#(canceled) Notezy's Moons
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btw the effect did work before with them
but after the shift it was gone
and they became hatless
you can also see i became a ghost through my friends lux and snue's pov
Ohhh, so if you're an echo ghost to their POV, then you shouldn't be able to see them since they are in the future realtive to your current time
So for some reason, only their hats dissapeared and not their entire models
Btw I love seeing clips of my moons
๐๐ญ
alright nah
majora moon's getting blacklisted 
-# it's without sound because audio screwed up
XD
should probably not have the time machine effect players in the ship while it's leaving
well I came back into the ship in like a 00:30:00 before the impact, so I kinda deserved it for being greedy
and the time machine starter winding up few seconds before the autopilot
you can however make the time machine pause it's winding up when the ship is departing/after pulling the lever to prevent such cases

Found out this is caused by model replacement API forcing the player models to always be enabled
I doubt seeing fixed time inside the interior is intentional right?
pretty sure lethal emotes api is also a culprit
peculiar
Only one I know LQ has problems with atm moon-wise is GenericMoons v8.0, otherwise it's usually enemy/trap related
Updates
Recede V0.0.3
- Enemies in the future now appear as echo ghosts
- Fixed Model Replacement API causing players in the future to not vanish to players in the past
- Fixed Suits breaking after time traveling
- Fixed time travel effect for widescreen players
- Added tip when landing on the moon for the very first time
- Fixed True Timeline Clock not hiding with the normal clock
- Added tip when time traveling for the very first time
would you guys prefer if a day was extended from 11.5 minutes to 16.8 minutes to account for the extra hours at the start of a cycle? (12AM to 7AM)
"Fixed True Timeline Clock not hiding with the normal clock"\
I mean it does hides but (at least first time travel) exposes both time clocks
may be improvedclock thing but I check that out on vanilla clock later today
It's a bug with recede somehow turning on the normal clock
yeah and if it's raining, it's raining inside as well as the game treats you that you're outside smh
that also happened but before v0.0.3
QualityCompanyFork
it feels buggy at times, but I don't mind it and didn't saw any gamebreaking bugs from the mod
I just disabled all of ship monitors configs from the mod to not overlap with GI's monitors
Adding more Features to NotezyLib
hey i had an idea for a moon that vanish over time
peculiar
But what would happen if you reach 12 AM at day 0 of the quota
Would you get left behind?
Actually
Imagine if that happens, you reach 12 AM after day 0 of quota, the ship leaves you behind and you get "get fired" screen 
Reminds me of that one ladder glitch from nms
You know if this moon is going to have a day night cycle maybe the time should be a bit slower
I would say "balance" but i don't have much of a reason rn.......mostly because my brain is super fried but i think it might be worth considering.
at the start of the final day of the quota cycle there should be a warning kind of like the midnight one
to make it a bit clearer what will happen when the day end s
that was actually really cool 
-# don't ask why there's no sound I'm tired of it ๐
Almost, the ship will just instantly leaves to trigger the fire sequence in sapce, although with the way I set it up the ship would leave before the 0th day to give players a chance to sell.
There are several warnings in place on the last day. The clock icon turns into a skull at night, the ship leave icon is activate and the ship will say that it will leave on this cycle
Cycles are already extended from 11 minutes to 16 minutes because of the extra 6 hours at the start of each cycle
unusual
Heyo, I just found out your moons very recently and it looks very fun ! I might try it out one day ๐
Also, it looks very complex for some mods to be 100% compatible on some moons, i hope its not a problem lmao because i never saw multiple interiors in a single map before, and incompatibility with CullFactory could be something that people will not like... i hope this can be fixed someday
ok lmao, i just arrived in this thread and there is already funny majora clips ๐
yeah, a couple of them
The next majora release will improve compat with many time manipulation effects so it should react better (the moon will actually be re positioned higher in the sky)
Yeah i just noticed lmao
I did not expect that but its funny
I will be able to enable LGU's quantum disruptor lets goooo
The dev of cull factory has added compatibility with multiple interiors, but it's currently on the beta branch of the mod.
Ah i see, good news anyway
idk what this is but probably yeah
a funny upgrade that slows the flow of time
someone already reported how majora moon was overlapping into the floor because of it
Ah this one, ok, yeah this will be fixed no problem
I think
Oh, but i have a question
as a player of 222 mods solopack I didn't found very much issues except for LQ and conflux lack of compat
If the time is skipped into the future, theorically it is possible to skip beyond Majora timer no ?
with some bad RNG, yeah
it does yeah
๐
recede with majora moon works better than I thought lol
-# at least on solo
If that happens I think players might die like... instantly
which is very funny lmao
at least on solo because recede's time machine sends everyone individually afaik
some will travel into the past, some into the future
so idk how it would behave overall on majora moon lol
I can only theorize (as a loner without a friends) that the majora takes the countdown from the host
-# still pretty weird
Well
Yes and no
oh? 
I hope eventually once all of the hard work is done that the moon's look eventually will change when time shifts. Like it starts normal but you eventually see the moon as it was in the past before it was abandoned (||either nature related or a town still being present||) and if you go into the future seeing what could be its future fate (||like it being destroyed or somehow being even more abandoned or make like sonic CD and become hyper developed and mechanized||) not really important and DEFINITELY should come last but its on my feature wishlist.
It also would make sense for the shift to be temporary and for all shifts to cease upon leaving.
The effects from shifting should be reset once the ship leaves the moon
Ye
I'm very curious what your vision for the shifting will be.....not trying to presume. I can't wait to see what it'll all looks like.....if only i had my own recede machine....wait
I mean I think it's supposed to be a planet 
-# if we're talking about final moon
I was referring to recede
If the planet is the only one that time shifts (beyond changing the time left) or if both of them do that's also cool. None of them could do it and that would be fine hence why its on my feature wishlist and NOT necessity list.
I just think it would be cool and i think would totally add to the time travel experience.
Lemme draw a diagram

The moon has 2 timelines, the true timeline and the recede timeline.
The time machine only effects the recede timeline which is the timeline where events like enemies spawning, players being outside, and the clock follow.
The time machine only shifts a few hours back or forward in the recede timeline, so it's not really like it will be shifting to 100 years in the future or past.
...nah I'm too stupid for that ๐
Will i figure it probably would send you back to the normal time after a 30 seconds or a minute and is less of it actually sending you back fully and is more time warping overlapping the past with where you really are.
like taking plastic wrap coloring one half red and the other blue while keeping a middle strip uncolored and then folding the blue over the Middle. If you put your finger on the middle clear strip but fold the blue side over it yeah it not looks blue but it's still in the middle clear part in reality.
In that vein you could make it so everything flashes or has energy crackle somewhat making it look like the area is unstable before it violently sends you to the normal time.
Well "time" anyway
Even though I say time it's more like the parallax dimension thing except it's time adjacent here.
Basically you're there but not actually you're just seeing the past in a way where it looks like you're sent but you're not. That's how I kinda imagined it personally.
In a way it doesn't fully contradict the timeline lore wise or mechanically because the terrain and everything can remain the same but maybe the shaders or weather is but different? Maybe some map objects change or ones appear that weren't there in the present or ones in the past and present change or aren't there in the future?
Everything else can remain unchanged I just thought that it would be very interesting.
I think it would also be fair to NOT change scrap, monsters, doors, or anything that exists in the present time and mostly just change map related things or add new things that are only in those time zones.
Basically every now small chance to temporarily time zone shift, see different things maybe new things for like a minute, come back and everything is normal for a while.
The machine was so powerful it disrupted the universe

....I just thought of something stupid.
What if because of the time machine thunder storms are more common because it's charging up the atmosphere?
Don't actually do this.
Nooooooo
notezy's comedy is peak ngl
I was actually thinking of having thundeing weathering cause random instant time shifts when lighting strikes the time machine
But that was a little more unstable and caused more bugs thant the normal time shifts

Revisit this when version 1 is done
what if
we had a time disruption weather
(pretty much recede's gimmick but it can happen in any moon)
That could be interesting, we should save this for later. Does pawsy have a pin message command?
Yes
Anyway
obtuse
omfg
๐ญ
notezy completed Lethal Company modding
at this rate notezy will make lethal company inside lethal company
Out of all people in the modding community, you're pushing lethal to its absolute limits, from what I can tell.
yep! :D
Can't consider it, I've seen CodeRebirth's source code. Their programming is way more complex than mines.
Quoting from a video I saw, cannot remember "For gamers, it doesn't matter what your code looks like; it only matters what it does. For developers, it matters what the code looks like and does. Especially when working on a team"
which is why I barely touched REPO modding. Because I assume when working on a team the code needs to be way more sorted, cleaner, and complex than working solo.
There are so many induvial classes for the Enemy AI in repo than compared to the one Enemy AI class in lethal
you still are way to smart for this
you literally have made things that were thought of impossible before
is it intentional for the echo ghost nutcrackers to see you in any timeline?
no :(
You are a true pioneer and innovator
I feel 0 shame saying that I really admire your work dude
Thanks!
I feel like I haven't said the enough, all of your guys response really mean a lot to me.
The only thing holding me back is my lack of moon design skilz, but I think I'm getting better.
Well your kind of work I'd say means a lot when a lot of mods kinda fall into similar paths especially since modding in general has gotten a bit quiet. We need more things like parallax, coderebirth, and just in general new things that haven't been made like out of the box stuff.
Same thing happened with thumper

Exactly
Breaking bounds of lethal company like this with time travel, inverted landing, multiple interiors, dividing the moon into the parts making it more of a planet, or pararrel layouts feels insane
I thought the dev bounds would end on modificating ship landings that oxyde or synthesis does
not to mention DIMENSION SPLITTING
it's still insane to me that parralax was the first of your moons because man you came out SWINGING.
in many ways yes but making more than one interior code wise seems simpler than MAKING MULTIPLE DIMENSIONS that exist physically separate from one another while also **not **actually being their own spaces.
I named it pararrel layouts as I never been on parallax yet
It's a shame that's not compatible with LQ because it explodes when I experimented or did unwanted things
Time for Lunar Config to shine
It will replace everything
In Lunar Config we trust
Seems that there is gonna be a "beta" version coming up close
Wont have all features
but how easy is it to use compared to LQ, LLL, and lethal variables?
But will have the basics
Wtf is lethal variables xD
I think i've heard of it once
Paths? ๐
||Only 3 people including me will understand this reference||
But that won't be long......
Idk, LQ has an entire web page, its extremely comfy
Not for long. ... . .
Idk if Lunar will be like thst
Cute
Probably not any time soon ):
Hint: I'm saying this in a moon thread for a reason
Cabinet 2 would be quite the heartstopping experience though
it's what i used until i had problems between it and LLL specifically when i turned on LLL's configuration file toggle for moons.
So many moon threads
And you chose this one
Mmmmm
LQ is what i switched to after which fixed everything.
Yes because these moons have WILD MECHANICS
And they said the keyword
LV is made by AMRV the same dude who made configurable company.
We don't have devs yet
Gonna start looking for them when the concept is documented better
There's too much bullshit in my life to learn to make moons rn
Sad
i feel their pain
Seems like making moons isnt as hard as we think
Tho if you wanna do more wacky things
Thats when it gets harder
You could...
Ask notezy...
Maybe he will be interested
It's not hard but as I've said LIFE doesn't allow me the energy for ot
And yeah it's gonna have wacky shit
I wouldn't ask notezy though because notezy is too busy cooking
Sad:(
will it though be eventually as comprehensive as LQ? if it will be then i'll happily switch.....as long as it doesn't conflict with anything that is.
I mean, at least for help hehe
You could ask that in their thread
seriously i can't go through an LV incident agian.
I have no idea how its gonna work
I only know its a new config mod
That sounds very promising
One could say it's bone chilling
My first LQ which was broken later on
i haven't had LQ fail me yet and i hope it doesn't for a while. it also seems to do more than LV used to which for me was a bonus especially for the mod collection idea i had.
Idk man
Tony managed to smh make his moons while me as a grown-ass man don't know how to lol
Am I a troglodyte for using central config?
Yes
i tried that for a while in my early days of playing mods. found it limited but better than lethal editor.
than after that i found LV and never looked back....until about a month ago anyway.
i went through a phase of looking for various lethal company editors and i found LV right when it was new, went through like 5 different config mods before that.
whatever you do though do NOT use lethal utilities. major pain in the ass that can barely do anything and was the first one i used.
anyone who uses lethal utilities to me is a masochist, no question.
We can learn
Dont give up
I remember "notezy-ish concept" of a moon I had on my mind, where the time stops sometimes including sounds and entities in complete stillness
Like for example it's 11 AM and time starts to slow down, more more more to complete stop including entities and ambient
After some time the time resumes where it gets slowly faster and faster back to normal
Phasing like that time slowing watch from coderebirth 
You should consider making some of them as weather effect, really (well, only if you want of course)
For real
Time machine somewhere in horizontal background that works exactly like on recede would be amazing to see on different moons 
-# you both should collab for the 3rd legend weather after blood moon 
Lmao, im sure Notezy has the skills to make that without help
Maybe maybe
you are!
sorry for the late follow up question, so does that mean something is conflicting? like lets say starlaceraifix or pathfinding lag fix? btw love your Recede so much! it's just that the echo nutcrackers entrance camping is a pain
but does echo ghost nutcrackers shoot you and you die?
or does nothing to you?
I have the same thing with thumper, so I'm pr sure that's a bug
It's an oversight. Simply the mod thinks that nutcrackers can't see players as echo ghosts so the mod doesn't make then resistant. Because of their kicking attack can't hurt players but they still can see players. Will defeintly fix that in the next update
I forgot to make it so enemies cant so you as echo ghosts, I only made it so enemies can't colide with you as echo ghosts
got blasted
i see i see, thank you for clarifying! will wait for the update
Thinking about that after I made parallax. A weather that splits all of the scrap between 2 dimensions, was going to name it something like "PARALLAXED".
hell yeah 
what the fortnite
I was thinking of a moon concept, kinda inspired on old LC bugs, where each person would see a different weather, moon layout, interior and maybe even enemies or smth, but they can still see each other
Ayo, his body got dragged through time and space dude.
I actually like that and it could lead to some REAL mind fuckery. Imagine your walking around and your buddy just phases through a wall and doesn't even see you.
I mean it would take a MASSIVE amount of coding and a specialized library but I love the idea of every player having their own seed, interior, scrap, and monsters but still being synced and visible to one another.
now that was mean 
-# feat. mu on vc (not my actual voice
) 
Well that just makes me curious what your actual voice is like
I eventually clip something with my voice accidentally but this time I couldn't really talk anymore
maybe on #game-clips I had some clips 
yep gonna fix that outside while inside bug gimmie a few minutes
you underwater? XD
ngl that multiple landing positions feature would pair up really nicely with the multiple interiors mechanic
Like imagine 2 (or more) facilities with a giant ravine separating the respective zones
Love that idea
Updates
Recede V0.0.4
- Reduced Nutcracker overall spawning odds
- Nutcrackers can no longer see players in other timelines
- Enemies can no longer see players in other timelines
- Players appaer as echo ghosts no matter if they are in the past or future for consistency reasons
- Tweaked power levels
- Tweaked spawning "curves"
- More overall enemies spawn
- Fixed clock showing up after time traveling inside
- The giant kiwi (Giant Sapsucker) can no longer spawn
manipulated time just to try to kill you...
@heady girder
This is just a general debug log that happens with some custom enemies when recede is checking if they should be resistant to time travel. This should not cause any bugs.
got ya
speel
LOL
working on 5th moon are fruitful I see...
oh excuse me
on a planet
and yeah, I have similiar yellow-colored log on my solopack as well
don't feel like it significantly impacts the game
better spelling
I'm updating outfall's surface, what do you guys think about this?
looks nice
omfg that looks fantastic!
Looks better yeah 
Wait wha?
On 5th "moon", the ship's gotta stay past midnight and extract a quota day from you
Basically a day cycle on this one, and more 
Yep
Meow?
Meow meow!
Beautiful, certainly improved.
Since it would kind of suck to spend a full half hour on the planet and have it all be for nothing due to LC shenanigans. The planet has a Lost and Found, which saves (some of) your items on the ship. So if everyone dies, you can still go back and get the scrap from the last cycle.
looks alot better! I'd try to have the tres be more sunken into the ground, notice how some of em are floating just above it
Moon name leaked ๐ฃ๏ธ
you can actually see the "moon" name at 0:04 of this clip
oh 
peam
I'm not sure how one would do that since it's a randomized surface.
Oh
great work!
Less floating but there is still some semi-floating on slopes
code can do all I suppose
meh that's normal, I wouldn't worry about it too much
I thought it would be more complicated
honestly same, I forgot it was the random generation one
Especially because the elevation changes a lot
abnormal
Don't you just hate Flash Floods
did the weather just changed? 
yep, the weather has a changes every cycle while on the planet.
fair
can it fix my marriage?
Might wanna transpile in some marriage counselling
ah ok
whats with you guys telling me to shower and not believing i do!?!
what? Do you want VIDEO EVIDENCE?? Are you trying to get THAT out of meโฆ you freaksโฆ
how vileโฆ
youuu.... disgusting fleecher...
I agree
We all loved it and turned out better than I expected lol
I honestly didn't think it would be liked so much, since I had to cut the more complex time travel mechanics and release it as an alpha.
its not wesley so its bad ๐ ๐
How dare he not be wesley
i ate the moon
I went in completely blind, had no idea what it was all about, died immediately to lightning
and didnt even register half of what was happening afterwards to the other until we went back and I actually could play, insane stuff!
i had all my friends play it last week and everyone adored it, their only complaint was getting lost but that comes with being a snowy moon X3
Ohhhh, maybe a warning should be shown if the next cycle will have different weather.
That would be good qol.
that way you're not just hit with a flood out of nowhere or halfway to the ship fog rolls in and you can't see anything.
Or at least you will know it's going to happen before it takes place.
forgot to mention yesterday, ppl from different timelines we're able to communicate via chat and TTS 
I heard it was unintended back then so I thought it's worth mention it
yeah will fix that
I thought it was meant to be fixed earlier so I didn't used word "still"
https://www.twitch.tv/lunxara/clip/GoldenSourTrianglePipeHype--u3Zm4DFkqOZnDJv Maybe keep it as a config option so we can have the bug as a feature for more funny moments like this lmao

and yeah fair
XD
Using fog to hide regions being culled
Careful with that, fog is pretty performance heavy for some people
i think its mostly related to lights interacting with fog
so, just dont go overboard w lights
cool beans
@heady girder @sacred lagoon 
-# apparently elevator interiors and recede is not a good idea
playzone?
I'm guessing the LC_Office would not work out as well
which it also has elevator
even worse that could kill you if you get teleported into the past in the elevator hole
Wait, how did you even get it to load nonthenless get it selected
When I test it the game softlocks on the RandomSeed screen
kiszony sent that, not me
ask lunxara 
Their streaming rn
playzone is blacklisted
playzone's generated lol
Please don't tell me that was on stream
hm?
it was just me there
out of sight of the stream
I got unlucky ๐
okay
Do you have a mod that changes the way interiors are selected?
Because thats the only way I can think of playzone getting selected
I'm using LunarConfig so that might bypass however you were attempting to blacklist it
Could you provide a modpack code? I'm more curious on how the game didn't softlock when it got selected
Whar 
Where you in the elevator in the past or smth?
we're I?
yeah
did you meant that blacklist for outfall while the topic was all over the recede?

wow
sorry abt that my mind is all over the place
we we're talking about recede all the time ๐ญ๐ฅ
not sure if I can fix that
it's kay 
putting both majora moon and elevator interior will come with risk
funny risk 
funny and 100% harmless risks :D
Level up! Spend your skill points.
-# (Pause menu -> Skills)
I should slow down a bit start following the TODO list in an order
8 regions? you're insane
spin da wheel 
me when i enter the fog that transports me to the piss dimension
sir. why is your pee green.
i eat my veggies
Not bad though to make it less sudden the transition to the foggy boundary should maybe fade in more gradually. Like fog to hide the fog. That way it looks less like this wall.
Updates
Recede V0.0.7
- Fixed Reverb triggers
- Added Trees
- The spectate UI now shows if a player that is being spectated is in the past or future
- Fixed tesla coil electrocution SFX
- The lights from the tesla coil's lighting now affect the time machine's model
- Changed main's light fixture
- Players that die are automatically reverted to the present.
- Fixed that one AI node that was out of bounds for some reason
......wait there was a node out of bounds?
[12 hours later]
That is bizarre
Ask and we shall receive
I like the checker board pattern
Be good for a diner like interior.
What causes the explosion?
kill bind
Forgot to mention at the time but the Recede's info literally mentions it cannot be turned of because of the tesla coils. XD
the humble tricking an old bird to fire rockets at it: (they probably dont spawn on the moon at all but its neat to think about)
with that being said every single moon is impervious to being blasted by their rockets
so they wouldnt even break it
They don't, mainly because of the spawning at the start of the day thing.
Neither maskeds
I made it so Maskeds cannot spawn on any of my moons
because they fustrate me
Like every time I try to play with a friend's modpack, some goofy mod (huntdown I think) spawns 101 maskeds
It does it like every time we play, even in early game
It's not even fun any more it just ruins my mood to keep playing
Yeah like the buildings on every moon, rockets won't even put a dent in the time machine.
what the fuck LMAO
might be the left4dead huntdown mission
This image strongly reminds me of the movie "the night house" especially its promo art.
Updates
Recede V0.0.8
- Fixed players teleporting out of bounds or dying when time traveling while on elevators
- Fixed more out of bounds AI nodes
@heady girder Now that you were able to make it so enemies are timeline based on Recede, could you do something similar on parallax with the players and enemies?
Am planning on doing that
Is the Pink too saturated?
Good idea
let me try and dig for the adamance flower textures
would you want any of these?
id find a grass texture, make 2 versions of it, one green one pink, and then in the areas where the grass is pinkish put these flowers
like they are spreading around
Yeah
mold spore spread
looks like its this
pink roses come with it too
these are all found on adamance
u just need to split the mesh
so what's this moon planet gonna be named again?
pog
so there's gonna be 9 regions planned or less?
Yeah, just like how conflux has 9 dungeons
oh dear 
so im guessing "Truncks" is a heavily wooded area?
Yep
nice
^
and isnt it spelled "Trunks"? unless we doin a bit of naming liberties
after B
I will try my best!
im mostly curious what other nonvanilla environments are slated
oh I see it already incompatible with LQ 
How was conflux incompatible with Lethal Quantities again?
You should be migrating to LunarConfig anyways
I agree with the Visuals on Recede, the Snow looks very strange atm and doesn't have the vanilla visuals applied
interior set ups we're ignored or broken
if I set up 1 or 3 interiors, the game got softlocked
I should have tried setting up 9 different interiors
Euphony's icon is gonna be interesting to make. will definitely be using the larger template
reading this
so we will be able to make our own "outfall" type of moons?
Just with the randomly generating surface, I'm not sure if I will be able to easily port over the dungeon flow editing code to the lib
i think someone could do something like this if thats the case
or central config
I prefer central over lunar, tried lunar and did not like the design and system.
oh god... imagine a Vanish-like interior
whar
an interior that's continually shuffling the layout of uninhabited tiles, all while simulating a natural flow
tiles would all have to be 1x1 or 2x2, with dead end tiles not generating too close to each other
you tried Lunar???
yeah

lunar config
yes
What do you guys think about Frigid's map?
looks pretty good!
dont forget the snowy bushes and grass patches
Did you finished the mechanics that the regions are being made? 
And I'm feeling good about the region 
The mechanics are almost done aside from a few rough edges

@heady girder Wanted to report an issue to you with either NotezyLib or Recede. When the 2 mods are present the Tesla Gates in Piggy's variety mod don't light up properly, I had @rose canopy test to help me confirm this. Basically only 1 of them will light up but then the rest of them will all be dark
https://www.twitch.tv/lunxara/clip/WealthyManlyTriangleThisIsSparta-IUe6XnmEqrMLIhs9 Idk why it happens, but yeah this clip shows a good example of the one being lit and one being right next to it being blacked out
Neither mods should effect the tesla gate lights at all but I'll look into it
I never saw errors so I do wonder if it just be run order shenanigans but I guess you'll find out
https://github.com/Piggy3590/PiggysVarietyMod/blob/main/Patches/TeslaGate.cs#L57 The code relating to the lights seems to start here though
I'm debating weather or not to add spacing between each region. Players that want to walk to another region would need to walk a much longer distance if they are spaced. And enemies probably won't be able to move between regions since I'm not sure if the game will crap itself if I make a NavMesh that spans each region since the regions would be thousands of units apart from each other. But I think would make the transition in theming from each region a bit less jarring.
you can keep the regions as if they were a decently sized moon each, with the usual tricks to refrain the player to go too far without the ship
idea: do the option of them being adjacent, but lightly terrain paint the borders of each region to be like the adjacent one
set brush strength to be very light
(if you dont have the terrain tools addon yet, i highly reccomend it)
helps alot
I could do that but I'd like it for players to be able to walk or drive between regions without having to entirely rely on the ship.
yeah, then try making "natural view blockers" like mountains, buildings yknow
so people don't see the other terrains popping into existence
(did not know terrain tools was a thing thanks for recommending it)
Yep, planning on doing that. Kind of already did that by adding a giant fog wall to each region but that might have caused some low FPS when testing, not entirely sure yet though.
yeah giant fog walls are not the best thing (they're poorly optimized)
try a more crafty solution
Will planet regions be in notezy lib?
Yep
Epic
Maybe round it out with a darkened texture? That way it's not just flat and some of the saturation is absorbed by the pattern.
Otherwise I think it's great just a bit bright but I also don't want it to just get slightly darker flat because I think the brightness is kind of fun.
Ah so the idea for the multiple landing zones is each one will effectively be their own mini-version of a moon?
Late but in all fairness LQ's features regarding interiors has always been on the spotty side and required specific wrangling to not have it desync the pack (or worse). It's why in the past for my pack I just used LLL to handle interiors cause it's much more reliable at what it does.
Curious on how it handles when you tweak interior spawns for Conflux, probably fine
The more problematic one I can see potentially arising for enemies is with Euphony
Yes
That was the impression I got when you were describing how it worked
Question is since it all exists within just one absurdly big map, could you theoretically put the landing spots close to one another and just have the same weather conditions for a landing zone if it's close enough to an already existing one
I think the different weathers for different sectors is a pretty neat idea, the same conditions one is more of an edge case if you give complete freedom to even plop a zone incredibly close to an already existing one
Yeah, if someone wanted to they could make all or some regions share the same weather as the main region.
Third
more like one thousand five hundred seventy-first
No literally the third person, second was cheesenits and fourth was safeofarsenal
99 ๐
no words
man. didnt even give you time to killbind.
Took me several days to figure out you can't just patch multiple methods to a single transpiler like this, and harmony will only patch the last attribute
Yeeeeeouch
But at least now that I know this I can start working on per-region spawning.
Also found this programming goof in the game's code
There shouldn't be a scenario where insideAINodes is null, but still
What does it do?
outsideAINodes = GameObject.FindGameObjectsWithTag("AINode"); is supposed to be insideAINodes
If that were to run it'd make it so inside AI nodes are considered to be the "outside" ones

And the actual outside ones would be unused
^ yeah ^ and It would run the calculation with a null array afterwards
I noticed that with LethalSponge, you can't see the planets in the ship's camera
Oh yeah I was sure something was missing lmao
Didnt really think much just felt weird when I looked at it
Euphony is very performant :D
it's because of the culling distance
it's reduced on the cameras with LethalSponge
Itโs a config option for render distance of the camera or something
Oh, yep
Hewo
It seems like the performance issues that happen when all 9 regions are loaded occur mainly due to enemies and not the rendering.
That's actually a little weird
Not only due to the spawn lag, but also because Euphony has about 3647 AI nodes when all of the regions are loaded
so when outdoor enemies are doing wandering caluations, they do it for all or most 3647 ai nodes
jesus
it should be likeโฆ 50 nodes per regionโฆ
normally people aim for 50 per moon
Did not know that
I use my own tool to automatically place AI nodes, which ends up with over 400 AI nodes for all of my moons
......maybe there's a way reduce the rate of calculation when they're far away? Something equivalent to animations having way less frames and resolution when they are far away from the player.
yeah... moons depending on size are from 40-70 per moon, even less if the play area is small
and AI nodes tank performance a lot
That way only the active region is actually doing normal ai calculation while non active regions take a backseat
Yeah I am planning on doing that but did not know AI nodes caused heavy performance issues
Thanks for informing me
Cant wait for the update and also that tool sounds cool!
thatsโฆ oh no
neat tool idea though!
I knew the AI is pretty un-optimized and lags very often sometimes getting caught in trigger loops but I didn't know that moons could have that many nodes. Seems kinda excessive having 50 let alone OVER 50.
you might wanna go back and manually place the nodes, its shockingly quick to do it if you just control shift place them
also it lets you control the density and spawn regions of enemies
this is very useful
more nodes in an area generally means more enemies will spawn around there and stay around there
Also another thing tho I dont think you have too many lightsources on the moon? Its still worth checking it out
yeah I don't know why that didn't come to mind that the over 400 AI nodes could be causing lag and not the mechanics on my moons
lights can also be a major issue, id highly recommend opening the hidden settings to reduce max shadow distance
otherwise it leads to frame drops and flickering
alright, I've had lighting issues with my own Unity games so I know how significant lighting is to performance
Yeah light sources even though are not super draining can stack. Sometimes it's more efficient to cheat with raster graphics and make something look lit by drawing the light or removing shadows on that thing then to put up a whole light source. Half life kinda did that in many ways.
Oh yeah an acquaintance of mine got a rude awakening about lighting being heavy to performance, they were working on a unity project
Oof
Giant took the explosion, I think it's hit box acts like a big ass wall.
The Enemy AI lag is mostly fixed, especially with the AI node cropping.
Just need to balance out the way spawning works so the game won't spawn a million old birds every spawn cycle
Maybe have cap limits that change hour by hour? Also definitely look into fine tuning the curve, everything comes back to the curve eventually.
I just realized that someone using the lib and this design could recreate planet zebes from Metroid on nes including all of the regions.
would it be possible to add a config to have scrap be able to spawn inside on outfall? not all of it, just the possibility
Yeah I think I can do that, but not sure if I will be able to totaly control the outside/inside scrap spawn ratio
by chance, is it possible to make it so:
A. only certain interiors spawn in assigned regions
B. that if you pull an apparatus in one region, only that region is affected
?
Yes
Yes
nice
nice
should that be implemented, i know exactly how im gonna set up this moon in my pack
If only there was a mod that allowed you to put the apparatus back or to bring one and use it to power an unpowered facility.
I mean, wesley's finale uses it hehehehe
Only works with the vanilla Appy 
not even bozo??
Well
would be amazing
imagine a eater egg where it would start reproducing some silly music and and and the entire cart would be rainbow and the explosion rainbow and and
(This specific patch is not in the Bozo Wesley compat, I did not get around to making it actually replace it) 
We do a little
Transform? apparatusSlot = rootObjects[i].transform.Find("Map/Rails/Cart/Cube (1)");
if (apparatusSlot != null && apparatusSlot.TryGetComponent(out ItemConsumer apparatusConsumer)
&& apparatusSlot.TryGetComponent(out PlayerFilter playerFilter))
{
apparatusConsumer.validItems = [.. apparatusConsumer.validItems, .. AllApparatuses];
apparatusConsumer.checkExact = true;
playerFilter.heldItemFilter.shouldCheck = false;
}
Euphony runs surprisingly well, and even a little better on Lunxara's mod pack. Aside from a few bugs caused by other mods mods
What is euphony
The last moon I'm working on ^
At what % is the moon done?
(approximately)
Lmao what mods are causing bugs? I am in the process of pulling some stuff
Also that ending was great
he always do that 
also you can see him ragdolled in between the scene change at 0:09 
40%
I have been fixing them on my end, Like
Loadstone caused the game to softlock when loading an extra region.
ButteryFixes somehow prevented the mod from unloading the extra regions.
But the only one I don't know is some mod is causing the clock to loop at 6 instead of 12, Which I'm pretty sure is just a visual bug with the HUD.
from 5 PM to 6 AM? 
It was general improvements
why I'm not suprised
if I only could I would never install this mod, but I love the extra monitors feature that keeps me on the mod ๐
Ugh I love you GI but you have so much feature creep lol
fr
all I need is extra monitors 
I don't really blame GL for this since any mod can prefix the clock like this. I also am second guessing myself since this pre patch only happens if the 24-hour clock config is true which isn't the case.
I Will now bite the hud


Been learning lua and that kinda looks like lua XD i know its probably not tho
Yeah I was wrong, I think it's LethalHUD because when I disable that mod the clock works normally.
also that's C# lol
Not very sure about as well since the bug doesn't happen on my mod test profile with LethalHUD.
Okay, I think I understand it now.
It's both LethalHUD and General Improvments
BepInEx MonoMod Debug Patcher is a life saver
Oh fun lol, are they both patching the same thing?
Yes
Let me explain rq
LethalHUD Postfixes the Set Clock function
So when LethalHUD is installed by itself, My Prefix skips LethalHUD's postfix which is why the bug doesn't happen
But General Improvments Prefixes it.
And Harmony patches the function in a way that makes it so my Prefix now skips General Improvent's Prefix and not LethalHud's Postfix
Lel
Even if I set the priory of my prefix to first or high harmony still patches it like this causing the bug.
Im switching back to harmony btw as soon as I figure out some rpc work for my chat stuff so Iโll get back to this issue later
HOORAH FUCK MONO DETOUR
It makes the game run slower
lmao
??????
Idek why it does but it does
I've seen Purple talk about it
so
I would trust his claims

Xu's also mentioned it before a couple times
purp's been wrong before
also iirc this is because xu doesn't like that hamunii's "farming downloads" off it (even tho it translates to nothing)
Ahhhhh
wtf
but it may also have an effect on performance? never heard of it tho
i have my own reservations abt monodetour but ive not heard of any slowdowns caused by it
youre telling me someone would spread lies on the internet...?
I dont think it does, Iโd need proof of that like multiple tests
It sounds like the stuff has been debunked and it was opinionated yeah
I mostly don't like it cus I find it to be useless tbh
It does nothing for end users and it's not been useful like Hamunii said it would be
im not a fan of it being forced dependency of lethallib is the main thing
and i havent really seen it improve anything since ive installed it
Yeah
but i also havent seen it drop performance
if anything it would just increase loading time by like 10 ms or something
important reason to uninstall trust
i cant wait 2 seconds more
so true
Yeah, I made LethalMin Only depend on LethalLib because I don't like having people download a bunch of deps just to play one mod.
-# that was kind of thrown out the window when LethalLib updated with the detour deps
i'll shave 2 sec off my 90 sec loading time
it's supposed to catch issues
it's not like, an API or LIB smth where a mod can use it if thats what you mean
oh rllY?
to what effect/what reason?
True but usually the errors are something only Hamunii understands lol
im montying with MQLCTP
He just used it cus he found it easier than monomod/harmony at the time
essentially
Good luck getting Purple to use Biodiversity though

But tbh it's valid if people don't vibe with it imo
I still have never seen the coil crabs work
I never see them spawn
Ever
i dont use it because i already have the harbinger and cabinet, and one part of my mod pack is preferably using lesser known content mods
There were two main reasons I was / am using it. 1) has a nice little tool for transpilers but 2) my main reason was to learn something new and as a 3) side reason so to speak is because I respect and have a lot to thank to Hamunii so I wanted to show it in a way
I dont use transpiler anymore so as of right now MonoDetour is not really necessary and in some ways restrictive (although in a lot of other ways much cleaner and fits better with my style)
ye ik!
ogopogo catching my one friend off guard is the primary reason i still use it
the harbinger and cabinet already add enough to the game
go to a vanilla moon for once dudeeee
https://medal.tv/games/lethal-company/clips/joVTFPdivbSvtON1O?invite=cr-MSxkUVgsMjA5ODQzMzg2&v=35 this from january its still so good
7 Views - Watch joey gets ogo'd by glacialstage and millions of other Lethal Company videos on Medal. Tags: #lethalcompany
I think Hamunii is a good person and I have no dislike towards her at all tbh
But I do think forcing Mono Detour as a dep of LethalLib was a bad move
I don't play on Vanilla moons
prolly why I haven't seen the coil crabs
yeah lmao
I tried to make them spawn on custom moons but they just refuse to
Idk why even the Custom: tag doesn't work
Also all of these things are valid as well :3
I also tried to do a postfix, but because LethalHUD uses hooks, using HarmonyPriority does nothing and LethalHUD's postfix still runs last.
I can add a harmonypriority if that solves everything in my next patch
Like I said in my next patch Im swapping back to harmony
But having troubles with some rpc work and frankly I have no idea what is my issue anymore lmao
All you'd need to do is just make your SetClock hook into a normal harmony Postfix. Then since my postfix has it's priority set to last harmony should patch it so that it would run after your postfix and the clock would be set correctly.
Understood ๐ซก
....I kinda understand....brain hurty
What kind of troubles?
Iโll send you some dmโs about it if thats cool with you, but I can only show my code tomorrow as Im already in bed 
Alr
Isn't it required for code rebirth and couple of other mods from your pack? 
Just Lethal Hud
Nothing else

How goes the grind?
Another one, StarlancerAIFix causes indoor enemies in that spawn in other regions to think they are outside.
That's prolly more an issue on your part lol
This is because AIFix determines if an enemy is outside or inside by getting the closest AI node to it when it first spawns.
But because AI Fix doesn't update it's node cache from when the level first loads, it only uses the nodes in the primary region and not the other regions.
I was able to fix it by adding a simple method that just refreshes the cache when a new region loads.
If this keeps being an issue with other mods I might just pool AI nodes and place them when regions are loaded.
how would you know did you look through their code

If I'm understanding what you're doing correctly, it's a fascinating idea, but definitely one outside of the vanilla system expectations that AIFix is relying on.
Exactly
Glad you were able to work around it ^^
I just figured it might be since Starlancerโs code is really good, if I was wrong they would have worked it out though
Bug fix after bug fix. A coder's work is never done...
Copilot attempts to guess the moon names based off the first 4 letters of their names
bro sometimes copilot doesnt even let me write something, it makes the entire code by itself ๐ญ
Goofy ahh copilot
wawawawawawa
meow
Meow meow!
buh
abibabou
yes
โmy good sir, you appear to be too close, please stand backโ
-the spatially aware employee
please make it work with the green apparatus of the GrandArmory
Ye that patch works for all Appies 
I'd just like to have it physically place the Appy so it doesn't switch to the vanilla one
Haven't messed with that in a bit
Copilot evil
Copilot wants to spy on my stuff and the things in my head
I will bite it
Will have to halt devlopment on the lib and euphony until LLL is back up
I also won't be able to fix my moons nor the lib even after LLL is back because I'm working on the 0.2.0 update
What? The hell happened? I've been seeing reports everywhere.
Basically Zeekees Updated the Netcode version of Lethal Company, which broke nearly every mod that uses networking.
He also updated the unity version of Lethal Company which may or may not also have broken alot of mods, I'm not too sure though.
God dammit zeekers. Why?
Because of a security issue with the older unity version LC was using, Zeekees had to update it
theres a working LLL patch pacoito made, but he needs permission to upload it / batby needs to respond
really wish batby did respond...
Well at least there's an actually good reason this time.
Yeah especially since we're kinda at a code fucking yellow for everything.
i mean we could ping him in a proper thread and ask
Yes
i tested pacoitos patch, it works perfectly
it fixed both my interiors AND moons for v73 with no issues
i didnt even need to rebuild
Well pass it out to anyone who needs until they get the go ahead for the actual release
Nah he can upload it due to the license, he would just prefer for Batby to push it
I assume if Batby doesn't reply after a few days he'll push it since devs really need LLL
that is a good idea, but yeah i hope batby responds soon
SOMEONE STOP LEBRON!!!
Boy what a shit storm. It'd be nice if he would give us a heads up before updating the very core code and all.
totally reasonable, but it kind of sucks that he barely acknowledges the modding community.
Notezy's Moons (BROKEN UNTIL FURTHER NOTICE)
Especially if it causes consequences like this.
Good news is though moons don't really need repatching/rebundling
You just need to recompile your DLL's and update to the new netcode patcher Notezy
Just uhhh
Ye
Only DLL needs recompiling, with the new Netcode version and stuff
#dev-general message
Yeah, did that with a few of my mods. But I cannot do that with NotezyLib as I'm midway though an unfinished update.
I need to learn how to branch on github
Last time I tried I almost lost the source code to one of my mods (LethalMin)
Oh weird
Should keep a full backup of the project if you're worried you might goof something
Git do be confusing 
I could also DM you the LLL version for v73 if you need it to double check everything's working with your moons after da recompile 
Thanks, but I'd rather wait for the babty to give the go ahead
not his fault some asshat decided to use unity's vulnerability to hack people
Ik
Damn hackers
Black hats really just can't leave anything alone can they?
I don't think it's actually been exploited yet, it's just that it can happen

There is no evidence that the exploit was used
Ye
alright thats good atleast lol
you can stop lebron
ONLY YOU CAN STOP LEBRON PAQUITO
how much you wanna bet hackers wouldntve even noticed the exploit, and we couldve just lived on v72 in harmony?
-# Surely there aren't any other critical exploits that haven't been made public yet or have yet to be discovered 
Afaik he could have patched without updating btw so
wait really??
damn.
I think I did hear somthing about unity creating patchers for every spesfic unity version after 2017
i think repo devs just patched instead of changing version
zeek couldve done that for sure
if he wanted to include the NfGO update still it wouldve broke stuff anyway
Though if you wanna direct any blame feel free to ask why Thunderstore still doesnโt have version associated uploads
Ngo updated because the unity version changed itโs default ngo version target
makes more sense
Either he didn't know this or he just updated it so he could be working on the most recent minor version of 2022 unity for LC.
I probably would have done the same
the whole thing seemed pretty hasty
cus apparently theres now some weird behavior in basegame cus of the ngo update
He should have known it tbh
leads me to believe zeek was just trying to get something out fast cus of the deadline for wttdp
Nope, repo is also moving unity version
are they choosing to do that or do they have to
Unlike Lethal's Community a bunch of REPO mods are gonna die and not come back cus a lot of it's community in terms of modding already left and moved on
From what I have read you gotta move.
https://unity.com/security/sept-2025-01
^ from what I see they slowly are getting thru each patch tho but I also move my unity 6 version to a different version
I mean, maybe but then again they wont be affected as much as they are using photon, so networking issue is not gonna be present there like it was here
Eh maybe, if anything REPO really made me grow a disdain for Photon with how unstable the servers were when the game was popular
I think I would still like it if they added a focus on replayability, the problem with the game is that after a while it stops having replayability
The late game isn't really great with how long the levels get and the moon phases didn't end up adding anything to help in any meaningful way
Btw you only need to open da projects in the newest Unity version and thy packages will update automatically, though keep a backup of everything regardless 
The game wasn't built with replayability in mind and I feel like cus of how the devs designed it they don't know how to improve the late game
I know they're gonna drop an update this month but I have no idea if I will play it I have no interest unfortunately
My projects are fine now this is an old pic 
Iirc i move my side project to 6000.0.58f2
sorry for ghost ping sick boy
weird though, bc im on the same version and it doesnt have a warning
your unity hub looks old
it might just be me lol
oh that would probably explain it
yeah im updating now, we'll see
yup it was the hub version
what version do I have to change to?
2022.3.62f2
I think I was able to do this by branching out on a commit before I started working on the major update. But I need to dubbed check and make sure every thing works
I've also been thinking about changing Recede's time machine to time travel at entirely random hours in the day instead of just a couple of hours into the past/future.
Yeeeeess
It would also be cool if the sky and parts of the area changed slightly as a side effect of the time jump.
It still has not left my head.
if that's doable, then that would be very cool
So after testing it with pacotio's LLL Patch
Parallax is bugged
Conflux is bugged
Eather works fine
Outfall works fine
Recede is bugged
not sure how much is caused by V73 and how much is caused by me breaking my patcher project awhile ago before V73
recede's bugged ;-;
Recede isn't even in my pack rn anyways
I love it but I pulled it when prioritizing halloween themed content
lol
Will get fixes out for all of my moons and the lib asap
These are mostly visual bugs anyways (aside from conflux)
I know but for my solopack was a great asset

I see 
I was like "wow everything is working perfectly!" then went outside and saw the clock ๐
Even if the moon seems fine, if it uses the netcode patcher and rpcs, I recommended recompiling with the new netcode patcher just to be safe. Because there can be small things that are unnoticed at first.
Exactly what I'm doing rn, since almost all of my moons use networking
dang that's super rough
I'm sure you'll be able to figure something out soon :[
Eather?
Another mod that uses NotezyLib
https://thunderstore.io/c/lethal-company/p/RealeStudios/Ether/
I missspleed it
Omg that's fucking cool! You basically upgraded it dude.
Or helped to, idk who did what.
That's amazing.
Notezy made the lib that lets you have multiple interiors
Reale added it to the moon
That's still cool
Of course
I guess that still means that notzey still indirectly upgraded it by making the lib that allowed reale to improve it.
Im still waiting for a city-like moon with multiple interiors hehe would be awesome
It would be cool especially if there was like a menu that allowed you to control that. Imagine having the lunar mall (once finished), beanie's liminal house, and piggy's LC_Office interior on a city moon.
Updates
NotezyLib V0.1.4 (V73 Fix)
- Recompiled for V73
Parallax V0.1.5 (V73 Fix)
- Recompiled for V73
Conflux V0.1.7 (V73 Fix)
- Recompiled for V73
Outfall V0.2.0 (V73 Fix)
- Recompiled for V73
- Updated Terrain Textures
- Added Trees
- Added Rocks
- Increesed Map Size
Recede V0.1.0 (V73 Fix)
- Updated Terrain Texture
- Recompiled for V73