#(canceled) Notezy's Moons
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Canceled: Unable to come up with designs for moons.
second!
well I tested it and
gimmick didnt seem to work
portal just made a sound and nothing changed
Odd, are you playing with other mods or just Parllax and it's deps?
basic performance mods
just my test pack
Could you provide a mod pack code
01988cb1-2d43-b519-7697-b1ba307b9932
wait
looks like for some reason
L lib's dependancies didnt turn on
when enabling l lib
đź
fourth
It works when I tested it with the pack
odd
i exist here now
Split between realities
is it supposed to be free?
I dont think the map likes nvidia
Does anyone here have nividia?
also this is the logs, nivida showed up saying something then the game crashed, this is the first time nivida said anything
At the same time my mod pack is bloated so thats likely the issue ill see to test stuff
idk HOW you managed to do this gimmick with only LethalLib, but you did it.
enjoy this less than normal sprite of your moon
Yep, Might change that later on
It may be a Big mod pack plus nividia
Actually, I technically did it without LethalLib because the moon's code doesn't even reference LethalLib's assembly. I just put it as a dep as a precaution.
Like laggy the entire time on the moon or just laggy when loading?
Could be
The moon uses a few Post Processing effects for the dimensional effects, but not too many more than an normal LC moon.
Are there any log spams?
didn't check
potato is screensharing...well... WAS screensharing
got a lagspike
now he dissapeared
I have Nvida Overlay and it hasn't caused game crashes
Especially nothing like this
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.
I have in my 108 mod pack had freezes that last for a while
me too with a clean profile
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
My PC is 2 years old and given im the only one who has crashed i think its my PC nividia tag teaming me
This is really strange because the moon itself is relatively basic.
I didn't really think the dimension mechanic could cause performance issues.
Could you provide a modpack code cheese?
01988d99-f4c6-2210-bb4d-05f6020c5100
XD
its just the moon
nothing else
i mean, i did update the dependencies
Forgot to update the LethalLib Dep to 1.1.1
could just be bad pc tbh
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
shaders love to mess with performance
The only complex the rift *materials does is use reflections
(Parallax) V0.1.1
- Tweaked Mod page
- Added culling to rift model distortion effect
- Tweaked rift material
- Tweaked Moon Fog
you dont need to do this
anyways
insane gimmick
i love it so much
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
I used the average spawn weight of every vanilla moon to get the spawn weights, Aside from the Girl, Masked, Red Pill, and Butler.
red pill joke entry is cool
i wish more devs did stuff like that
i did a silly thing for one of my mod packs
the joke is the daytime power is 1 so it cant even spawn
Wait would the water wraith just be wheels then given he does not even exist in the main dimension?
You see the wheels drop from the sky but then nothing else falls
XD
lol
mineshaft is awesome on this moon đ„
Yeah, I recommend bringing a flashlight to the dimensions since it can be hard to see at times in the red/blue dimensions.
The next Notezy Moon will be more internally complex than it is mechanically complex
Okay, Both LethalLevelLoader and the Game does NOT Like it when you try to use multiple Dungeon Generators.
I got multiple dungeons(interiors) to work but it is very unstable
The strangest part is that the game is crashing after the extra dungeons have been generated
you are doing frankensteins experiments
yep
Still unstable but in a playable state
I remember not long ago people were saying this was impossible
The cook is getting out of hand
đ„ đ„ đ„
I gained a lot of knowledge about LC while working on LethalMin.
While I still donât know everything, I know enough to do things like this.
Iâm calling Interiors âDungeonsâ because LC uses DunGen for interior generation
-# and because I can spell âdungeonâ better than âinterior.â
I added multiple dungeon generators to the scene and disabled all but one so LC doesnât accidentally use a random generator.
I do this so LC first generates the âMainâ Dungeon, then has the moon generate its âExtraâ Dungeons afterward.
I placed the dungeon roots 200 meters apart on the X and Z axis to reduce the chance of them intersecting.
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.
I use what I call âMoon Patchesââpatches 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 âMoon Controller,â 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.
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.
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 dungeonâcode that only affects the main dungeon, not the extras.
I solved this by modifying the modded code so it doesnât run when extra dungeons are generating.
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 gameâs logic.
This shouldnât interfere with any AI that uses exits, as long as theyâre smart enough to use the âfire exitsâ when in the extra dungeons.
A major issue I havenât solved yet is the game mysteriously crashing sometimes after generating the extra dungeons.
you might wanna do it more cause of modded interiors
in particular wesleys are huge
more notably, Grand Armory and Rubber Rooms
and Vehicle Hangar
Diversity
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.
Yep there is intersect with rubber rooms
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)
oh my god this is AMAZING
ive had a similar idea written down, where the interiors would have two different entrances with both connecting together
seeing that proves to me that such thing is possible
the downside is that i can't code for shit lmfao
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. 
Anyways heres WIP of the moon's surface.
minecraft
maybeh
it looks like those realities where they open old storages with old crap inside
how much scrap will be behind door number one.......
This is just a pretty placeholder to test the moon's Gameplay. It's supposed to be a village but it looks more like a Minecraft village
or what Kenji said
YEAH!!!
THAT
lmao
a moon themed on an old storage facility...
and each door is it's own mini dungeon
woah..............
The moon is supposed to be a village, but I think I like the storage complex a little more since it's more unique.
you can put the numbers on top of each and it would blow minds
and maybe have it as a dungen of 1 or less so they're tiny
i'm not really sure lmao
i think if you put something less than x only the entrance tile spawns
i might test it someday
that's siiiiiiiickkkk
i wonder if it'll work with cullfactory so the performance is better
I'm gonna test that
I actually don't know if it's working or not. No errors or crashes so I it doesn't break anything at least
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.
It took me way to long to realize this :)
better late than never!
Looking at a direct comparison cull factor actually does speed up loading times
The blue has spread
The blue trials
now for the next phase. Loadstone
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
how many interiors are there?
9
i think that should be good?
hmmmm you may want to test it, because if the interiors are relatively small maybe that's too much
that seems nice yeah
Buildings will change depending on their interior
i think you should test with modded interiors aswell
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
But I have added some modded interiors to change the building to match them
you must add compatibility for legmr moon interiors đ
lol
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
you should have it be a conglamoration of all the terrain types in vanilla
a dash of desert, a fix of forest, a smidge of snow, ALL THE AMETHYST an addition of amethyst
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.
Modeled the various buildings
I wish I had the skills to pull that off but this is only the second moon I've made and I'm bearly getting the hang of the turrain tools
That ending tho
THIS IS PEAK THO
omg I did not realize that somehow, thanks for bringing that up
hope the multiple dungeons thing become a library at some point. đ„
suppose i should mention default footstep is also on the building on parallax
you should also probably mention in the info about parallel dimensions you cant use fire exits unless youre in a specific dimension
this includes the ramps up to it
oh my god the POTENTIAL
true
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.
"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"
would still be a funny concept
hooray
It was in the guide section, did you not see it?
oh i dont think its in game
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
insane concept
im cautious, but optimistic
I KNOW but what are the problems?
"aren't" + "incompatible" = double negative
double negative = positive
theyre saying they should work fine
Oh i miss read im dumb
eh
eyes is not that serious
yet it wiped the whole lobby 
appears only the very last facility can be nonvanilla.
that intentional?
goin off of the wording, im guessing so
seems to work alright. here's a little somethin somethin for yer hard work
It's not intentional, it's (supposed to be) purely RNG
hmm
well
best guinea pigs for making sure nonvanilla can go into the other doors are unreal interiors and ut99 interiors
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.
(expect for Storage Complex and Liminal House because I forced those dungeons into the dungeonFlowTypes list)
genuinely super inspiring to see this, its super cool :3
adding it tomorrow
too tire
d
@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
it just stops generating anything after seed 1 pops up
@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
weird looking incompatibility, I'll just blacklist it from my interior stuff in a hotfix for now
i mean
probably something to do with the 9 separate interiors that generate
just a guess
The error is coming from this line of code
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.
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
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
scroll up
Gotcha XD
The ship fire exit causes a duplicate entrance so dont use that
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.
The fire exit had issues anyways like if it was stormy going thru it would make the inside stormy
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?
a combination of two
of the two moons
the portals send you to a different interior
ive mentioned it in #modding-general, id love to see a moon/interior that just generates random chunks of other interiors, walking through the mansion and suddenly youre in castellum carnis, but i imagine that would be next to if not entirely impossible
It could be possible, but I would need to know more about dungeon flows.
https://discord.com/channels/1168655651455639582/1241106639981903933 old thread i made with moon concepts. probably nothing to test LC limits, but here it is anyway
shhh.... there can be two
@heady girder a moon where you land on the interior and the exterior is where the scrap spawns
I like that idea
maybe a moon that doesn't have an interior and the moon iteself is randomly generated
well if you just land there then its kind of not as interesting
i mean that idea is
but landing at the interior would be fitting for the vibes youre going for
misread
Oh yeah I was thinking about doing somthing like this
but I think that wouldn't work with most interiors
no way the ship is fittin in the mines 
maybe you can do like, a simulation of it
like its also random which main entrance you land at
basically a moon that doesnt generate a real interior but simulates a backwards style thing
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
Basically swapping the roles of the interiors and surface, you would need to go outside to collect scrap
that wouldn't be possible, most interiors have unique doorway types which cannot go together
you could do something similar to what the tranquility dev was doing when they were around
not that they did it particularly in a way that looks "natural"
but they made tranquility manor have a tile that connects to factory tiles
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
it was a retextured manor staircase btw
you'd have to make a custom transition tile for every possible interior
i think dungen wouldn't let you connect tiles with different doorways
then connect them using hallways
have no doorways even
not like it would be the first interior to be like that
if you make an interior without doorways then only the main entrance generates
atlantean citadel?
greenhouse?
make an interior where they are connected together with different entrances..
Could you clarify on that
like
hold on let me draw that
like this, the interior generates normally, but with multiple main entrances
some parts could converge together in the middle
if it was an api, you could choose the amount of main entrances the interior could generate
pretty similar to your new moon, but with a single interior
oh yeah the red lines are fire exits
So multiple starting rooms for each main?
pretty much?
those have doorways. doorways are what connect tiles, they don't have to LITERALLY be doorways
oh
I found out that Sell bodies fixed mod doesn't work in this moon. When monsters are killed, they don't drop dead bodies
Parallax?
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.
sorry didn't mention the moon, I encountered the issue in Conflux
which is
which is...
chicken butt!!!
@zenith apex ?
i was messing around lol
Terrain generation is going well :)
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.
idea I could inject a custom tile where the ship could land
Got it working with the vanilla dungeons, not too sure how modded will hold up though...
this is wild, would the ship be grounded the moment you load in???
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.
i wonder what would it look like
This is insane bro XD
Some make moons for fun, others make moons for downloads, I make moons to test LC's Limits :D
You remind me of Mee a dev in Gmod that pushed Gmods limits XD
this is so fucking cool
an inside-out moon???????
yep!
jfc
tf killed you
heart attack
-# (kill bind)
also doppler effect đĄđĄđĄ
that's so sick
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.
Thats sick tho
Indeed
oh my gosh, even liminal house works! this is seriously incredible, I always love to see it
wesley's interiors would be worth it to test
rubber rooms also softlocks the game đ
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.
Probably bc of the moving tiles maybe??
And rubber dimension
Btw does it work with elevators??
(Lc office, deepcore mines)
Mineshaft, LC Office, and Deepcore all work fine
Amazing!
miiiiiight be best to adamantly recommend only the use of vanilla interiors with this one. in fact, i'd hard code it
notezy was able to make modded interiors work
just not all of them
The only ones I'm having real issues with are Rubber Rooms and PlayZone (currently)
i only say this because there will be more interiors in the future, and they may not be immediately compatible
i guess
not all interiors work there
fair
but a few do
and who know, notezy being the mvp rn may find a way to make them work hahaha
i just dont want an(other) army of people who dont read to start complaining
honestly same
true
i think it should come with weights by default
so casuals dont find those bugs
and people who tweak them will know which ones dont work
and if they dont, we can laugh at them hehehfehjbjkges
would probly work better, yea
exactly what I was thinking
encode that and it should be fine (i aint a coder, so im just goin off of logic)
Ironically the hardest part of making this moon is the interiors and not the terrain generation
This will be the last custom moon in my moon collection for now.
Well that explains why when I was taking a peek at the moon those were the only 2 modded interiors that showed up of the 6 I had in the pack at the time.
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?
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
you've certainly proved you can break LC in an orderly way. well done
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
@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 đ
NotezLevel3Outfall
thankyousomuchđ
You are a pioneering genius dude
Literally some of the most creative moon mechanics I've seen to date.
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?
Only main interior can be tweaked
Ah, thanks.
Watch Absolute cinema by Magic_Wesley and millions of other Lethal Company videos on Medal. Tags: #lethalcompany

they were traumatized lmfao
OH
:O
i wonder what conflux would be like with my penumbra content config
I wonder if it would in character lore wise if the company would've used the "vr sim" in the theater as a means of scouting out potential hires.

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
huh
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
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
ah interesting!! ok
I know I know, I mostly prioritized the mechanic over the moon's surface and I'm not entirely sure what to do to make it look better. You got any advice?
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
oh btw
since its of importance to me.. 
the dropship music is playing as its landing
you just go into the material and change this value (for the tiling thing)
on all of your moons im pretty sure
Actually, I thought the moon's texture weren't tiled enough
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
okay looking at it, yeah it's super tiled
and this is that same sand, same camera position and everything just with a value of 20 on both x and y
I recommend either 15 or 20 for floor
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)
Changed it to 15 and it looks way better, thanks!
mine has two normal maps....
the sand material i use for some reason doesn't have masks
it doesn't come with it when you import weirdly enough
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
yeah had that happen to me
fixed it the moment i found it lol
like???
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
Had to change LLL configs to allow almost every dungeon to spawn on Conflux, but got custom dungeons working for the extra buildings
will you make custom buildings for these interiors?
maybe for some
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
Wow
There could be like a more simplistic and global design instead of a design for each interior yeah
at least as a start
Tomb is wild tho haha
i aint against custom buildings in the future
I can kinda see it but i would compare it more to castle and atlantean citadel
i just think a simple matchmaking would be a gentler start to the idea
Yesh, maybe the building could have decoration from all those interiors
So it could be any of them, but still making sense that this is the "mansion" building
^noted
đ„
Might make a pryamid building for tomb spesficly lol
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
More than pyramid, i would say smth old
So other interiors like atlantean or castle could also fit
dont forget to add compatibility for legm-
granny interior đ
đ
Baldi building
The error spam interiors
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
Changing Interior Spawn Chances now effects the extra buildings
fuck yeah i can now make my friends have to play nine separate grand armorys
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
the dirt looks great! grass is still really noisy but it's a lot better :J
yeah I forgot to report that
are there any mods incompatible with outfall?
weird i dont get why my game keeps softlocking when going to it
how long does outfall usually take to load?
did you update sciencebird tweaks
its at version 4.4.2
maybe a different incompatibility then
using debugassistant shows rebirhlib errors when going to it
with its outside objects features
.log file plz
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.
This is because of Lethal Quantities dev forcing me to btw
this is not coderebirthlib btw. this is something going wrong in the vanilla game and crlib is just getting blamed by unity debugger assistant.
crlib false accusations
I tested it and the moon runs fine with both CodeRebirthLib and CodeRebirth itself
also

||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||
Then you got Wesley with a teehee -42
surprisingly no 420 moons afaik
I clipped and i cant get out :c
always bring a key or a lockpicker to outfall
actually I might make it so the starting room doors can never be locked
What do think you might do if you make another moon?
these moons are crazy btw
I thought that was a thing already
its only scrap
That was initially the plan, but It would cause issues as I can't easily make monsters stop targeting players when they switch dimensions
That's prolly because the man-eater also counts as scrap
Interesting
You could do something like imperium with the Untargetable
I could but I'd imagine it could get kind of buggy, especially with enemy vs enemy interactions. (baboon hawks and eyeless dogs for example)
no idea actually, that's part of the reason why I've paused making moons
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
đ„
i am still suggesting this
I'm worried that would cause more issues with interiors since I would have to make the tile very tall
i suppose this is true
My next moon will most likely either be about Elevators or Time Travel
well, we do have Zeranos which is centered around a potentially limitless elevator
I know but imagine a moon/interior with a lot of elevators. Not just one, but several.
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
Notezy having fun and breaking lethal in the best way possible
Yeah I am :D
its always so cool to see!!!!!
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
if it has a spawn config yeah
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.
a moon where time goes backwards
Instead of time travel you could do something with time rate changing. For example it could speed up or slow down randomly.
we also have timeskipping with Skelaah's Chronos moon
Well nows the time
what if you could see you/your own crew landing on the moon?
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
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
imagine watching the whole moon being rebuilt right infront of you
like a reverse atlantica
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
so basically 5d chess?
with multiverse time travel
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
This is what it looks like when a player in the future dies to an enemy in the future
THATS PEAK
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
keep in mind the concept of ReservedSlots, as that is indeed a popular thing to have among packs
What do you mean?
make sure items in reserved slots follow the same rules as they would in unreserved slots.
ah, okay
they may act differently than intended. could just be my paranoia tho
Perhaps
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.
@heady girder With this donât you have to fix the issue that you were having trouble with in the parallel moon? Enemies targeting certain players. Because you donât want a enemy in the past targeting you while your in the present
Found a way to do that ^^^, But it might not work on some enemies if they don't use the "PlayerIsTargetable" function
Could you add that to the parallel moon then. Like making players and monsters dimension specific.
Planning on doing that, the moon is still in beta after all
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
thatâs sick
this is so cool!!!!!
we reachin "Bites the Dust" territory
YES!!
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||.
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
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
Conflux calls FinishGeneratingLevel on the round manager after it has finished generating all of the dungeons. Maybe that could be used?
hmm
maybe I could have it wait for that to fire after the ship starts landing, yeah
Planning on making a Library mod to allow other moon makers to add multiple dungeons
oh boy
then I really better make this work lmao
I have a plan, hopefully it'll work
@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
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
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
You are a badass
đ€ 
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
@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
I'll actually try that, I just cloned them to prevent messing up the actual flow.
Not sure why the primary dungeon doesn't have it's flow though since the original flows are restored after the clones are removed.
I was praying for times like these

thank you, notezy
đ
this opens up an idea i had for a major moon rework and im totally gonna do it when this releases
If you're talking about when the lib releases it's already out
It was easier than I thought to move the code over from Conflux to the Lib
holy shit
NotezyLib (Update)
V0.1.2
- Altered the way the Multi Dungeon Generator Shrinks flows.
V0.1.1
- Tweaked Mod Page
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
it's the flow on the Dungeon instance rather than the dungeon generator that I'm checking, so presumably you need to restore that too? although all the extra dungeons did have their flows, which I assume you would have also modified, so maybe something is different with the main dungeon in particular?
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
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?
restore fields
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
It's because I forgot to make a special method to add the flow to the main dungeon instance, since it's generated by the game and not the multi dungeon generator.
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
do you accept suggestions..
sure
i already suggested it before in here, but ill say it again
idk if dungen can do something like this (pretty sure it can)
a single interior with multiple entrances
How would multiple mains change gameplay, unlike fire exits do?
id say it changes the outside?
but yeah you're right fire exits already do the job
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
I think I could do that
my unity project when i accidentally import a blender asset
(for some reason its allergic to blender and only accepts fbx's)
@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
I randomize each dungeon seed because if I don't then I'd assume multiple dungeons would have the same layout if they are the same flow.
Oh wait, I could just offset the map seed
Yeah
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 
zeekerss's range is like 20x smaller than it could be
oh interesting, mineshaft doesn't place the blue lights outside the cave doors 
Suddenly your entire house becomes filled with blue lights......and spore lizards
What is that.......and where can I go to
BUY YOUR ENTIRE STOCK
-# by the way this like the perfect texture for this glitter ink bomb idea I had
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.
thats something zeekers would see and say its a feature
You could set it so that it ONLY triggers when the ship lands.
That's what I plan to do
What else can it and will it do??
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.
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.

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.
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.
Nah you're good
if you were referring to the name of the Time Machine then it's called "The Time Reviver". In lore the moon was supposed to be used as an "Immortality moon" by using the time machine to undo deaths. But instead it just sends people to random points in the day and cannot undo death.
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.
The moon is called "119-Recede"
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
the whole moon gets darker
like its turning night time
let me take a screenshot rq
humidity (generic's moons) and defectus (moons of ascension) before visiting outfall
Could you send your modpack code?
after
its a testing modpack, but sure
0198e313-3cd4-37da-1a76-8e301a8297f8
you can barely see the difference on defectus, but the buildings become more visible
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
Quick question, does 2-story ship + wider ship work on outfall or?
Like does it FIT.
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
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.)
pretty sure he just needs to edit the tile where the ship lands on
easy enough
i think?
what type of issues? Like tiles colliding with the ship room tile or..?
Interior Generation Failures causing softlocks
Notezys moons but howabout notezyz interiors, sorry
interior that has 5 moons inside it
interior that has a separate lethal company instance inside it
non euclidean interiors
moon/interior that draws from all custom scraps installed?
||Oxyde does this, but it's a company moon||
minus apparatuseseseses
I might re use the elevator idea I had for an interior
Yes
I thought Playzone was blacklisted from generating on conflux?
It tried to generate the playzone for awhile then crashed
ah ok
You could use a mod to blacklist it manually.
You can use Lethal Level Loader's config to blacklist it
You can also use lethal quantities if there issues with LLL.
Im pretty sure lethal quantities had its own issues so
I haven't had one so far
What do you guys think About this Time Machine design?
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.
looks fine to me
I also do like the way the pod Opens like a claw.
previous design for refernce
Ah, not bad but the one above looks better.
It looked much cooler with its shaders than I thought it did
I do look forward to this, this does look fantastic.
amazing...
Ik right?
sick asf
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
Here's my log
I'll look into it
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
and yeah this is the right place to ask (even though the thread isn't specificity named NotezyLib)
Oh good, thanks!
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.
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

it's a good application of the lib honestly
which ones ether again?
Felt to me like that moon was made for something like that
Amazing how easy it was to set up too! Nearly one click
One of the really old LethalExpansion moons that I'm maintaining now
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
wes moons, moons of otherworldly oddity, nightmare moons, harvest moons, mythic moons, and a small handful of singles (Parallax being one of them)
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
this is sick wtf?
wish chronos was like that
get better skelaah đ
how does multiple dungeon mechanic works actually?
is it safe to configure via lethalquantities?
does it extract all possible interior weights assigned to the moon to put on 2+ slots for the more than 1 interior moons?
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.
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
I've also changed Recede to be a snowy moon as I want to save the purple/pinkish colors for my fifth, and probably final 'moon'.
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 
uhh what do you mean by "moon" in quotation marks 
:D
we bout to see cosmocos 2.0 or something lmfao
its gonna be all 4 gimmicks combined
and it will be so fucked its not even a moon anymore
its just hell
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
oh yeah ive got a question regarding your lib
yea?
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?
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
I know I know, all of my moons will get a visual touch up in the near future.
Recede looks very good so im confident youll do well
dont let me discourage you at all
The odds don't change. If an interior is set to be common for a moon, then it will most likely pick that interior repeatedly.
Like rolling a dice with 3 out of 6 sides being 1.
Which is why I made the odds for the 3 vanilla interiors on conflux to be the same.
yeah makes sense
i was wondering if you could add an option like that
thanks for clarifying though 
I've mainly focused on the gameplay mechanics, as there wouldn't be much to write home about my moons if it weren't for them.
That and I just want to get the initial 4 moons out before school takes over my life again.
all fair
Isn't that how outfall sort of works?
There'll be one more
Then it would make sense to bundle them up
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.
nother tough one for me to do, but i cant imagine the hoops you jumped thru to get Recede working 
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.
This will most likely happen
Moon devs always release standalones and merges it into a bundle if they think it's ready to be a bundle
And standalones would be updated along with a bundle
Take an example of wesley's, demonmae's, skelaah's or kenji's
-# and tbf notezy should NOT merge their moons into a bundle just to spite on us all 
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.
Yean I get it đ
-# but if you put a lil pressure on them, then maybe we get the bundle nyehehhehehhheheh
đ„ đ đ„
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

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

Dude I literally have that in my mod pack
Nothing......well except for g-
Geometry dash?
AHHHHHHHHHHHHHHH-
Well then
Planning on doing that, not sure to do that before or after I've released my final "moon".
Pawsy meow for me
Meow meow!
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||
||that wasn't even intended XD, the majora countdown must be tied to the actual clock||
I can make you a quick clip of that hold on
but first I need to resummon the weather
Speaking of clips
btw
does the time machine only sends you into the past? or can also send you into the future?
oh and it was on single player btw
it can but slightly less commonly
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
||
||NOW I've been sent into the future while I'm waiting for the countdown
||
anyway then have from the future warp
oh jeez I did now expected THAT
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 
it would probably explode right on my nose in the future
and into the past would just work normally đ€
Updates
Recede V0.0.2
- Fixed Assembly Version
- Seperated Fire Exit and main
- Moved Main a bit closer
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
I noticed that redwood giant worked without issues
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
but it still affects them in some way?
Aside from instantly spawning, that the only thing the moon effects enemies that don't use MeetsStandardPlayerCollisionCondisions
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 
wdym "appeared to me invisible, but with a node"
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
wdym by node??? like the ones on the ship radar?
no
like a node when scanning
ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
yeah
I was observing outside on the ship railing
yeah I was just talking about that, if you are in the past then enemies that are inivsible shouldn't be able to attack you
I can't blame LQ for that because nothing was touched by it at the time being
he wasn't attacking
but weren't I supposed to see him as a echo ghost or smth?
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?
no then
ohhhhhhhhhhhhhh
the players are supposed to be echo ghosts right?
just the players?
yes
that makes sense then
forgot to disable scan nodes for enemies that are invisible
okay I misread that then
for better readability yeah
yeah, so you can write it into recede todo list ig
personally for me I'm neutral
it can either be changed back or not
-# but if I have to choose between a "yes" or "no" then I'm as a yes 
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
i dont even know how so many people play that mod pack
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
No idea
convenience
people will see a modpack like that and think "well ill just play with this modpack instead of wasting my time messing with configs"
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
now
we need
a moon
with Parallax, Conflux, and Recede's gimmicks
combined
(/j)
I kinda imagined time machine concept from recede as a zigzag weather 
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.
jesus christ that sounds awesome
If this planet were to be made it would probably end up being the most innovative mod that the game has see in an entire year, possibly ever.
i totally agree
this + collabing with every major moon maker to make a different section = best mod ever we can just deprecate the rest
Or moon makera just migrate out of making moon bundles and start making a singular planet with 6 regions
.....I am worried about processing power. My laptop would probably fucking explode trying to load that.
the ever helpful LODs:
I suspect it could be done like so the region is loaded when someone is routing to it rather than being loaded from the beginning
Just like hot loading
Yeah that too
Yeah was planning on doing that
Honestly my biggest concern isn't pulling off the mechanic, but optimizing it so the server/clients don't crash
Yeah fair
....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.
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
volcanic region, mountainous region, wooded region, tropical region, industrial region, urban region, tundra region, cavernous region, haunted region, desert region, swamp region
this is basically perfect to go hand in hand with your lethalmin mod đ„
Updates
Conflux V0.1.6
- Fixed Tree Coliders
- Fixed Water Coliders
- Fixed Water Shader
- Tweaked Terrain Normal Map
one sec
0198f796-8ea5-49a4-3efc-6987d51c66ac
pretty big modpack btw
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?
nope
also a funny interaction with emotes
alr, just making sure that feature worked
XD
oh hell yeah
more recede shenanigans
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Looks like some mod is breaking the echo ghost effect
That or I messed up with the muting
players aren't supposed to talk through text?