#(canceled) Notezy's Moons

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analog flowerBOT
heady girder
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Canceled: Unable to come up with designs for moons.

glossy cave
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second!

somber lodge
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well I tested it and

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gimmick didnt seem to work

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portal just made a sound and nothing changed

heady girder
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Odd, are you playing with other mods or just Parllax and it's deps?

somber lodge
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just my test pack

heady girder
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Could you provide a mod pack code

somber lodge
somber lodge
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looks like for some reason

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L lib's dependancies didnt turn on

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when enabling l lib

glossy cave
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😼

somber lodge
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tf lol

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maybe gale had a stroke

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ok yeah no still did not work

near sequoia
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fourth

heady girder
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odd

lost dawn
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i exist here now

flint thunder
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Split between realities

flint thunder
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is it supposed to be free?

flint thunder
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I dont think the map likes nvidia

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Does anyone here have nividia?

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also this is the logs, nivida showed up saying something then the game crashed, this is the first time nivida said anything

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At the same time my mod pack is bloated so thats likely the issue ill see to test stuff

lost dawn
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idk HOW you managed to do this gimmick with only LethalLib, but you did it.
enjoy this less than normal sprite of your moon

heady girder
flint thunder
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It may be a Big mod pack plus nividia

glossy cave
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its really laggy for me

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i mean

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playable

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but laggy

heady girder
heady girder
glossy cave
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entire moon

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outside and inside

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probably the camera effects?

heady girder
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Could be

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The moon uses a few Post Processing effects for the dimensional effects, but not too many more than an normal LC moon.

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Are there any log spams?

glossy cave
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didn't check

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potato is screensharing...well... WAS screensharing

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got a lagspike

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now he dissapeared

heady girder
heady girder
flint thunder
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Shit then

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XD

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Just my luck then

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Im glad tho

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knowing its just me

heady girder
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Although I have gotten a whole several second freezes when the game saves after getting off the moon. But it most likely has something to do with my mod pack because I don't get freezes like that when testing in smaller packs.

flint thunder
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I have in my 108 mod pack had freezes that last for a while

flint thunder
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retested in my test mod pack with Very little mods being only 22 mods i got no freezes until once in which my game crashed

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My PC is 2 years old and given im the only one who has crashed i think its my PC nividia tag teaming me

glossy cave
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my game is also getting big lagspikes

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but didn't crash

heady girder
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This is really strange because the moon itself is relatively basic.
I didn't really think the dimension mechanic could cause performance issues.

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Could you provide a modpack code cheese?

glossy cave
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01988d99-f4c6-2210-bb4d-05f6020c5100

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XD

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its just the moon

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nothing else

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i mean, i did update the dependencies

heady girder
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Forgot to update the LethalLib Dep to 1.1.1

glossy cave
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could just be bad pc tbh

heady girder
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My PC has constant strokes yet the game runs fine with just the moon and it's deps.
I wonder if the rift shaders could cause performance issues on lower-end devices

glossy cave
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shaders love to mess with performance

heady girder
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The only complex the rift *materials does is use reflections

heady girder
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(Parallax) V0.1.1

  • Tweaked Mod page
  • Added culling to rift model distortion effect
  • Tweaked rift material
  • Tweaked Moon Fog
tropic oak
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anyways

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insane gimmick

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i love it so much

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interesting interior spawn weight string
Blob:32,Bunker Spider:56,Butler:15,Centipede:49,Clay Surgeon:28,Crawler:48,Flowerman:45,Girl:1,Hoarding bug:54,Jester:59,Maneater:38,Masked:15,Nutcracker:40,Puffer:29,Red pill:50,Spring:38

heady girder
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I used the average spawn weight of every vanilla moon to get the spawn weights, Aside from the Girl, Masked, Red Pill, and Butler.

tropic oak
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red pill joke entry is cool

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i wish more devs did stuff like that

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i did a silly thing for one of my mod packs

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the joke is the daytime power is 1 so it cant even spawn

flint thunder
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Wait would the water wraith just be wheels then given he does not even exist in the main dimension?

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You see the wheels drop from the sky but then nothing else falls

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XD

heady girder
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lol

tropic oak
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mineshaft is awesome on this moon đŸ”„

heady girder
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Yeah, I recommend bringing a flashlight to the dimensions since it can be hard to see at times in the red/blue dimensions.

tropic oak
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im too good for flashlights

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flashlights physically stop working around me

heady girder
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The next Notezy Moon will be more internally complex than it is mechanically complex

heady girder
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Okay, Both LethalLevelLoader and the Game does NOT Like it when you try to use multiple Dungeon Generators.

tropic oak
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yeah

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sounds about right

heady girder
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I got multiple dungeons(interiors) to work but it is very unstable

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The strangest part is that the game is crashing after the extra dungeons have been generated

tropic oak
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you are doing frankensteins experiments

heady girder
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yep

heady girder
lost dawn
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dude... how???

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like i applaud you and your ambitions, but

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how??????????

glossy cave
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I remember not long ago people were saying this was impossible

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The cook is getting out of hand

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đŸ”„ đŸ”„ đŸ”„

heady girder
# lost dawn how??????????

I gained a lot of knowledge about LC while working on LethalMin.
While I still don’t know everything, I know enough to do things like this.

I’m calling Interiors “Dungeons” because LC uses DunGen for interior generation
-# and because I can spell “dungeon” better than “interior.”

I added multiple dungeon generators to the scene and disabled all but one so LC doesn’t accidentally use a random generator.
I do this so LC first generates the “Main” Dungeon, then has the moon generate its “Extra” Dungeons afterward.

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I placed the dungeon roots 200 meters apart on the X and Z axis to reduce the chance of them intersecting.

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I also added multiple main entrances to the scene, again disabling all but one to prevent LC from generating fire exits in the main dungeon.

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I use what I call “Moon Patches”—patches that only run when on the moon, to prevent modded code from running on other moons.
This way, I can modify how dungeons are generated on the custom moon without potentially breaking them on other moons.
I also use what I call a “Moon Controller,” which allows me to easily run network and other code only on the moon.

Since LC dungeons are large, I made it so every dungeon generator reduces the interior size.
This gives players a reason to visit different interiors, speeds up dungeon generation, and reduces the chances of them intersecting.
Setting the interior size multiplier to anything below 0.9 will crash the game, so I had to modify the dungeon generators to temporarily shrink the dungeon flows before generating.

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The extra dungeons are generated after LC generates the main one, using the Moon Controller.
It does this in a way that prevents LC from starting the game before the extra dungeons finish generating and spawning all the scrap in the main dungeon.

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Issues arise with LethalLevelLoader (LLL), as it expects there to be only one dungeon.
It runs modded code every time any dungeon generator generates a dungeon—code that only affects the main dungeon, not the extras.
I solved this by modifying the modded code so it doesn’t run when extra dungeons are generating.

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After all the dungeons have generated, the Moon Controller reactivates all the extra mains and reassigns the entrance IDs.
Because LC inherently treats any entrance with an ID other than 0 as a fire exit, all the extra mains are technically fire exits in the game’s logic.

This shouldn’t interfere with any AI that uses exits, as long as they’re smart enough to use the “fire exits” when in the extra dungeons.

A major issue I haven’t solved yet is the game mysteriously crashing sometimes after generating the extra dungeons.

tropic oak
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in particular wesleys are huge

lost dawn
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more notably, Grand Armory and Rubber Rooms

heady girder
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and Vehicle Hangar

tropic oak
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oh my god i didnt even consider rubber rooms

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the void area is gonna be fucked 😭

glossy cave
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Diversity

lost dawn
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also some entities that have rooms attached to them

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SCP-106

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and yea, Diversity

heady girder
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Yeah, I should space the interiors a bit more. But I have no idea what to do with custom enemies that have rooms attached to them.
I could add special compat for enemies like 106 or just hope that they don't pick a room that in a different dungeon.

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Yep there is intersect with rubber rooms

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I wonder if I could reduce crashes by instead of having multiple dungeon generators, have just one dungeon generator generate all of dungeons.
Edit: (Not possible as far as I can tell, as it seems the dungeon generator auto clears it's last dugeon even when switching roots)

zenith apex
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ive had a similar idea written down, where the interiors would have two different entrances with both connecting together

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seeing that proves to me that such thing is possible

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the downside is that i can't code for shit lmfao

heady girder
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I 100% Forgot to Enable "Draw Instanced" On the moon's terrain. I wonder if that was causing most of the crashes and not the multiple dungeons. skull

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Anyways heres WIP of the moon's surface.

trim lagoon
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minecraft

trim lagoon
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it looks like those realities where they open old storages with old crap inside

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how much scrap will be behind door number one.......

heady girder
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or what Kenji said

trim lagoon
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YEAH!!!

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THAT

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lmao

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a moon themed on an old storage facility...

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and each door is it's own mini dungeon

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woah..............

heady girder
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The moon is supposed to be a village, but I think I like the storage complex a little more since it's more unique.

trim lagoon
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you can put the numbers on top of each and it would blow minds

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and maybe have it as a dungen of 1 or less so they're tiny

zenith apex
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wait do interiors support going below 1?

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i remember some breaking when that happens

trim lagoon
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i'm not really sure lmao

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i think if you put something less than x only the entrance tile spawns

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i might test it someday

heady girder
trim lagoon
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i wonder if it'll work with cullfactory so the performance is better

heady girder
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I'm gonna test that

heady girder
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I actually don't know if it's working or not. No errors or crashes so I it doesn't break anything at least

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Now I'm 99.9% sure that me forgetting to turn on draw instanced was causing the game to crash and not the multiple dungeons.
Because the game was crashing after the dungeons generated and seemingly randomly.

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It took me way to long to realize this :)

trim lagoon
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better late than never!

flint thunder
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Cull factory is probably a needed thing for this idk

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i just read Up XD

heady girder
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Looking at a direct comparison cull factor actually does speed up loading times

trim lagoon
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that's very noticeable wow

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maybe have it as a soft dependency

obsidian gate
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The blue has spread

heady girder
glossy cave
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The blue trials

lost dawn
heady girder
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I'm not exactly sure what I should set the scrap range to, since I want the scrap to be spread relatively evenly between dungeons

heady girder
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9

zenith apex
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i think that should be good?

trim lagoon
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hmmmm you may want to test it, because if the interiors are relatively small maybe that's too much

heady girder
trim lagoon
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that seems nice yeah

heady girder
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Buildings will change depending on their interior

zenith apex
heady girder
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The labels on the buildings won't be in the final version so they aren't actually set, they are just apart of the building model

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But I have added some modded interiors to change the building to match them

tropic oak
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you must add compatibility for legmr moon interiors 🙏

lost dawn
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lol

heady girder
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The backend work is pretty much done, now I just have to do the moon's terrain and stuff.
-# the hardest part for me ironically

tropic oak
lost dawn
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a dash of desert, a fix of forest, a smidge of snow, ALL THE AMETHYST an addition of amethyst

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amethyst for the ground of the lot the buildings all share.
desert for the ground surrounding the lot and buildings.
forest trees growing from the desert ground.
tundra snowstorm all around.

heady girder
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Modeled the various buildings

heady girder
glossy cave
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That ending tho

trim lagoon
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the terrain with the default walking sounds

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walking on plastic

flint thunder
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THIS IS PEAK THO

heady girder
pliant jungle
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hope the multiple dungeons thing become a library at some point. đŸ”„

tropic oak
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you should also probably mention in the info about parallel dimensions you cant use fire exits unless youre in a specific dimension

tropic oak
pliant jungle
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true

pliant jungle
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a good idea would be a moon in a desert or any other setting, where you drive between smaller bunkers spread across a large map.

tropic oak
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"please no more cruiser based moons i want to be able to play a moon without being required to drive on it and having people who cant drive the cruiser being unable to play"
VS
"cruiser needs to not be op for this moon, so ill just make the moon unable to be played without it"

pliant jungle
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would still be a funny concept

tropic oak
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hooray

heady girder
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It was in the guide section, did you not see it?

tropic oak
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oh i dont think its in game

heady girder
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oh that's what you ment

heady girder
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PARALLAX

V0.1.2

  • Tweaked Mod page
  • Fixed Surface Footsteps
  • Tweaked Info Notifs

V0.1.3

  • Removed LethalLib Dep
  • Added Error Handeling for spawning rifts
heady girder
trim lagoon
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insane concept

lost dawn
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im cautious, but optimistic

flint thunder
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Whats the problem with it and cull factory?

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as i have cull factory

flint thunder
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I KNOW but what are the problems?

lost dawn
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"aren't" + "incompatible" = double negative

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double negative = positive

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theyre saying they should work fine

flint thunder
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Oh i miss read im dumb

lost dawn
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eh

zenith apex
graceful ridge
zenith apex
lost dawn
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appears only the very last facility can be nonvanilla.
that intentional?

goin off of the wording, im guessing so

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seems to work alright. here's a little somethin somethin for yer hard work

heady girder
lost dawn
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hmm

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well

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best guinea pigs for making sure nonvanilla can go into the other doors are unreal interiors and ut99 interiors

heady girder
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The extra dungeons take from the "dungeonFlowTypes" List of the level. So it could be that LLL isn't even editing this list when adding custom dungeons to moons and is doing it another way, making it impossible for the extra dungeon generators to use the custom dungeons.

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(expect for Storage Complex and Liminal House because I forced those dungeons into the dungeonFlowTypes list)

warm escarp
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genuinely super inspiring to see this, its super cool :3

tropic oak
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@heady girder theres an incompatibility with something in my mod pack for conflux
im not actually going to have conflux be in it, i just found out cause i installed it onto there to look at it instead of a profile more suited for exploring new modded content

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it just stops generating anything after seed 1 pops up

haughty stratus
# tropic oak <@783536050248351744> theres an incompatibility with something in my mod pack fo...

@lean thorn

ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <787acc3c9a4c471ba7d971300105af24>:IL_0008 
  at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <787acc3c9a4c471ba7d971300105af24>:IL_0000 
  at ScienceBirdTweaks.ModPatches.InteriorPatches.OnGeneration (DunGen.DungeonGenerator __instance) [0x00013] in ./ModPatches/LLLPatches.cs:109 
  at (wrapper dynamic-method) DunGen.DungeonGenerator.DMD<DunGen.DungeonGenerator::Generate>(DunGen.DungeonGenerator)
  at (wrapper dynamic-method) DunGen.RuntimeDungeon.DMD<DunGen.RuntimeDungeon::Generate>(DunGen.RuntimeDungeon)
  at ConfluxMod.ConfluxMoonController+<GenerateNextDungeon>d__22.MoveNext () [0x0055d] in ./Scripts/ConfluxMoonController.cs:193 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <e27997765c1848b09d8073e5d642717a>:IL_0026
lean thorn
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weird looking incompatibility, I'll just blacklist it from my interior stuff in a hotfix for now

tropic oak
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just a guess

heady girder
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The error is coming from this line of code

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the reason it's throwing an error is because when the mod shrinks dungeon flows, It temporarily copies them to prevent altering the actual flow. When It does this, it doesn't copy over the extended flow. So any mod that tries to get an extended flow from an extra dungeon while it's generating, will get nothing. This has caused issues with LLL, but I just patched out those methods out because they we're causing other issues so I didn't think I'd have to copy over the extended flow.

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and even if it did, it wouldn't matter much as the patch is ran every time an extra dungeon generated. So this would add additional scrap 8 times

flint thunder
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Dont know if this is helpful info but despite the main building being the only one that can generate a modded interior some interiors can generate in the other ones

heady girder
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scroll up

flint thunder
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Gotcha XD

flint thunder
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The ship fire exit causes a duplicate entrance so dont use that

heady girder
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Didn't think about that, it seems like that will trick the moon into thinking the ship fire exit is a building and causes it to generate a dungeon for the ship and not spawn one of the buildings.

flint thunder
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The fire exit had issues anyways like if it was stormy going thru it would make the inside stormy

heady girder
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I want to make one more moon, but I'm not sure what gimmick to add to it
anyone got any ideas on how I could test LC's limits?

glossy cave
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a combination of two

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of the two moons

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the portals send you to a different interior

warm escarp
heady girder
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It could be possible, but I would need to know more about dungeon flows.

lost dawn
heady girder
granite shadow
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shhh.... there can be two

tropic oak
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@heady girder a moon where you land on the interior and the exterior is where the scrap spawns

heady girder
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maybe a moon that doesn't have an interior and the moon iteself is randomly generated

tropic oak
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well if you just land there then its kind of not as interesting

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i mean that idea is

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but landing at the interior would be fitting for the vibes youre going for

heady girder
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misread

heady girder
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but I think that wouldn't work with most interiors

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no way the ship is fittin in the mines skull

tropic oak
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maybe you can do like, a simulation of it
like its also random which main entrance you land at

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basically a moon that doesnt generate a real interior but simulates a backwards style thing

heady girder
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I could combine these Ideas, so I need to
A: Figure out how to replace the main entrance with an opening for the ship to land in
and B: Figure out how to generate terrains

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Basically swapping the roles of the interiors and surface, you would need to go outside to collect scrap

graceful ridge
tropic oak
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you could do something similar to what the tranquility dev was doing when they were around

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not that they did it particularly in a way that looks "natural"

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but they made tranquility manor have a tile that connects to factory tiles

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alternatively you can write it off as a broken reality, and therefore you dont need to worry about shapes connecting together in a way that makes sense

tropic oak
graceful ridge
graceful ridge
tropic oak
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have no doorways even

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not like it would be the first interior to be like that

graceful ridge
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if you make an interior without doorways then only the main entrance generates

tropic oak
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atlantean citadel?
greenhouse?

zenith apex
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make an interior where they are connected together with different entrances..

heady girder
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Could you clarify on that

zenith apex
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like

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hold on let me draw that

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like this, the interior generates normally, but with multiple main entrances

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some parts could converge together in the middle

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if it was an api, you could choose the amount of main entrances the interior could generate

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pretty similar to your new moon, but with a single interior

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oh yeah the red lines are fire exits

heady girder
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So multiple starting rooms for each main?

zenith apex
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pretty much?

graceful ridge
tropic oak
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oh

grim plover
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I found out that Sell bodies fixed mod doesn't work in this moon. When monsters are killed, they don't drop dead bodies

heady girder
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If that's the moon you're refering to, it's because enemy bodies spawn in the normal dimension and not in the dimension they were killed in.

grim plover
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sorry didn't mention the moon, I encountered the issue in Conflux

heady girder
zenith apex
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which is...

glossy cave
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chicken butt!!!

zenith apex
zenith apex
heady girder
zenith apex
heady girder
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Terrain generation is going well :)

heady girder
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I have no idea how to make the ship land inside.
Trying to make it land at main causes clipping in adjacent rooms.
Not to mention I don't know what in the world to do with modded interiors.

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idea I could inject a custom tile where the ship could land

heady girder
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Got it working with the vanilla dungeons, not too sure how modded will hold up though...

trim lagoon
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this is wild, would the ship be grounded the moment you load in???

heady girder
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no that's just the ship's navmesh. The ship's position will be moved to the landing tile in the interior and will play the normal landing animation.

trim lagoon
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i wonder what would it look like

flint thunder
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This is insane bro XD

heady girder
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Some make moons for fun, others make moons for downloads, I make moons to test LC's Limits :D

flint thunder
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You remind me of Mee a dev in Gmod that pushed Gmods limits XD

heady girder
warm escarp
lost dawn
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an inside-out moon???????

heady girder
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yep!

lost dawn
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jfc

heady girder
tropic oak
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tf killed you

heady girder
#

heart attack
-# (kill bind)

tropic oak
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also doppler effect 😡😡😡

granite shadow
zenith apex
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DUDE

heady girder
#

Thanks for the positive comments!
The moon is almost done, just have to make sure most modded interiors work and there's no desync in multiplayer.
Turns out adding a custom tile is way more complex than I thought. Playzone soft locks the game, and Tomb straight up doesn't spawn the custom tile, other than that modded interior aren't causing as many issues as I thought.

flint thunder
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Thats sick tho

glossy cave
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Indeed

warm escarp
graceful ridge
heady girder
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rubber rooms also softlocks the game 💀

tropic oak
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LOL

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successful test

heady girder
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The rubber rooms is the only Magic Wesley interior that softlocks the game. I'm not entirely sure how to fix it to because it seems like the rubber rooms are inherently very complex to generate.

glossy cave
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Probably bc of the moving tiles maybe??

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And rubber dimension

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Btw does it work with elevators??

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(Lc office, deepcore mines)

heady girder
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Mineshaft, LC Office, and Deepcore all work fine

glossy cave
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Amazing!

lost dawn
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miiiiiight be best to adamantly recommend only the use of vanilla interiors with this one. in fact, i'd hard code it

glossy cave
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just not all of them

heady girder
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The only ones I'm having real issues with are Rubber Rooms and PlayZone (currently)

lost dawn
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i only say this because there will be more interiors in the future, and they may not be immediately compatible

glossy cave
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i mean, but its best to have a few than to have none

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its like zeranos

lost dawn
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i guess

glossy cave
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not all interiors work there

lost dawn
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fair

glossy cave
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but a few do

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and who know, notezy being the mvp rn may find a way to make them work hahaha

lost dawn
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i just dont want an(other) army of people who dont read to start complaining

heady girder
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honestly same

glossy cave
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true

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i think it should come with weights by default

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so casuals dont find those bugs

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and people who tweak them will know which ones dont work

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and if they dont, we can laugh at them hehehfehjbjkges

lost dawn
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would probly work better, yea

glossy cave
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weights like an interior blacklist i would say

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that would work even better

heady girder
#

exactly what I was thinking

lost dawn
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encode that and it should be fine (i aint a coder, so im just goin off of logic)

glossy cave
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ye, dont even make a config for it

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just have them block by default

heady girder
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Ironically the hardest part of making this moon is the interiors and not the terrain generation

heady girder
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This will be the last custom moon in my moon collection for now.

atomic bronze
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Neato stuff, I sorta want to explore the idea albeit scaled down to like 2 -3 interiors but uh, how well do fire escapes work with the idea if you know?

heady girder
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Not too sure about fire exits, since the extra building technically count as fire exits since any additional entrance from main is inherently considered to be a fire exit. So it would be a bit complex to give fire exits to the buildings

lost dawn
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you've certainly proved you can break LC in an orderly way. well done

graceful ridge
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i think the starting tile in outfall should be surrounded by metal walls as tall as the landing, so you can't see into the interior outside

unreal void
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oh that is insanely cool

frigid fiber
#

@heady girder Whats the dungeon generator thingy for the outfall moon so i can blacklist it in CullFactory?

#

it causes weird flickering otherwise

#

its whatever this format is

#

cant find it in my log generation 💔

heady girder
#

NotezLevel3Outfall

frigid fiber
#

thankyousomuch🙏

steep sky
#

You are a pioneering genius dude

#

Literally some of the most creative moon mechanics I've seen to date.

copper jackal
#

I have a question about Conflux. Is there some place to control which extra interiors can spawn? I've tried messing with its LLL interior weights but that only seems to effect the "main" interior?

glossy cave
#

Only main interior can be tweaked

copper jackal
#

Ah, thanks.

granite shadow
#

that was me LMAOP

#

I WAS FUCKING AFK

#

THATS THE FUNNIEST PART ABOUT IT

zenith apex
#

OH

tropic oak
#

i wonder what conflux would be like with my penumbra content config

steep sky
tropic oak
heady girder
#

That reminds me I need to update conflux to use LLL's dungeon picker instead of Vanilla LC's to allow modded interiors

#

I did not know LLL had it's own dungeon picker until I started working on Outfall

tropic oak
granite shadow
#

but it already does

#

doesn't it?

#

I saw liminal house a few times on there

#

Also I really love Conflux mechanically, I hope it gets an art pass eventually cuz it does need a liittle bit more work

heady girder
#

That's because I forced Liminal House and Storage Complex into the moon's dungeon flows to be picked by Vanilla LC's dungeon picker.

#

At the time I had no idea LLL temporarily overrides the dungeon flows for like a frame and then reverts them back

heady girder
granite shadow
#

I think it's mainly the textures being super tiled, it's fairly easy to change em to tile less

#

props could use some work, same tiling issue as the terrain and some don't come with proper collission, proper tags on things help keep immersion alive aswell

tropic oak
#

oh btw
since its of importance to me.. Trollface
the dropship music is playing as its landing

granite shadow
#

you just go into the material and change this value (for the tiling thing)

tropic oak
#

on all of your moons im pretty sure

heady girder
#

Actually, I thought the moon's texture weren't tiled enough

granite shadow
#

nah right now it's the opposite I think

#

unless I got the terminology wrong

#

this is sand with a tiling value of 1, for example

heady girder
#

okay looking at it, yeah it's super tiled

granite shadow
#

and this is that same sand, same camera position and everything just with a value of 20 on both x and y

granite shadow
#

if the texture goes uninterrupted for a while it's better to have a bigger value (don't go over 20 or 25 though cuz you run the risk of having the texture be super duper stretched, just turns it really blurry)

heady girder
#

Changed it to 15 and it looks way better, thanks!

zenith apex
#

the sand material i use for some reason doesn't have masks

granite shadow
#

but if you select the texture/the normal the one to the right of it should be the mask map

#

there's also this strange lighting thing going on with its channel mapping settings that you can change by changing its max alpha to 0 on the settings

#

although it's subjective whether or not you like how it looks lol

#

#dev-moons message

zenith apex
#

fixed it the moment i found it lol

granite shadow
#

oj idk why I thought you were using the exact same texture LOL mb

#

mask maps are fully dark

#

like they're dark gray usually

zenith apex
#

OHHHHHHHHHHHHHHHHHHHHHHHHHHH

#

i get it now......

heady girder
#

Had to change LLL configs to allow almost every dungeon to spawn on Conflux, but got custom dungeons working for the extra buildings

tropic oak
#

will you make custom buildings for these interiors?

heady girder
#

maybe for some

lost dawn
#

idk about custom buildings, but plenty of custom interiors can be matched to vanilla ones

#

ex.

#

Mineshaft Building:

  • Rrajigar Mines
  • Blue Mines
  • Deepcore Mines
  • Tomb

Factory Building:

  • Fractured Complex
  • Grand Armory
  • Tower
  • Storehouse
  • Storage Complex

Mansion Building:

  • Scarlet Devil interiors
  • Raven Manor
  • Liminal House
  • Cabin
glossy cave
#

Wow

#

There could be like a more simplistic and global design instead of a design for each interior yeah

lost dawn
#

at least as a start

glossy cave
#

Tomb is wild tho haha

lost dawn
#

i aint against custom buildings in the future

glossy cave
#

I can kinda see it but i would compare it more to castle and atlantean citadel

lost dawn
#

i just think a simple matchmaking would be a gentler start to the idea

glossy cave
#

Yesh, maybe the building could have decoration from all those interiors

lost dawn
#

hmmmm

#

perhaps

glossy cave
#

So it could be any of them, but still making sense that this is the "mansion" building

glossy cave
#

đŸ”„

heady girder
#

Might make a pryamid building for tomb spesficly lol

glossy cave
#

Imagine smth even crazier, buildings changing depending on the interior it picked

#

That would go crazy

#

But has to be extremely hard and tedious to make

glossy cave
#

So other interiors like atlantean or castle could also fit

tropic oak
#

dont forget to add compatibility for legm-

lost dawn
#

granny interior 🙂

tropic oak
#

🙏

glossy cave
#

Baldi building

heady girder
tropic oak
#

oh my god you know

#

LOL

heady girder
#

CONFLUX

V0.1.1

  • Extra Buildings can now spawn modded interiors
  • Tweaked Terrain Texture Tiling
  • Changing Interior Spawn Chances now effects the extra buildings
  • Fixed one of the buildings sometimes being missing in place of 2 main buildings
  • Added 2 Special Buildings
tropic oak
#

Changing Interior Spawn Chances now effects the extra buildings
fuck yeah i can now make my friends have to play nine separate grand armorys

foggy harness
#

i was expecting conflux to be way less optimized but wow it runs better than i thought

#

also btw the greenhouse interior is super incompatible

granite shadow
granite shadow
foggy harness
#

are there any mods incompatible with outfall?

heady girder
foggy harness
#

weird i dont get why my game keeps softlocking when going to it

#

how long does outfall usually take to load?

tropic oak
foggy harness
#

its at version 4.4.2

tropic oak
#

maybe a different incompatibility then

foggy harness
#

using debugassistant shows rebirhlib errors when going to it

#

with its outside objects features

heady girder
#

.log file plz

foggy harness
steep sky
# heady girder I know I know, I mostly prioritized the mechanic over the moon's surface and I'm...

Rather than a bunch of bunkers and concrete you could make each thing more thematic to each interior like the mansion ones more house/mansion like, the mineshafts have a cave or more mining facility look, factory interiors resemble a Industrial/factory building (or really keep the concrete bunker look for those ones), and after re arrange it so it makes sense like it was a setup for a corporation camp or colony (whatever makes sense to you really). Alternatively you could keep the layout but make the entrances (not necessarily the buildings) look more like teleporters or something.

azure narwhal
gloomy roost
# foggy harness

this is not coderebirthlib btw. this is something going wrong in the vanilla game and crlib is just getting blamed by unity debugger assistant.

foggy harness
#

crlib false accusations

heady girder
#

I tested it and the moon runs fine with both CodeRebirthLib and CodeRebirth itself

lost dawn
#

||if they were the same number, nothin in the rules says you cant||
||got a few 42's and a handful of 69's, out there||

atomic bronze
#

Then you got Wesley with a teehee -42

lost dawn
#

surprisingly no 420 moons afaik

flint thunder
#

I clipped and i cant get out :c

heady girder
#

always bring a key or a lockpicker to outfall

#

actually I might make it so the starting room doors can never be locked

steep sky
#

What do think you might do if you make another moon?

tacit crest
#

these moons are crazy btw

brave cove
#

@heady girder Could you make monsters and players specific to the dimension.

outer tangle
brave cove
outer tangle
#

I stg bro I had a man-eater in my hands

#

But only I saw the maneater

heady girder
heady girder
outer tangle
brave cove
heady girder
heady girder
#

Updates:

OUTFALL

V0.1.1

  • The ship landing room now automatically unlocks any locked door that has no wall around it to prevent player from clipping into a locked room

CONFLUX

V0.1.3

  • Fixed Error upon startup

V0.1.2

  • Fixed dropship music not playing
lost dawn
#

đŸ”„

heady girder
graceful ridge
#

i suppose this is true

heady girder
#

My next moon will most likely either be about Elevators or Time Travel

lost dawn
#

well, we do have Zeranos which is centered around a potentially limitless elevator

heady girder
#

I know but imagine a moon/interior with a lot of elevators. Not just one, but several.

lost dawn
#

peanut brain cant comprehend one playing well. however, you've busted out some great concepts already. im interested to see what you can do with one

flint thunder
#

Notezy having fun and breaking lethal in the best way possible

heady girder
#

Yeah I am :D

warm escarp
#

its always so cool to see!!!!!

flint thunder
#

Is there a way to blacklist the transporter from code rebirth from spawning on outfall? i had a moment where one was hopping in and out of the only fire exit that worked and i could not enter as he kept moving me in and out like he was

granite shadow
#

if it has a spawn config yeah

heady girder
#

tbh, I don't know how I'm gonna utilize Time Travel to push LC to it's limits.
Time Travel is already a very complex concept.

lost dawn
#

a moon where time goes backwards

brave cove
lost dawn
#

we also have timeskipping with Skelaah's Chronos moon

flint thunder
#

Well nows the time

zenith apex
#

what if you could see you/your own crew landing on the moon?

warm escarp
#

i dont know how you would get paid for it, but you could do a backwards moon where time moves backwards, it starts at a random time between midnight and 3pm, and you spawn with some scrap in your ship that you have to put back in the facility in order to keep it? just spitballing

flint thunder
#

Idea the main entrance and fire exits shift based on time of day like if its time what if the main entrance does not exist yet as it was destroyed before but as time shifts the main building is rebuilt? or objects on the map are rebuilt

zenith apex
#

imagine watching the whole moon being rebuilt right infront of you

#

like a reverse atlantica

heady girder
#

I have a concept,
The moon periodically shifts every player to a different time period, which is either the present, future, or past.

When shifted to the past, players will be sent back to where they were 2 in game hours before the shift, and all scrap not in the ship are also sent back to where they were 2 hours in the past.

When shifted to the future, players will be sent forward to where they might be depending on several factors.

Players that are in the past will appear as "echoes" to players in the future or present that can only be seen and not interacted with.

Players that are in the future cannot be seen at all to players in the present or past.

The ship is in it's own time period (represented by the blue clock in that image), and won't leave if players are sent to the future.

Enemies will disappear in the past if they haven't been spawn yet and will reappear if in the future after they have spawned.

Landmines will not disappear if they have triggered in the future, but will disappear if they have been triggered in the past.

Items appear in all time periods unless taken by a player in the past, in which it will disappear from the present and future until the next shift.

Thoughts?

#

For example, this Code Rebirth enemy can't attack the player because it spawns in the future

heady girder
#

with multiverse time travel

zenith apex
#

i would suggest a "timeline" gimmick

#

but ive got no idea how hard it would be to pull off

#

because yknow

#

imagine this but in a 3d game

heady girder
#

This is what it looks like when a player in the future dies to an enemy in the future

flint thunder
#

THATS PEAK

tacit crest
#

could you be able to do a moon with reality switching, where the moons layout is different instead of the dimesional switching one?

#

i would find that really cool

#

like some realities are destroyed versions and others are just different

lost dawn
#

keep in mind the concept of ReservedSlots, as that is indeed a popular thing to have among packs

lost dawn
#

make sure items in reserved slots follow the same rules as they would in unreserved slots.

heady girder
#

ah, okay

lost dawn
#

they may act differently than intended. could just be my paranoia tho

heady girder
#

Players in the past can take items from players in the present/future since the item hasn't been taken in the past yet, and the item couldn't have been taken if that player from the past had taken it.

brave cove
#

@heady girder With this don’t you have to fix the issue that you were having trouble with in the parallel moon? Enemies targeting certain players. Because you don’t want a enemy in the past targeting you while your in the present

heady girder
brave cove
heady girder
#

Planning on doing that, the moon is still in beta after all

heady girder
#

Landmines that are set off in the future won't be set off for players in the past until time in the past gets to the point where the landmine was set off in the future

tacit crest
#

that’s sick

warm escarp
#

this is so cool!!!!!

lost dawn
#

we reachin "Bites the Dust" territory

steep sky
#

Actually maybe you could do both. If you don't and make only one or both but separate (if it's the elevator one) I would like to see an elevator like transit system that goes in more than just 2 directions. It'd be cool if we can get all 6 but I don't want to backseat just spitballin.

#

As for time travel it would be interesting to see a moons past, present, and future sonic CD style especially if doing certain things at different times had different effects.

#

Or if you can see your past self as recordings or ghostly images ||and a system that could predict what it thinks you might do in the future but that's super complicated||.

limber karma
#

I saw the discussion of CullFactory with Conflux a while back, and while it doesn't cause any issues if the interiors never overlap, it can only cull for the "main" interior

#

I'm not sure why having CullFactory would improve the generation times

#

I do kinda need to look into how I can generate culling info for multiple dungeons, but that'll be a bit of work I think

#

especially since I'll have no way to know when all the dungeons finish generating (without soft compat), so it may end up regenerating the same culling info repeatedly

heady girder
#

It actually doesn't, generating times are incontinent, on my end at least. I was testing conflux without CullFactory and it loaded as fast as in the second clip of that video. I forgot to mention that at the time

limber karma
#

ah

#

that makes sense

heady girder
limber karma
#

hmm

#

maybe I could have it wait for that to fire after the ship starts landing, yeah

heady girder
#

Planning on making a Library mod to allow other moon makers to add multiple dungeons

limber karma
#

oh boy

#

then I really better make this work lmao

#

I have a plan, hopefully it'll work

limber karma
#

@heady girder when do you start the process of generating the extra dungeons? I wanna make sure I pause generating culling info early enough

#

also, if it's after GenerateNewLevelClientRpc, I assume that wouldn't be called multiple times? I'm looking at that to hook into

heady girder
#

The first time RoundManager.FinishGeneratingLevel is called, it gets Prefixed out to let the extra dungeons generate, then calls it again to let it execute

limber karma
#

oh hmm

#

so I'll have to check if you're canceling it before I run

#

well wait no, I hook into something further down the chain so I think it's ok

#

SetLevelObjectVariables, to be specific

heady girder
#

CONFLUX (Update)

V0.1.4

  • Moved Special Mechanic over to NotezyLib to allow other moon makers to add multiple interiors
  • Fixed issues with LC Office
limber karma
#

@heady girder any idea why what I believe must be the primary dungeon would have its DungeonFlow destroyed after it finished generating?

#

this kinda throws a spanner in the works for how I was going to handle interior blacklisting

#

ah, I see, you're cloning the flow to change the size.. any chance you could cache the clones, or modify the values in place and restore them later?

#

multi-dungeon culling does appear to be working now though, just got some extensive testing to do

heady girder
chilly flax
#

thank you, notezy

heady girder
#

👍

chilly flax
#

this opens up an idea i had for a major moon rework and im totally gonna do it when this releases

heady girder
#

It was easier than I thought to move the code over from Conflux to the Lib

heady girder
atomic bronze
#

Ooo, neato, thanks for the lib
That'll be handy for a moon I have in mind when I actually get around to making some w

limber karma
heady girder
#

Yeah before 0.1.2 I did set the flow on the dungeon instance

#

But I might have forgotten to do that for the main dungeon

limber karma
#

oh, is it because you didn't subscribe to that event for the main dungeon?

#

also, what did you choose to go with as a solution? restore fields, or cache?

heady girder
#

restore fields

limber karma
#

nice ok

#

I'll check out the latest and make sure it all works, then test a few other scenarios and probably put it out on beta

heady girder
limber karma
#

gotcha

#

at least this new solution is hopefully simpler for you to implement, since you don't have to hunt down all the references to the flow

heady girder
#

sure

zenith apex
#

i already suggested it before in here, but ill say it again

zenith apex
#

idk if dungen can do something like this (pretty sure it can)

#

a single interior with multiple entrances

heady girder
#

How would multiple mains change gameplay, unlike fire exits do?

zenith apex
#

but yeah you're right fire exits already do the job

heady girder
zenith apex
#

but

#

i do have something else in mind

#

there was this old moon

#

tranquility

#

that had a custom interior where the mansion and the facility were fused

#

along with a custom main tile

#

let me find the images for it

#

oh purple already mentioned it

#

dismiss everything ive said

heady girder
#

I think I could do that

chilly flax
# heady girder

my unity project when i accidentally import a blender asset

#

(for some reason its allergic to blender and only accepts fbx's)

limber karma
#

@heady girder any chance you could make the extra dungeons reproducible based on the game seed? Them randomizing every time means that any rare culling issues will be virtually impossible to reproduce

heady girder
#

Oh wait, I could just offset the map seed

#

Yeah

limber karma
#

what I would recommend is taking the base seed and offsetting it, then grabbing n numbers from it

#

you could even increase the range of seeds beyond what vanilla uses if you want teehee

#

zeekerss's range is like 20x smaller than it could be

#

oh interesting, mineshaft doesn't place the blue lights outside the cave doors Hmm

steep sky
#

Suddenly your entire house becomes filled with blue lights......and spore lizards

heady girder
steep sky
#

What is that.......and where can I go to

BUY YOUR ENTIRE STOCK

steep sky
# heady girder

-# by the way this like the perfect texture for this glitter ink bomb idea I had

heady girder
# heady girder

A kind of funny oversight I'm dealing with right now is that the Time Machine would sometimes trigger at the start of the day, causing players to be sent back to when they were in the air in the ship, killing almost every player.

zenith apex
steep sky
heady girder
#

That's what I plan to do

steep sky
#

What else can it and will it do??

heady girder
#

It will activate randomly thought the day, sending players into either the past or future, along with any items that aren't in the ship or a player's inventory.

#

The moon was abandoned because of the time machine randomly activating.

steep sky
#

I'm curious what it's name is and what else will be on the moon, like where the time machine will be kept in or if it'll be the time machine in the open and then a facility.

#

.......unless the time machine IS the facility.

heady girder
#

It will be out in the open on the moon's surface, kind of like the giant light on Noctis

Haven't thought much about finer details yet since I'm mainly working on the Time Travel mechanic.

steep sky
#

Ohhh, haven't gotten that far yet......sorry. I do not mean to disturb the process. I eagerly look forward to the progress and results.

heady girder
#

Nah you're good

heady girder
steep sky
#

Well I meant the moon itself but this is fascinating. I wonder if someone sabo'd it by accident like spilling their coffee or intentionally as vengeance or for some other reason, or if it just entirely glitched on its own and wasn't able to be fixed in time.

heady girder
steep sky
#

Oooooo, I

really

Like the implications of that name.

#

Also it just sounds smooth

heady girder
chilly flax
#

this is awesome

zenith apex
#

i know outfall is on an experimental state rn

#

but while i was fiddling with it i found out that when you go into orbit and visit any other moon, it darkens them

heady girder
#

wdym darken?

#

like the sun gets turnned off?

zenith apex
#

like its turning night time

#

let me take a screenshot rq

#

humidity (generic's moons) and defectus (moons of ascension) before visiting outfall

heady girder
#

Could you send your modpack code?

zenith apex
zenith apex
#

0198e313-3cd4-37da-1a76-8e301a8297f8

zenith apex
# zenith apex after

you can barely see the difference on defectus, but the buildings become more visible

heady girder
#

Minor oversight, forgot to make players set as outside when the ship leaves the planet, causing other moons to think the player is inside and disable the sun.

#

I know this because going in and out of the facilty on the other moons fixes it

spiral cove
#

Quick question, does 2-story ship + wider ship work on outfall or?

#

Like does it FIT.

heady girder
#

The normal one story ship clips through the roof a little bit so most likely it could fit but the second floors will clip into the roof

spiral cove
#

Is there a way to raise the ship landing area roof up higher or.. (It sounds easy saying it. But it is most likely a more difficult process in the game.)

zenith apex
#

easy enough

#

i think?

spiral cove
#

what type of issues? Like tiles colliding with the ship room tile or..?

heady girder
#

Interior Generation Failures causing softlocks

spiral cove
#

ohh yeah I forgot those existed.

#

well thats ashame then!

flint thunder
#

Notezys moons but howabout notezyz interiors, sorry

granite shadow
#

interior that has 5 moons inside it

tropic oak
#

interior that has a separate lethal company instance inside it

zenith apex
#

non euclidean interiors

lost dawn
#

moon/interior that draws from all custom scraps installed?
||Oxyde does this, but it's a company moon||

#

minus apparatuseseseses

heady girder
#

I might re use the elevator idea I had for an interior

steep sky
#

Yes

flint thunder
#

It tried to generate the playzone for awhile then crashed

lost dawn
#

blacklisted on Outfall

#

not Conflux

flint thunder
#

ah ok

steep sky
heady girder
#

You can use Lethal Level Loader's config to blacklist it

steep sky
#

You can also use lethal quantities if there issues with LLL.

flint thunder
steep sky
#

I haven't had one so far

heady girder
#

What do you guys think About this Time Machine design?

steep sky
#

This is cool but the dark sci-fi feel of the previous design seems lost but I like this direction.

#

I would love to see a modified version of this design but grittier and more industrial.

#

Keep the Tesla coils though it's a really nice touch.

lost dawn
#

looks fine to me

steep sky
#

I also do like the way the pod Opens like a claw.

heady girder
#

previous design for refernce

steep sky
#

Ah, not bad but the one above looks better.

#

It looked much cooler with its shaders than I thought it did

steep sky
steep sky
granite shadow
spring pike
#

I have a moon that I think would go really well with the multi dungeon generator. I'm having some trouble with it. Sorry if this isn't the right spot to ask, I just didn't see a specific thread for NotezyLib.

I set up the moon for 2 extra dungeons. Two worked, one didn't (said the entrance was blocked.) I then deleted the extra gameobjects and then tried with just one extra dungeon, but it doesn't seem to be generating properly. The original main entrance works and the copied one says the entrance is blocked.

Using UnityExplorer, I can see that one dungeon generated properly and the other one seems to have generated only part way

#

On the left I can see all of the doors and scrap that spawned where the other dungeon should be, but there aren't any rooms

heady girder
#

I'll look into it

spring pike
#

Such a cool idea by the way. Amazing you got this to work! This moon is a city, so I think it would be awesome to have a few different buildings you can go in to that have different interiors to make it feel more like a real abandoned city

heady girder
#

and yeah this is the right place to ask (even though the thread isn't specificity named NotezyLib)

spring pike
#

Oh good, thanks!

heady girder
#

So it seems like from the log, 2 dungeons are generated while there are 4 outdoor entrances

#

There needs to be a dungeon for every entrance on the moon or else some entrances won't have a dungeon assigned to them and it will say exit blocked.

spring pike
#

Ohh I forgot this doesn't work with fire exits, I'll try disabling those and see if that works

#

Yep that was it, thanks! Figured it was something I was doing wrong lol

heady girder
lost dawn
heady girder
#

I've always imagend what this moon would be like with multiple dungeons

granite shadow
#

it's a good application of the lib honestly

tacit crest
#

which ones ether again?

spring pike
#

Felt to me like that moon was made for something like that

#

Amazing how easy it was to set up too! Nearly one click

spring pike
tacit crest
#

ok ok, i remember the name but i couldn’t recall

#

i play with upwards of 50 moons

spring pike
#

I'm pretty much up there myself lol

#

I like the idea of slimming my pack down but every time I try, I wind up adding more to it

lost dawn
#

wes moons, moons of otherworldly oddity, nightmare moons, harvest moons, mythic moons, and a small handful of singles (Parallax being one of them)

heady girder
#

Recede Alpha coming soon, have to cut items and landmines time traveling because I don't know how to properly test it with multiplayer.
Items would just randomly end up out of bounds most of the time

lunar ember
# heady girder

this is sick wtf?
wish chronos was like that
get better skelaah 😔

lunar ember
heady girder
#

It re-uses the same code Lethal Level Loader uses to get possible interior weights, haven't tested it with LethalQuantites so it may or may not work.

lunar ember
#

I check how that behaves today or later tomorrow then
outfall works just fine with just facility interior for example

#

the only moon of yours I actually played for now

heady girder
lunar ember
#

from my tests... it indeed doesn't work with LQ
1st test was adding 5 random ones of my choice on weight 5 on LQ preset, there was presence of interiors I didn't put into
2nd test was only SCP interior without any other interiors which softlocked the game
now 3rd test were only 3 interiors on weight 3000 which... also softlocked the game

so yup ig it has to rely on LLL

#

it was worth to take a shot regardless of what you said PikaHoldIN

random crater
heady girder
#

:D

zenith apex
#

we bout to see cosmocos 2.0 or something lmfao

tropic oak
#

its gonna be all 4 gimmicks combined

#

and it will be so fucked its not even a moon anymore

#

its just hell

heady girder
#

Updates

NotezyLib V0.1.3

  • Added more miscellaneous functions

Conflux V0.1.5

  • Updated Sun Texture
  • Tweaked Flooded weather

Parallax V0.1.4

  • Updated Sun Texture
  • Added NotezyLib Dep
  • Tweaked Flooded weather

Outfall V0.1.2

  • Updated Sun Texture
  • Fixed Rain being inside during rainy weather
  • Fixed moons going dark after visting
  • Tweaked Flooded weather
  • Added NotezyLib Dep
zenith apex
heady girder
#

yea?

zenith apex
#

when picking the dungeon, does it like, pick the interior twice?

#

like for example

#

main 1 picked the mineshaft, it is the most common following mansion and facility

#

then main 2 picked mineshaft again

#

does it have an option to like, make it so main 2 picks mansion after?

somber lodge
#

have to say I love the mechanics of these moons but imo Conflux could use with a visual touchup

#

its a bit to blocky looking

#

imo

heady girder
#

I know I know, all of my moons will get a visual touch up in the near future.

somber lodge
#

dont let me discourage you at all

heady girder
zenith apex
#

i was wondering if you could add an option like that

#

thanks for clarifying though alright

heady girder
lunar ember
lost dawn
#

so... 4 moons

#

you gonna bundle em up?

#

into a singular mod?

granite shadow
#

don't do that notezy

#

don't submit to the hive mind

lunar ember
#

There'll be one more
Then it would make sense to bundle them up

steep sky
#

If you do that please keep the standalones so people can pick singles or the whole thing. It's actually somewhat important accessibility wise.

#

Takes more time but there ARE users who will appreciate it greatly.

lost dawn
#

nother tough one for me to do, but i cant imagine the hoops you jumped thru to get Recede working pepsim3Kek

steep sky
#

Actually that's pretty close to perfect. Also I know what you mean. I used to make my own mouse pointers with animations so I know how it feels working in such a low res man.

lunar ember
steep sky
#

Yes but I've also seen a few who don't and only do one or the other so it's always something I think about here and there.

lunar ember
#

Yean I get it 😔

#

-# but if you put a lil pressure on them, then maybe we get the bundle nyehehhehehhheheh

lunar ember
#

Jk
Just try to put a pressure, and I sentence you to 3 quotas on Tr*te on Evil Blue weather

#

This'll be you

steep sky
#

You shouldn't threaten people with a good time :)

#

They just might get the wrong idea

lunar ember
steep sky
lunar ember
#

Okay then
Then I will sentence you on 3 quotas on ETERN

lunar ember
steep sky
#

Dude I literally have that in my mod pack

lunar ember
#

Chat, what does this man fear?

#

Fuck it, banished to cosmocos

steep sky
lunar ember
#

Geometry dash?

steep sky
#

AHHHHHHHHHHHHHHH-

lunar ember
#

Well then

heady girder
lunar ember
#

Pawsy meow for me

analog flowerBOT
lunar ember
#

I just playtested recede twice
||and I'm flabbergasted that even majora moon countdown timer was going reverse with me when time machine sent me into the past||

#

||-# also majora moon seems to be working decently well as the moon wasn't even clipping into the mountain near the entrance LOL||

heady girder
#

||that wasn't even intended XD, the majora countdown must be tied to the actual clock||

lunar ember
#

I can make you a quick clip of that hold on

#

but first I need to resummon the weather

heady girder
lunar ember
#

btw
does the time machine only sends you into the past? or can also send you into the future?

lunar ember
heady girder
#

it can but slightly less commonly

lunar ember
#

ah gotcha, because on those 2 days I was being sent only into the past
so I could be unlucky

#

||sending you into the future and the majora countdown shrinks peepoGiggles||

#

||NOW I've been sent into the future while I'm waiting for the countdown Dead||

heady girder
lunar ember
#

anyway then have from the future warp

#

I honestly have no clue how the majora moon would behave if I would time skip into the future, past the countdown or into the past, before 02:20:00
but I'm not willing to check that right now stare
it would probably explode right on my nose in the future
and into the past would just work normally đŸ€­

heady girder
#

Updates

Recede V0.0.2

  • Fixed Assembly Version
  • Seperated Fire Exit and main
  • Moved Main a bit closer
lunar ember
#

good patch
I forgot to mention that the main entrance hangar is too big and the main entrance door could be closer
I hope this fixes the issue

zenith apex
#

recede doesn't like code rebirth that much i think

lunar ember
heady girder
# zenith apex

Oh, thats just a debug thing, forgot to change the log levels

#

that just checks if it should hide enemies when a player is in the past

#

if it does NOT use MeetsStandardPlayerCollisionCondisions, then it wouldn't be fair if an invisible enemy could attack a player

#

Most vanilla LC enemies use that function, but some modded ones don't

#

Like Code Rebirth

zenith apex
heady girder
#

Aside from instantly spawning, that the only thing the moon effects enemies that don't use MeetsStandardPlayerCollisionCondisions

lunar ember
#

btw I don't have clip of that, but forest keeper appeared to me invisible, but with a node
I was "in the past" at that time iirc
he was ofc passive and acted like non-existent to me and idk if that's intentional

#

-# I don't have logs either Dead

heady girder
#

wdym "appeared to me invisible, but with a node"

lunar ember
#

uhhh I couldn't see him, he was wandering like normal, but it was just a node

#

that's it

#

idk how to explain that further

heady girder
#

wdym by node??? like the ones on the ship radar?

lunar ember
#

no
like a node when scanning

heady girder
#

ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

lunar ember
#

yeah
I was observing outside on the ship railing

heady girder
lunar ember
#

I can't blame LQ for that because nothing was touched by it at the time being

lunar ember
#

but weren't I supposed to see him as a echo ghost or smth?

heady girder
#

seeing enemies as echo ghosts was a debug thing and wasn't intended to be in the launch version. Like how you can't see players that are in the future.

#

But idk should I change that back?

lunar ember
#

no then

#

ohhhhhhhhhhhhhh

#

the players are supposed to be echo ghosts right?

#

just the players?

heady girder
#

yes

lunar ember
#

that makes sense then

heady girder
#

forgot to disable scan nodes for enemies that are invisible

lunar ember
#

okay I misread that then

zenith apex
lunar ember
lunar ember
heady girder
#

alr

#

also just noticed that Parallax is apart of the LethalParty mod pack so no wonder it has the most downloads out of the four

tropic oak
#

its incomprehensible unless you know every mod in it

#

i question how not being able to understand whats going on and constantly experiencing bullshit scenarios due to that is fun

granite shadow
#

No idea

zenith apex
#

people will see a modpack like that and think "well ill just play with this modpack instead of wasting my time messing with configs"

tropic oak
#

i dont think its that

#

theres a lot of newer modders who dont know about configs for mods

#

plus most mod packs dont alter configs

zenith apex
#

eh

#

its still convenience

lost dawn
#

now

#

we need

#

a moon

#

with Parallax, Conflux, and Recede's gimmicks

#

combined

#

(/j)

lunar ember
#

I kinda imagined time machine concept from recede as a zigzag weather greed

heady girder
#

I have a concept for a 5th and final "moon"

I put "moon" in quotations because it won't really be a moon,
it would be a full planet. Which is the planet you see when on any of the 4 moons

Unlike moons, the company deems planets safe enough at night to stay.

Meaning the planet will have full day night cycles like Zeranos. But unlike Zeranos, days before the quota actually pass per cycle.

So the ship still has to leave when it comes to selling day.

Each day cycle on the moon acts like the end of a day, all players get revived, HP gets restored, a random Weather has a chance to activate and a day closer to quota.

Enemies will despawn throughout the day, and all enemies despawn by the start of the next cycle.

Since this planet is so big, it has several regions, these regions are like moons themselves.

Regions have their own Main (with fire exits, so I will update NotezyLib to support Multi-Dungeon Fire Exits) Spawning Behaviors, and scrap spawns.

the ship can relocate to these regions mid-day.

Players left behind when the ship relocates won't die, but either have to wait until the ship relocates back, or die and have the next cycle revive them in the ship.

If all players in a region die, the ship will automatically relocate to a region where the most living players are at.

If the random weather is set to eclipsed, then instead of being more enemies spawns, one of the 4 moons will eclipse the sun and project it's mechanic onto the planet.
For example: if parallax eclipses the sun, then portals will start to spawn on the surface and scrap will be split across the 2 dimensions.

The planet will have a "lost and found". Any scrap that is in the ship by the end of a cycle will get saved. So if all players die or the server disconnects, items that were saved have a chance of respawning in the lost and found.

This is just a concept though and started work on it yet since my other moons still need work.

lunar ember
#

jesus christ that sounds awesome

steep sky
granite shadow
#

i totally agree

chilly flax
lunar ember
steep sky
#

.....I am worried about processing power. My laptop would probably fucking explode trying to load that.

lunar ember
lunar ember
heady girder
#

Honestly my biggest concern isn't pulling off the mechanic, but optimizing it so the server/clients don't crash

lunar ember
#

Yeah fair

steep sky
#

....oh you could also do it half life style where only chunks are loaded at a time (actual tiles at least) and each region is culled when no one is in it.

#

......wait actually that's more like Minecraft actually.

heady girder
#

I could have it so regions disable renders and enemy position syncing for clients that aren't in the region.

#

I actually wonder if I could mod the enemyAI script to reduce network traffic by not syncing position data to certain clients

lost dawn
pliant jungle
heady girder
#

Updates

Conflux V0.1.6

  • Fixed Tree Coliders
  • Fixed Water Coliders
  • Fixed Water Shader
  • Tweaked Terrain Normal Map
zenith apex
#

freaky stuff happening with ghosts

heady girder
#

:O

#

mod pack code plz

zenith apex
#

0198f796-8ea5-49a4-3efc-6987d51c66ac

#

pretty big modpack btw

heady girder
#

I downloaded the LethalParty modpack so most of the mods are already cached lol

#

also could you hear players that were in the past/future?

zenith apex
#

also a funny interaction with emotes

heady girder
#

alr, just making sure that feature worked

heady girder
#

XD

zenith apex
#

more recede shenanigans

heady girder
#

Looks like some mod is breaking the echo ghost effect

#

That or I messed up with the muting

zenith apex
#

players aren't supposed to talk through text?