exits would be to make so they are one way exits only, maybe only reachable with a jetpack at most from the outside.
a train gimmick for an interior would have been hella sick but with the dungeon generation I really don't see how it could work fine, unless the interior is unchanging 🤔
man I HATE the guy who made that interior
as for a train in an interior it would be possible if it was baked into a tile, you'd have to do some smoke n mirrors shit and have the train squash after going away to prevent hitting other tiles
i heard he is stinky
i heard he hasn’t animated his entrance doors
Stinky behaviour
Agreed but I believe Skeelah wanted to make it the main gimmick of the moon, being tied to tiles would make it fairly rng, unless all tiles have one angry train lmao
yeah theres not really a way to inject it into interiors at all
It would have to be part of a custom one
i mean you could inject it
but it would be awful
and illogical
yeah I meant a custom interior altogether
I heard he loves cats, can't be that bad of a person XP
i heard HE HAS NO FREE TIME ANYMORE

waweehhhhfh…
when summers comes… im locking in
honestly if I ever get to creating custom interiors then I might try making a metro tunnel interior
I have yet to see a "fixed" custom interior, unchanging as you load in
would that be possible anyway ?
With occasionally passing by trainits

yes, provided the the train tile is just a very long tile that has many doorways for the other tiles to branch from
oh that would be like the train tile being the main tile and several smaller tiles around it for the rooms to check scrap for
I kinda see how that would work
Well, as long as the entities get destroyed by the trains as well I'm fine with having a lot of them x)
yea they most likely would
I did not get a video but Kanie had a couple instances where feiopars would get stuck on tree bases running forever.
I think I'm gonna just nuke the Feiopars since they are way too big of an issue
we had so much fun with feiopars on Kanye thats such a shame but lowky understandable, I think two of my friends were able to kill a trapped one by the outside fire exit one time pretty easily
ill miss running them over
I dont really get how their code is supposed to detect when and why they jump on the trees, so until I understand that they probably won't be a part of my moons
on a completely unrelated note, its actually insane how many ideas I've been getting for moons recently
please dont eat my brain to get my ideas
ill cry
wait i dont have a brain
im immune
They are really cool on kanie though. Most of them work, it might just be some of the tree bases, or a spawn, I'm unsure. It would be sad to completely remove it.
The trail back to the gate they act like a pack of wolves, its very cinematic and my friends enjoy it on that map.
This yapyap shit looks kinda good
Didn't knew they include furries
SPIERDALAJ!!!!
the feiopars are cool but a shame they won't be used much, both in vanilla and modded moons :/
add spawn weights to moons yourself if you want to see them more often
yeah I know but they are kinda not acting properly in most maps lmao, even with a fair amount of trees
it's because moon makers need to give their trees the "tree" tag for feiopars to work
so it wont work on most moons unfortunately
most moons that update for v80 or are made after this will probably work
does that mean one could give the "tree" tag for other things making some sense like lamp-posts or pillars and having the feiopars climb on them ? granted it would look silly
yep
All it needs is the "tree" tag and a collider
so you can have them scale the sides of building, rocks, cliffs ect.
weird, because all of the trees on Terra and Bilge have that exact setup and yet they dont work
Make sure you have no trees out of bounds or not on Navmesh
Feiopars explode if you do that
where do you have your "top" point?
also it is not centered 🥀
(with the ring thingies)
there's a problem with Noctis where the platform the dropship lands on will have the items phase through it
Wanted to add that if you ever wanted to update Deadlock, i'd be cool to have the train emit a train whistle sound when it detects that someone is on the tracks.
Alternatively you could also just have it a do a whistle every now and then, to make stand out more.
The train horn with reverb in the tunnel would add to the horror 
GOD I KEEP FORGETTING TO ADD REVERB TO [REDACTED]
IM SORRY
actually tho, I will make a different solution to the ladder problems
i do think it's because your "top" point is too high
i think i saw someone with the same problem idk who
drastic
yes

I should have just done that from the start I don't know what I was thinking
the map is already big as it is and the ladders just make the ascent slower
I'll see what I can do
what do yall think of this solution
its clean but it feels like something i'd never find in normal gameplay (i havent really played so i could be wrong here) and it also defies physics a little comically, but idk if thats a concern
I guess yeah, but at the same time sometimes you just gotta sacrifice realism for better flow of gameplay
since the ziplines are a core part of the moon anyway, having a vertical one isn't that far off the theme
That looks super fun! I'd say I def prefer it
good
also i noticed your flowers/foliage's diffusion profile isn't assigned/is broken
i could just tell you how to fix it
Needs a motor sound and some gears turning
I need to find a good zipline sfx but most of em are so bad 💀
Cuz all your other ones go down, so making it feel like this one is motorized and pulls you up would be good

:]
I might help with that
I'd be grateful if you would
Im a big fan of moons that add unique stuff like this
Its kinda like beanies(?) moon with the zip lines
Or am I still thinking of your moons
I have both moon mods in my mod pack that I lowkey mix them up
Ok I lied
It was skelaahs still
Maybe if it was angled instead and had like a mechanical/engine sound it'd be more realistic?
Kinda like those skii things
smth like this?
WTF ALREADY? 😭
Moroxide works fast when they like a thing
:]
And when I have something that might work lol
I honestly dig it, just need to know if it loops
let me check, I've not tested it on my sample
This should do it.
It's loopable now :]
hope ya like it

i barely have gimmicks tbh i need more
you should i really like your moons too
ty vro 
do we fw this?
made the sound pitch up slightly as you travel down
it takes a while to implement sadly
Im officially never doing my moons
Skelaah won me with the ziplines
They are peakkkkkk
Make them uhm a lib :3 (idk how that works)
Wait
Ziplines were before
Lol
Anyways
Sound is peak
Its scary how good it is
and as much as I wish the ziplines were a separate script, they're mostly made with a couple of existing itolib scripts
what if I told you... 👀
good...
that's so fucking sick
I like the idea that it attaches to the helmet and drags you by the head
yes 
Honest opinion, I like the pitch, but it's kinda too quick
and too high at the top of the pitch :,]
but I like it, don't get me wrong
it could help
I haven't seen what the cruiser sound setup has, but I'm sorta simulating something of that kind through an animation clip
@sonic perch Hey, hows the progress on the vr thing i've reached out about?
patience is a virtue
I have talked to him about it like 3 weeks ago. so i have been waiting 👀
also. its tenacity thats an virtue 💀
isnt someone making a mod to auto fix it
never heard that before 
Yeah, but better to make it work native
Vr community live amongst flatscreen. Dont say your gonna eradicate them. because its only gonna make stuff worse 🙂
amateur
hmm not really
weve been waiting for diversity update for a full year
Pitty
it was a general killing spree
noone is safe
was or is?
will
whats that
I think it will be resolved by next week
its very possible to make an animated blackhole, just not logical to do with the skybox
technically I already made a working animated blackhole, you can see it when in orbit of Chronos
(you might need an additional mod like ShipWindows or Doorbelle to see it tho)
@sonic perch
it's very slowly
in the center you can't see much difference, but in the borders yes
you can see it's kinda moving, but very slow
and i guess that's intended
whats that warping effect??? howd you do it
ask skelaah 😂
oh it thought skelaah posted it
still applies anyways, we are in his thread
he will see it
i guess he could do a animated black hole instead of skybox 💀 would be sick as hell, but probably challeging thing to do
the sun after welll it's just a moving png 😂
Its mulitple warped planes layered on top of eachkther iirc
Skelaah's PEAK moons
What you cooked
something somehting zipline something
@sonic perch are you going to get into it? Or nah
Dont think so
I'm not him, but I still don't see why It must be animated
It's already good how it is rn
I mean , it’s good , but imo it’s better and cooler 😎 animated
and performant heavy
Don’t must be , yknow
That’s why I said it’s probably challenging
and that's why I don't see the reason, Why reinventing the wheel?
Reason : cooler , is that simple man 🥲
If you think it’s performant heavy or something that’s fine
would you preffer skelaah work on that instead of a new and interesting moon?
I do have another moon incorporating a working 3D black hole, but I still need to figure stuff out
This is giving me interstellar vibes
biodiversity refference
The night before wax soldier update 😌
does the name start with an h
FOR FUCKS SAKE
EVENT HORIZON
KILLING MYSELF
I WAS GONNA DO THAT
No way its the Stoney Heights moon
I did spend like 2 minutes thinking of a funny name and couldn't
69-42TON1/137
is it horizon in any form...
cus thats what i wanted to do
just horizon
Weird way of typing Horizon Horizon
Bunny Hop!
update taking a bit longer but I promise it will be worth it
Version 3.0.4
Noctis
- Fixed an issue where the dropship items would clip through the concrete slab
Fracture
- Added zipline sound effects (special thanks to Moroxide for providing the sound effect)
- Removed all ladders
- Added vertical ziplines in place of ladders
Kanie
- Added a missing collider at the wooden bridge
- Added a config file which changes the behavior of the gate:
Manual: *the gate opens after interacting with the lever (default) *
Open: the gate opens at the start of the round and never closes
Automatic: the gate opens whenever a player is close to it
https://thunderstore.io/c/lethal-company/p/TheWildSkelaah/SkelaahsWildMoons/
I've finally managed to make a config file! (thank you Kenji, Sniper and all others that helped)
Lemme know if you wanna see some more configurable stuff, currently I want to add configs to:
Bilge - starting tide (Low/High/Random)
Deadlock - train behavior (Default / Eclipsed)
Acheron - Blazing Heat damage (On/Off)
thank god
how you do the automatic gate im curior

it just a player sensor, which opens the gate upon detecting a player
no vr patch was included?
thank you for the quick fix 
how are you meant to re enter the the gate from the outside on default settings? My team all wiped to it the first time, second time we took a ladder
on kanie
There's a hole at the fence by the gate
Another black hole moon??
Omg I am shitting pissing vomiting crying choking suffocating from happiness
carjack bloke ahh answer
Bungley holeys
Version 3.0.5
Bilge
- Added a config to set the initial tide when landing the ship:
Random | Low | High
Deadlock
- Added a config to alter the train's behavior:
Default | Constant (Eclipsed)
https://thunderstore.io/c/lethal-company/p/TheWildSkelaah/SkelaahsWildMoons/
VR compatibility update when (||joking btw idc||)
You do
Yeah, when?
oh my goodness, might that be a levitating mosquito
fiddling the violin
paul blart
THE TRAIN UPDATE
I think my friends will enjoy this good news
Thank you
btw, does bilge have some unique mechanic or something?
||changing water levels throughout the day||
mhm
Did anyone have an issue where the host was constantly having the little bump from a zipline ending on fractured, but no one else got the bump?
lol, so the momentum is attached to the host
Ohhh yeah my bad
Lol, just thought i would bug report. Your moons are cool 
thank you! I'm glad you like them
☠️
forgot defectus (atapono's)
true
but i'll never tell you how i rank it
and mimics seem to get stuck next to the door
yeah it is probably a wrong reference in the mesh collider
Can't believe the Thumper model is being used there 
Cube_{number} my beloved(s)
Oh THAT'S why they were all huddled there!
Also, whenever I see Deadlock's green upper sky I can't help but spontaneously sing El Manana
(I don't have the Spanish n on my keyboard)
Here ya go: ñ
ń
Thanks!
Ñiñiñi
la ñepa
seeing an issue
problem is, navmesh doesn't wanna bake properly
its like I got a navmesh obstacle somewhere in there but I don't see it
Ah damn!
the issue kinda resolves itself the moment the masked notice a player
but I still wanna fix it regardless
Best of luck with it!
@short fern would moving main entrance's telepoint also cause the masked so spawn at that telepoint when leaving the interior?
Yes. as they would use the same point for players because they're technically players but npc
Speaking of telepoints, @sonic perch I forgot to point out that (at least some of) your fire exits have the telepoint rotated and you exit Fire exit doors sideways
yeaaah I noticed that on Kanie specifically
I always forget to change them
might as well change them now
Would also affect StarlancerEnemyEscape and/or other enemies that leave the building 
just had an issue where all the non-host players basically don't get ejected by verticle ziplines
which just makes us drop and take fall damage
Regarde zipline. de Lassie et des millions d'autres vidéos Lethal Company sur Medal. #lethalcompany
literally me attempting to use it
Already reported, hopefully fixed soon
I'm having problems with resolving it sadly
Oh...
need to ask paco again for help probably
dw paco is the best when it comes to helping out
I was gonna ask about how you had the launcher at the top set up but forgor
launcher doesnt seem to detach from players when detaching via delayed event
Or launcher for it rather, if it follows the zipline
Weird
Should just work if you do DetachPlayer() since it takes no player parameter
However
detachTimer 0.01 
@sonic perch 'sup, for some godforsaken reasons, fracture makes my AMD software crash (and the game with it) whenever I die on the map as the host
any ideas why
go figure leMao
Mayhaps but there do be thunderstorm so power can go out at any moment 
oof good luck then
Also gotta hug dog for she is spooked
🥀
Although actually how're you providing the player to the launcher, just out of curiosity
Should be doin PlatformGrabbable onDetach -> PlayerLauncher.AttachPlayer(player) using the dynamic reference
Then just having the launcher's detachTimer at 0.01
Ye I can just look through UnityExplorer
its hard to explain but basically once you attach to PlatformGrabbable, a delayed event plays with the exact time that the animation of going up the zipline has, after that it force-detaches the player (grabbable) which in turn attaches the Launcher which sends you up
I also set the launcher to detach upon landing
which for some reason doesn't work
oh yeah
I forgot to ask
@lilac torrent @quaint oxide did this happen at the first vertical zipline too?
both clips I received are from the second one
each of em
oh nvm
like straigth all of em
Oh
You're not providing a reference to the launcher so it just defaults to the local client, however the DelayedEvent do enable for all clients, so the first local client (host) grabs dibs on the attach
You can do uhhhh
Well hmm actually I be pondering

It is just due to PlatformGrabbable bein networked when enabling the timers, but you do want it networked (so zipline goes off for all) 
yeah true
Probably should handle it with a direct reference from onDetach to PlayerLauncher.AttachPlayer(player), and only enable attaching after the timer (or even through like an animation event)
If you do AttachPlayer(player) while attaching's disabled it just does nothing, so player would just fall if they haven't yet made it to the top
And then since you're specifying the player it should be targeting them and them only
hmm
I duno if it clear but try with just moving the PlayerLauncher.AttachPlayer() call from the timer next to the launcher to the PlatformGrabbable's onDetach, you can keep the other timers as-is
I've not played your moons yet :,]
Should also test on LAN to double check it work 
ahh mb mb wrong ping
obviously meant @pastel parrot how rude of me
dw lol
Should happen with both yeah, assuming they're set up the same

LOL
you know i've been meaning to try yours but last time I played your moons was when kanie got the yummy foliage
I have played deadlock super often thanks to vodka,t ho
Version 3.0.6
All Moons
- Fixed an issue that causes a player to rotate to the right when leaving the Fire Exit
- Added diffusion profiles to hopefully fix any shader issues on flowers, trees etc.
Fracture
- Added a new ambience to both the lower and higher altitudes
- Fixed an issue with the vertical ziplines working only for the first player that goes through them
Deadlock
- Added (slightly) new visuals
- Hopefully fixed an issue where the masked would stay in place after leaving the interior through the Main Entrance
https://thunderstore.io/c/lethal-company/p/TheWildSkelaah/SkelaahsWildMoons/
Thank you for fixing the ziplines!
Is there a reason why the amount of scrap and power level are so low on fracture? It feels like both should be higher on a $425 moon
i mean you can always edit it in LLL
I increased both with lunar, I just found it interesting and was curious 🤷♂️
a big possiblity could be: I randomly added some values and forgot to change them (which is most likely the case)
I'll see the numbers on both Bilge and Kanie to make the Fracture scrap amount fit in between them
hey @sonic perch, Acheron has a heatwave effect right? I was wondering how you made it
I'm not at home atm so I don't remember the exact details but I made it using a unity vfx graph
I followed a pretty simple tutorial on youtube, I can try to find it if you want to
i did find one, but the one i got made my create squares basically, and if you got too close to them you'd see what the thing is all about
i'm leaning towards : zeekerss made his disappear when close
yea if I had to guess its a camera shader of some sort
the one I use is a bit more manual
I've had a fire exit issue similar to this, but it never had affected Main Entrance before
apparently having LethalPerformance / EntranceTeleportOptimizations fixes this issue but I don't really know what causes it
What's the Id on your entrances
If they all have 0 or smthn like that, then that'd cause issues
Main has 0, both fire exits have 1
I think I know what causes the fire exit issue then
all of them do
I'm not seeing anything in "Exit Script" if that's any lead
okay just checked vanilla, they dont have anything in there either
Do you have any inactive fire exits?
nope
This one's more of a longshot, do main or fire come first in terms of the hierarchy
I wouldn't think so either but no idea
Entrance Id 2? 
Might not matter though actually
I think just needs to be above 0 to count as a fire exit actually
all of them were at 1 previously
I wonder if that actually causes the fire exit desync
it shooooouldnt
same thing happened right now in our game with Phobos/Deimos
most likely latest dawnlib update broke something
@sonic perch are your entrances parented to the Environment object?
not sure
ill look into a fix that wont need you to do anything soon-ish, hopefully
@sonic perch please make your trees breakable on Terra pleasepleasepleaseplease <3
Oof you too? skelahh get better
Get worse
(but prove me wrong
)
get well soon dude
@sonic perch oh btw, i did check out some of the moons reported earlier, your main entrance wasn't parented to Environment, and I think LLL also gets tripped up by it lol
The LLL thing was somethin else I goofed

It should be fine now
im trying to configure this mod for chameleon can anyone help me?
what exactly do you need help with?
mineshaft rock types and window variants
some of my moons don't have mineshaft as an interior so I'll only list the ones that do:
Acheron - amethyst
Terra - mesa
Noctis - slate
Bilge - gravel
Kanie - gravel
Phobos/Deimos - salt (isnt actually salt but looks the most like the outside surface)
Chronos - ice
Fracture - slate
and as for window variants:
Kanie - 3rd
Obscura - 6th
Fracture - 2nd
I did this based on the README of Chameleon on the thunderstore page
None of them use the vanilla rock type? Also I have random interiors so mansion and mineshaft can spawn on any of your moons
Also I gave Fracture the 1st one because it is not a snow moon and canyon fits well for a "Mountains, Forest" biome moon
Yea I guess that works
Also I think I'm finally healthy so I need to catch up on all the new stuff
@sonic perch At some point, can we get compatibility with Immersive Entrance and Chameleon. Immersive Entrance's portals are bugged on your moons. Chameleon's fancy entrances don't work on your moons, also it would be nice to have pre-configured settings for mineshaft rock type and mansion window variants because you know the whole thing about your moons. Buttery stancakes has stated that she has not planned on adding support for mod moons, but the dev for Sma11's moons did it, so idk.
If you can forward a message that explains how to add compat for chameleon stuff I'd also be interested in adding support to my moons
I just didn't know that was a thing. Same w the mineshaft rock type thing
The doors are only vanilla, there's no compat thing to be done afaik (if i remember correctly buttery said that it only target vanilla ones), the caves are tag based (or manually set) i think, there's this option that adds the snowy ones to modded moons





