#Charlotte's Labyrinth [Moon/Interior]

1546 messages ยท Page 2 of 2 (latest)

distant shoal
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AND ITS WAY MORE TRAUMATIZING THAN I EXPECTED

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๐Ÿ˜ญ

distant shoal
# distant shoal

first confirming this works ingame synced, then the REAL fun part begins

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||ideally i want QB to trigger turrets, landmines, spike traps, and be able to die to all 3||

distant shoal
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HOLY SHIT

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okay so i did some guesstimating on how much force to apply when QB walks over a landmine...

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and uh

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turns out 500 is enough to push QB so hard he clips through the map and into the stratosphere

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oopsies!

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PERFECT

slender horizon
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ngl, I laughed pretty hard to this clip ๐Ÿคฃ

last geyser
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finally got around to testing what the conflict is here and it seems to be ScienceBird Tweaks. Can access store when either this or Sciencebird are disabled, but if both are enabled store is inaccessible, weather and quota time remaining and etc are all messed up.

hollow magnet
hollow magnet
tight parrot
distant shoal
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Oh wait I guess mine does contain one

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The '

distant shoal
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clipping when landing/leaving now fixed!

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just gonna set all the cream floor in the interior to the snow tag then do one final test before updating

distant shoal
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update out now!

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(itll take a sec to be distributed)

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if theres any issues, or recommendations, or anything whatever please let me know!

crisp gulch
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Great work!

distant shoal
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Everything looking good so far? Both fumos spawning, etc?

final haven
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are there specific tiles where most of the scrap spawns in? the map has felt a bit empty item wise any time ive run into it

distant shoal
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Which maybe is a bad idea?

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This means it's spread across the whole interior instead of in specific rooms

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If you ever notice it feels empty please try scanning in the ship to see what it says

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Im curious if it's just spread out or actually unusually low at times

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If you could also check your LLL config that'd be great, maybe it's still using the older scrap spawn numbers

lost agate
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I dunno if it was already mentioned here, but ||Charlotte causes || players to lock in place after being revived on the spot

distant shoal
distant shoal
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Oh yeah while I'm here how are scrap spawns? I did some testing and I think it should be pretty balanced, want some more thoughts

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Unless we are cool with it being a bit unbalanced, I noticed many modded moons (especially Wesley's) have extremely high scrap spawns for their cost

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Currently it should be just barely weaker than dine/rend while being half the price

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Also has QB been functioning okay? I did some testing there recently and he seemed to be all good but maybe there was something I missed

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Only bug I noticed that's quite minor is when you insert him into that uh ship storage shelf container thingy mod

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Smart container I think it's called?

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Doesn't really break anything he just still walks around on the ground after you put him in lmao instead of actually being inserted, but the icon stays in your inventory until you pick something else uo

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I'd really like for him to be able to interact with all traps someday, even modded ones, but we'll see

distant shoal
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the ragdoll uh is a little funky but when are they not tbh

distant shoal
lost agate
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Nice, thank you

distant shoal
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okay so i did some testing

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i have concluded several things

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flooded is MISERABLE due to worms, theres literally no land to walk on that isnt water so the worms just obliterate you

distant shoal
slender horizon
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The big interior isn't that bad in Tartarus thanks to the chests and the cards for trading scraps, but agreed for Charlotte's Labyrinth, either buff scrap spawning/number or reduce the size ๐Ÿค”

slender horizon
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Hello again, the interior still feels a bit empty scrap wise, but having more rooms is really nice, even the basic pits with a platform on the middle are very refreshing
Tried to bring QB back but he kinda went trough the ship, he'll meet the company boss another time
Also the moon feel much more alive, really like the new fire exit as well !

distant shoal
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QB i dont think will ever be leaving the moon due to being classified as an enemy, but maybe one day i can find a workaround

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the interior feeling empty scrap wise i think is due to how large it is generating, like how tartarus was, so scrap is very spread out

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i plan on shrinking the generation size later today

slender horizon
distant shoal
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you can set any scannable as red, though im not familiar with that plush

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but yea you can even set basic scrap as a red scan, its just a float iirc

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but QB functionally is an enemy that can be picked up like the maneater

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meaning hed only really work on a navmesh unless i thought up some funky workarounds

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which might be possible! im not fully sure myself i havent done deep research on it

slender horizon
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I believe the easiest way would be to make it drop an item upon death, or pick up the body as scrap ๐Ÿค”
Let's be real : How many people knowing the show will let him live ? XD

distant shoal
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best way i can think of is somehow making the prefab contain both an enemy and a purely scrap-based object that it hotswaps between when in/out of the ship

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but itd be annoying and probably cause a lot of bugs ๐Ÿ˜…

slender horizon
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I guess you can't just tweak a bit the Butler knife drop gimmick ?

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wild idea

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what if

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upon death, QB dropped the weapon of one of the magical girls ?

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(I know the weapons are still wip XD)

distant shoal
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hmm that could be interesting, though id have to make it one time drop as he respawns

slender horizon
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yeah only one or it would be busted, but that guarantees at least one weapon, since they should be pretty rare otherwise

distant shoal
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adjusting interior generation size rn before i sleep

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and also making QB a bit lighter

distant shoal
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uploading now

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as usual, please let me know how the update is!

distant shoal
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beginning work on some big additions rn

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||i currently plan on adding 2 entirely new entities, and a bunch of extra mechanics surrounding charlotte (as well as a form of apparatus with MANY unique mechanics if you pull it)||

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||exedra has been a huge help with this info, and previews of the idle animations ingame||

distant shoal
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theres some minor funkiness to it but it looks good enough i dont think anyones gonna be that picky ๐Ÿ’€

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WAIT THEYRE SUPPOSED TO FLOAT NOT WALK

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SHIT

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TOO LATE I ALREADY ANIMATED IT WALKING

distant shoal
hollow magnet
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ooo this is good

distant shoal
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||this first enemy will have 2 different attacks it uses at random, one is just a simple bash attack but the other gives you just the negatives of the TZP (blurry vision), though i havent tested if it works yet||

distant shoal
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doing first enemy tests rn

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@tidal gyro uhhh so i think CRLib is complaining that both my tartarus and charlottes labyrinth mod have the content container bundle the same name, but when i change it it errors out saying it doesnt exist? am i missing something?

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heres the error i get when i rename it

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it seems to still be looking for "contentcontainer"

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despite me changing it in the code

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wait did i even put the updated dll in

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oops

distant shoal
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okay now actual testing

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im excited to see if this works

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IT WORKS

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very early progress but still

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big steps

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animations are a little funky cuz i think its transitioning back too early

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but yeah

distant shoal
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Made some more tweaks, works a lot better now

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Honestly that's now mostly done lmao

distant shoal
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one last mechanic i kinda wanna try is a bit tricky....

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im thinking of implementing this.. ||itd work pretty much just like the spider hanging a body||

distant shoal
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alr just gonna record the current state before i sleep

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||the enemies arent made to be that strong BUT due to the extremely tight hallways i think it works out because having to maneuver around these mazes is already tough enough, having them be OP would just be too much||

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ill put some more time in tomorrow, probably a few minor tweaks but then moving onto ||the next enemy, which i think i want to be like a mix of baboon hawks and nutcrackers, they hunt in packs and will attack together on anything they spot that moves while theyre on the search for "cheese"||

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itll be... tougher but i think i can do it

distant shoal
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the next update ideally is gonna be a major update with a lot of content instead of mini updates

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i wanna put a lot of time into this mod before i take my break/vacation in about a week and a half

distant shoal
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this ones got me a bit stumped

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the netcode patcher seems to be failing too??

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im confused on how my setup could be wrong as i have 2 enemies registered with CRLib, one of which registers perfectly fine and functions ingame with no issue

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both bundles look fine

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any ideas? @tidal gyro

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i assume where its failing is its somehow losing the scripts which makes it all collapse

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but im unsure how thats really possible

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prefab has it in the project and i made absolutely sure the dll is updated in the profile, checked multiple times

tidal gyro
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Hmm

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Oh

distant shoal
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Eh?

tidal gyro
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Basically there's 3 types of prefabs

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I guess technically 4

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Normal gameobjects that aren't prefabs at all

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An fbx/one imported from like a program that saves only the stuff imported into it

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And I don't actually know the names of the other two, but basically when you put your model prefab/fbx you imported into the scene, you were supposed to unpack it and drag it into your folders

distant shoal
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oh

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i did the same thing with the other enemy and had no issue so thats odd

tidal gyro
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Basically you can tell from the symbol what type of prefab you're using

distant shoal
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i see

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all 3 of my enemies seem to have the same icon

tidal gyro
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Yeah try dragging that into your folders

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Which should make everything save properly

distant shoal
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just does the same thing

tidal gyro
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I would take pictures of what I mean but my phones power button broke off so yeah

tidal gyro
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Uhh try right clicking the root

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And unpacking prefab

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THEN drag that into your folders

distant shoal
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oh that changed it

tidal gyro
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You could try that but it might not do it, since you seem to already have had the right prefab type

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It should stop complaining about stuff being new though

distant shoal
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yeah and it was the same as my other enemies which work fine

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ill check just in case

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yeah no difference

tidal gyro
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Okay, for some reason the .dll just isn't getting bundled in I think

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Do you have the other bundle builder, the one I made?

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There should be an option near the top to recursively check for assets or smthn

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Tick that, press refresh, and then click on the bundle to see what's inside of it, and screenshot that

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It should include stuff like the .dll iirc

distant shoal
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or do you mean the content container

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actually no idk what half the stuff you said is

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so it must be smth else

tidal gyro
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Nah it should be an editor tool you imported through packages

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It wasn't required but it mightve been mentioned in the crlib stuff

distant shoal
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oh yea ive never heard of that

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would that be on thunderstore?

tidal gyro
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It's still weird though, can you send your entire log?

distant shoal
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sure 1 sec

tidal gyro
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https://github.com/XuuXiaolan/CR-AssetBundle-Builder.git

distant shoal
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oh this is really nice

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i can select which bundles to build

tidal gyro
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Without it I can't do anything since my mod has 50+ bundles

distant shoal
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cant really read what it is

tidal gyro
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Ye it's that

distant shoal
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kk

tidal gyro
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You could also try building your bundle with that option turned on and see if it makes a difference

distant shoal
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kk

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i wish i could see the actual size of the assets tho

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like it doesnt consider compression, etc like regular assetbundle builder

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with the preview

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this "0.6mb" asset is actually 17kb

tidal gyro
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Cuz it's compressed even more when it's inside the bundle

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There's apparently a thing called assetbundle tools analysers or smthn similar that has that info

distant shoal
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yeah like it says my main bundle is 22mb when really its like 6

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ah yes Temp

tidal gyro
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Yeah it's only accurate about the total size after you build

tidal gyro
distant shoal
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i think its like temporary reference files or smth to help Unity figure out shit

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not certain

distant shoal
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anyways will test

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hm wall of text but same errors

tidal gyro
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Well it's definitely finding everything now atleast

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What happens if you don't include that bundle inside of your content container?

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Does netcode patcher not fail?

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I'm also curious how you're checking to see if netcode patcher failed

distant shoal
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netcode patcher still fails

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but no pyotr errors

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this is the same code i have in the Tartarus mod

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so maybe i fucked it up somewhere else

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as for what it does i have no idea

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but its been there for idk how long

tidal gyro
# distant shoal

Oh that's how you're doing it? Try doing GetLoadableTypes instead of GetTypes after .GetExecutingAssembly

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It should be an extension method in crlib

distant shoal
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kk

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wdym by after .GetExecutingAssembly

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oh

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if i used my eyes

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that would help

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kk ill try it

tidal gyro
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Lol

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I also do netcode patcher before registering the content handlers but idk if that makes a difference

distant shoal
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hm still fails

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ill try it who knows

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nah still fail

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hm

tidal gyro
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Can you catch the exception and print that out too?

distant shoal
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uhhhhhhh

tidal gyro
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Just add like (Exception e) after the catch and log e.Message

distant shoal
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kinda like this? i assume im just a bit off the exact name

tidal gyro
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Ye that's right

distant shoal
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oh wait

tidal gyro
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Just import like using System.whayevrr thingie

distant shoal
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i had exception instead of system.exception

tidal gyro
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Ye

distant shoal
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kk got it

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sick

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VTable?

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maybe its something with just the script itsekf?

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thats just fucking everything

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maybe i shouldnt have just yoinked the baboon hawk code and called it a day

tidal gyro
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Oh wait

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Can you reimport your dll into the unity project

distant shoal
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uhh sure

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wtf

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its not failing anymore

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๐Ÿ˜ญ ?

tidal gyro
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Yeah I think u had a problem with like namespaces or an interface or you using an old version of the script

distant shoal
tidal gyro
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I forget what the exact problem VTable is

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But it would be that

distant shoal
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it wasnt under the namespace when i first moved the dll into the project

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but i since fixed that and thought if it wasnt adding like new variables i wouldnt have to put the dll in the project again

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but ig not

distant shoal
tidal gyro
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Huh

distant shoal
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it is under the right namespace now though hmm

tidal gyro
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Have yoy got any other dlls in there that are outdated or smthn?

distant shoal
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uhhhh wdym exactly like LLL?

tidal gyro
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Hmm I don't think so

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Oh wait

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Did you re add the script onto the gameobject

distant shoal
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i did yea

tidal gyro
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Damn, ive never seen that warning before lol, script could not be instantiated

distant shoal
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yea idk wtf that means

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๐Ÿ˜ญ

tidal gyro
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Well ignoring that

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Have you re added the enemy script reference into your enemyaicollisiondetect?

distant shoal
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yep

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thatd be the 'QbCollider' cuz i copied over the object and didnt rename it

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just reassigned the values

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interestingly imperium seems to get the name wrong..?

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it obv cant spawn it in but thats weird

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oh i see

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the scan node is still named Polina

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that must be what determines the imperium name

tidal gyro
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Probably yeah

distant shoal
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just gonna test the enemy in the editor for now ig

distant shoal
hollow magnet
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fucker had it coming

distant shoal
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note to self making an enemy "conductive metal" results in this

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๐Ÿ’€

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its also spawning 2 ragdolls when that happens which is interesting

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but also how hes being hit while IN the interior is beyond me

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the ragdoll absolutely FLYING kills me ๐Ÿ˜ญ

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fully unintentional behaviour

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but now i know if somehow QB is near a metal item when its struck this will happen

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(i added 0 of the functionality in for this it just happens to work)

distant shoal
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||taking a break from enemies to work on something im particularly excited about... a form of "apparatus" equivalent for this mod! its gonna have a bunch of unique stuff like changed visuals for entire interior when you take it, multiple ways to "trigger" the moon+interior "meltdown" of sorts, etc||

distant shoal
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gonna use light cookies for the first time

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funnily enough for the dessert interior lmao

distant shoal
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getting closer

distant shoal
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gonna mess around with post processing a bit

distant shoal
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||theres gonna be a lot of added visuals around the map like in that start tile with all the little wiggly puffy things, not just post processing/lighting||

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||and i know the end result is gonna be a bit... well, trippy at best, potentially vomit inducing for some players at worst so ill be adding a config to disable/adjust some of these effects if anyone needs to||

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im gonna leave progress at that today!

distant shoal
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okay lets see if i cooked

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if i cooked this will be FIRE

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the uh cooking i mean not the food i dont wanna burn it

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||post processing also still needs a bit of adjusting||

distant shoal
distant shoal
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update for v73 should be out now! (assuming i did everything right)
please let me know if its working TS_taishinPray

trim pike
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I'm gonna need to do more testing but I'm getting load errors trying to go down to the moon

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I'll post what I got in my console, but I'll need to do more testing with this by itself to be sure it isn't freaking out with something else installed

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I'm gonna try disabling Wesley's Interiors, because for whatever reason it keeps selecting Toy Store from it and see what happens lol

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`Info For ExtendedLevel: Charlottes LabyrinthExtendedLevel | Planet Name: Charlotte's Labyrinth | Content Tags: Custom | Route Price: 250 | Current Weather: Hallowed

Unviable ExtendedDungeonFlows: Facility, Haunted Mansion, Facility, Facility, Mineshaft, Circus Facility, Atlantean Citadel, Fractured Complex, Greenhouse, Art Gallery, Expanded Mineshaft, Grand Armory, Spooky manor, Black Mesa, PlayZone, Charlotte's Labyrinth, Tartarus, Rubber Rooms

Viable ExtendedDungeonFlows: Toy Store (250)`

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I was able to land, but it force loaded the default facility interior

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So basically the same issue as above

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@distant shoal Sorry for the wall of textttt

distant shoal
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Gotcha thanks for the report! Will do some investigating tonight after work

distant shoal
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ohhh i think i see the problem

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i updated the .dll which contains references to new content for the mod that isnt in the actual mod yet

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well

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that might be it atleast

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ill do some testing

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worst case scenario ill upload the mod with some of the new content just so it atleast works

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which might mean figuring out why some of the content completely refuses to function

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the error about QB though is really strange and has been haunting me for a while

distant shoal
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cuz like the enemy not deriving from EnemyAI is horseshit the main script on it is EnemyAI

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this is also interesting

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gonna try rebuilding asset bundles

distant shoal
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got it workin! mustve been an issue with the old build somehow

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just gonna iron out a few bugs and optimize a few things before releasing the patch

distant shoal
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uploading now

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please let me know if it works but actually for sure this time TS_taishinPray

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theres a new mechanic i was working on now as well for yall to find TaishinSmug

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the rest of that update is unfinished and is not in the mod quite yet

pulsar wave
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This interior slaps

trim pike
trim pike
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Still running into the interior selection issue

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But I am able to go down to the moon properly

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Re-attempting with just the moon and it's dependents enabled

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I think you also accidentally removed code rebirth lib from the dependents?

trim pike
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Something in my config is causing the dungeon problem for me

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I cleared out my configs and did a clean set in my test pack and it started working

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So it's just figuring out which config file I have to regenerate

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Pushing Charlotte freezes you rn btw

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[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:

CharlottesLabyrinth.CharlotteController.TriggerCharlotteInitially () (at C:/Users/adven/Documents/My_LC_Mods/CharlottesLabyrinth/src/CharlottesLabyrinth/CharlotteController.cs:35)

UnityEngine.Events.InvokableCall.Invoke () (at <c39a522eee05469b8171a6cfeb646c59>:IL_0010)

UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <c39a522eee05469b8171a6cfeb646c59>:IL_0049)

InteractTrigger.Interact (UnityEngine.Transform playerTransform) (at <83220f1fc337491eba19b3618ec61339>:IL_00B7)

GameNetcodeStuff.PlayerControllerB.ClickHoldInteraction () (at <83220f1fc337491eba19b3618ec61339>:IL_0125)

GameNetcodeStuff.PlayerControllerB.Update () (at <83220f1fc337491eba19b3618ec61339>:IL_1A68)

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Ohhhh

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Charlottes Labyrinth isn't the valid in config name anymore

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012 Charlotte\ 's Labyrinth is the valid name for LLL now

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of course with the space removed, cause the ' is escaped

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@distant shoal Other than pushing over Charlotte it seems to be working now that I updated my huge ass LLL config!

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Other interiors are generating on the moon properly

distant shoal
distant shoal
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Actually the Charlotte bug might be if you have an interior on that isn't Charlotte's labyrinth

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I didn't consider anyone wanting to use a different one on this moon

trim pike
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My packโ€™s basically a randomizer pack

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All interiors have an equal chance of spawning on every moon

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But yea the little bit of time running around in it when I was testing it by itself seemed fine

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Iโ€™ll let you know if I find anything else

distant shoal
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I see gotcha

distant shoal
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thanks for pointing that out

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im testing the mod rn and it seems charlotte isnt even synced..? both my moon/interior combos have busted networking somehow but i dont see any errors about it which is super strange

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yeah i think i somehow completely shattered the networking again because its complaining about an object attempting to be spawned via the client but that code is written to ONLY be run from the server

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which is phyically impossible unless the networking is completely destroyed

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im confused tho cuz it isnt complaining about the netcode patch failing...?

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ill try putting it through ilspy again

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hm no it looks fine i think...

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@tidal gyro sorry to ping but could this be a sign of networking being busted? im at a loss here

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i seem to have destroyed all my mods again somehow

trim pike
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Could also just be the networking changes with v73

distant shoal
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yes and no, i followed the post for v73 networking changes

trim pike
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Ah

distant shoal
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but its possible theres a problem with my project already that is making this new update not work with it

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im seeing other people had the same issue but theres a few diff possiblities

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i also have a fucked up workflow which doesnt help

tidal gyro
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:p

pulsar wave
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Netcode for 2026, make patching gr- no no no no n- I need to be beanling swarmed to death for that

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Bah, cring edgyness aside how goes progress?

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Good I hope

distant shoal
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No clue so far, gonna do some more testing today

distant shoal
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the problem has been identified!

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working on releasing a patch rn just confirming all works

distant shoal
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i dont mean to toot my own horn here but testing this again i really am proud of this mod so far TaishinSmug

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maybe its just cuz im a massive madoka fan ngl

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do not watch this if you want to try the mod blind, its a clip of the finalized progress of this update ^^

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looking good id say!

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just gonna fix one bug before i upload

crisp gulch
distant shoal
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okay that was easier than i thought, music now syncs when you spectate

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should port this code over to tartarus as well

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i think thats everything

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oh wait i need to check if the config works

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it works

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uploading now

pulsar wave
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Wow, I woke up to a lot

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You've been busy huh

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Damn that looks good

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....what's a modoka?

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Ngl I actually thought this was almost persona based. It reminds of a couple of worlds.

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Regardless still awesome.

crisp gulch
pulsar wave
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Magick girl anime? Idk. It looks good but some give off weird vibes. I got turned away after dragon maid, that one got really weird.

crisp gulch
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Dragon maid is gooner bait

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Madoka magica?

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ITS DARK

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If you wanna see girls FIGHT FOR THEIR LIVES AND MAKE DEALS WITH THE DEVIL

pulsar wave
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....dark? ๐Ÿ˜€

crisp gulch
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ITS AWESOME

crisp gulch
pulsar wave
crisp gulch
pulsar wave
crisp gulch
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There's a CREATURE THAT JUST ENDS THE WORLD

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Launches a super nuke and blows up everything

distant shoal
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okay lets not just blatantly spoil the show please ๐Ÿ˜…

crisp gulch
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I'm just making it sound awesome

distant shoal
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it is true that its not similar to dragon maid at all though

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but its also not as hes describing

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its my fav anime ever though ive seen it 10 times

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i recc going into it blind sometime

crisp gulch
pulsar wave
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Even if it's only 3% as dark as that.....I'm sold.

crisp gulch
crisp gulch
pulsar wave
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Now I want to play the interior even more than ever.

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If only my laptop would stop exploding.

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Seriously I was playing with purple the other day and my frames would half of the time throttle between 20 and 8 frames per second. It was really bad.

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Gratar was especially bad.

crisp gulch
crisp gulch
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For describing it incorrectly

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ITS BEEN YEARS SINCE IVE SEEN THE SERIES

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But also didn't want spoil it

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Yet also did

distant shoal
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you did

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๐Ÿ˜…

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but its alr

pulsar wave
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I'm sure there's like still a ton of plot to see it's not really that specific plus I have short term memory issues anyway so by the time I start watching I'll probably forget about the spoilers.

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๐Ÿ˜€ ๐Ÿ‘

distant shoal
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but yes in the future tho lets try not to discuss the show outside of spoiler tags

tulip violet
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Hello! I want to add this mod to my pack but I'm playing on v72. Would you be able to tell me which latest version is usable for it? @distant shoal

distant shoal
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actually before i just blatantly guess i can test it

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nvm it definitely does NOT work

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use 1.0.3 for v72 then

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1.0.4/1.0.5/1.0.6 are all builds for v73

tulip violet
tulip violet
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Got it working! However I'll need to blacklist Spelunkers' from it because it appeared in place of the labyrinth interior lol. Can't wait to experience the interior.

distant shoal
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I'll need to see if I can find a way to override any other interiors spawning on it

trim pike
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Could be tags it uses maybe

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Does Spelunkerโ€™s include your moon in their config by default?

distant shoal
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ive never heard of spelunkers so i have no idea

tulip violet
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It generated the ice Spelunkers' Caverns and that one has a 75 or so weight on Tundra moons. Rocky too is one of its tags I think, no other one though.

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So the labyrinth must have one of these two tags to it.

distant shoal
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i dont think i have any tags set

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trying to check where that would be

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"level tags" and "dungeon tags" are empty

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unless maybe tags were generated for it automatically

pulsar wave
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That could be it, try setting some tags manually.

distant shoal
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hm alr ill try that

distant shoal
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im assuming its this

tulip violet
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Most likely, yes!

trim pike
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So that kinda just is what it is

pulsar wave
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Did it work?

distant shoal
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even if i set some tags manually Custom will still apply

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so not much we can do

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best i can do is just set the spawn chance really high

pulsar wave
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.....maybe someone should reach out to batby......or at least the guy that made...(Checks through notes, sounds of rustling paper.....)...ice spelunkers' caverns.

distant shoal
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That's a pretty standard setting, a lot of interior devs do that (setting value to just "Custom")

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Batby is far too busy to implement anything new if I'm not mistaken

acoustic scarab
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hallo, question :3 I love the moon and such it's awesome but does time normally flow? and the clocks hidden? Or is it on 214GI_girlshrug
asking becsaue when-ever i play with freinds they lowkey complain that having alot of time is broken and like I havn't played alot of it to notice. but in addition, we've rarely encountered monsters so they kinda get bored faster then being able to enjoy it! ๐Ÿ˜ญ (I figured out i can turn on time with LLL config) but wanted to ask anygays :D

distant shoal
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i planned on adding physical clocks around the map to showcase the time as a repalcement but never got around to it... i should do that soon

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as for the monster issue thats interesting..

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i dont think ive noticed that

acoustic scarab
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thinking oh thank you for saying so! as for the monster thing I think it's some sort of conflict somewhere in my modpack (too many mods for me to say anything likely single it out later today with what moster editing mods i have (needa cheak))

acoustic scarab
acoustic scarab
# acoustic scarab <:thinking:1041082968413847682> oh thank you for saying so! as for the monster t...

after some little testing my freinds just weren't patient enough to encounter any monsters ๐Ÿ’€ and the clock missing threw them off bceasue yah can feel like you've been on a moon forever and it's like 3 minutes and such. Somewhat related note earth leviathans kind of break entirely ig? (Ill just turn off their spawning for my pack as a fix)
-# (might be due to ReXuvination? (they take forever to spawn so kinda lazy to wait for them to test if it's the moon or something espeally since im keeping ReXuvination in my modpack. so sorry if yah already knew ))
but um is the roof hitbox for the waffle area non-existent? using a jetpack to fly between the rooms is scary lmao also it's survivable to jetpack from the labyrinth to the surface very fun map wish you the best of development map (did learn the hard way that it exsist in that cool medication room with fog)
lovin ya work :3

distant shoal
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as for the earth leviathans what about them exactly doesnt work?

acoustic scarab
distant shoal
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OH i see i think thats due to the ground tags

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earth leviathans only emerge on certain ground types, but sciencebirdtweaks fixes taht

acoustic scarab
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i see

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thinking ill add that thank you

distant shoal
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i should prob just add it as a dependency

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ah yeah i dont have colliders on like any of the ceilings lol

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i didnt consider people could get that high

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ill include that fix in the next update

acoustic scarab
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thank you's

distant shoal
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for those wondering yes this mod will be updating to v81 im just busy with other projects first ๐Ÿ™‡

slender horizon
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Understandable, updates for the main game are fine but since they tend to break mods well... kinda mixed opinions on them lmao

distant shoal
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i have gotten the moon and interior to generate! the enemies are still real bugged though

slender horizon
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small steps forward x)

distant shoal
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work on enemies is going smoothly

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finally got them spawning properly, polina is mostly done but pyotr still needs some work

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its ending up being a somewhat complex enemy so might take some time

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current concept is they function similarly to baboon hawks but inside, focusing on finding scrap they deem to be "cheese" and bringing it to a particular location

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instead of carrying it though they just headbutt it

distant shoal
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hm this might be more complex than i thought

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i need to somehow calculate a specific distance from the enemy along the path it plans to take to the target room

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now you might be wondering, how will you do that? (i have absolutely no goddamn idea)

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the enemy can figure out where the destination is, but not where to put the item along the path to get there

distant shoal
distant shoal
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also adding a new feature to polina, instead of just wandering randomly until attacking people she will guard that which is "cheese"

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when finding a scrap considered "cheese" she will stand by and guard it until it is brought back by pyotr's, or if someone/something gets wtihin distance to grab it turning her hostile

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ill be overhauling the scrap pool as well to better fit these concepts

distant shoal
distant shoal
distant shoal
distant shoal
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adding automatic detection to ||make charlotte target a random player each time it emerges, picking the tile theyre on or a very close one to attack||

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||if it cant find a player, ill also add some functionality to make it wander the exterior moon||

trim pike
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That appy pull hazard is crazy cool btw

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Looking forward to it

glass venture