4.0.0
3.2.0
3.1.1
3.1.0
Managed to decrease the bundle size a bit (279mb -> 222mb), but I'll keep a lookout for any ways to decrease it further.
Performance is now slightly higher on Auralis, Triskelion, and [REDACTED], while Solace has taken a slight hit.
The performance on all 4 moons is much more stable now.
Auralis
Solace
The foliage is no longer a combined mesh, as this was causing issues with culling and decreasing performance for some users.
Slightly mowed and deforested.
[REDACTED]
The NavMesh on each moon is now created using a volume instead of the hierarchy, allowing for more granular control of the playable area and compatibility with LethalElements
3.0.0
Updated to v69.
Massive performance upgrade on Solace, moderate performance upgrade on Auralis and [REDACTED], small performance upgrade on Triskelion.
Unfortunately, these performance boosts come at a cost. Due to converting the terrains to mesh and hand-placing the foliage on Solace, this mod is now approximately 280mb.
Counterintuitively, Solace is now even more lush, in spite of the huge increase in FPS over the previous versions.
Solace's trees and grass now correctly receive fog.
Moved some trees on Solace to reduce clipping during liftoff.
Fixed the symbols that lead to [REDACTED] not actually displaying the text like I intended. Apologies.
Rechecked the location and validity of off-mesh links on each moon.
Made sure none of the ambient noises were missing.
2.4.0
Updated the moons to v64.
Mushrooms have slightly grown on Solace. How fun(gi).
Opened the gates on Solace slightly to facilitate easier cruiser access.
Removed an errant tree from the mansion grounds on Solace that was sticking out of the back porch. Unsure how long that's been there.
Carved away the errant navmesh underneath the rocks on [REDACTED] to hopefully prevent enemies from phasing through them.
Relocated some doors on [REDACTED] to keep things fresh.
Adjusted the reverb (reverb - reverb - reverb) of the special area on [REDACTED].
The clues related to StarlancerZero ([REDACTED]) now display text when hovering over them to make it easier to figure out the routing word.
Renamed the water shader being used for my moons.
Updated dependencies.
Added screenshots to the description.
2.3.3
2.3.2
2.3.1
2.3.0
Updated for Lethal Company v56.
Updated dependencies.
Item Dropships updated to new style.
Added a MoldAttractionPoint to Auralis, Solace, and [REDACTED].
Auralis & Solace
2.2.1
2.2.0
[REDACTED]
2.1.0
2.0.0
1.7.1
1.7.0
Fixed the ContentTags to reimplement CelestialTint support.
Adjusted power counts for balance.
Auralis
Solace
1.6.1
1.6.0
1.5.0
Updated Extended content stuff for LLL.
Heard tearful reports about entities straying too far from the ship-facility area, so the potential patrol areas on Auralis and Solace have been condensed. You're welcome.
Adjusted LODs to improve performance.
Auralis
Triskelion
Solace
1.4.2
1.4.1
1.4.0
Auralis
Triskelion
Solace
Increased performance by removing the backfaces from most of the buildings' walls. VERY noticeable gain on Triskelion.
Adjusted fog, lighting, and ambient sounds.
Adjusted many materials.
1.3.0
Changes are for each moon unless otherwise specified.
Another chonky performance update.
Swapped out the volumetric clouds for cloud layers. They're more performant and I think they actually look better.
Adjusted fog thickness.
Changed the global volumes that contained general fog settings to local volumes in order to prevent fog settings from affecting interiors.
Added fog exclusion zones around key areas
Solace
1.2.0
Big performance update.
Cleaned up some trees on Solace.
Reworked LODs for trees on Auralis and Solace.
Replaced combined meshes with their original variants and rebaked occlusion on all 3 moons.
1.1.1
1.1.0
Improved performance on Auralis, Triskelion, and Solace.
Increased the trigger size of the hillside fire exit on Auralis to improve interactibility.
Slightly increased the exterior fogginess on Auralis and Triskelion.
Applied a temporary adjustment to the global fog volumes to make them not ruin the interiors. I'll be working on a better solution.
Fixed an incorrect tag on the main building platform on Auralis.
Fixed foliage coloration on Solace.
Fixed the water triggers on Solace being too small.
1.0.1
1.0.0
Working with a new editor set-up, thanks Nomnom!
Switched to a new lighting workflow, based on sf Desat's resource pack. Thanks!
Updated dependencies. Now depends on Starlancer AI Fix.
Released new moon, 74-Solace.
Auralis changes:
Triskelion changes:
0.5.7
0.5.6
Reactivated Triskelion, fixing the "Random Seed: #" soft-lock and broken spawns.
Here's my understanding as to why it broke, which may be incorrect, but the result is the same anyway:
I use blank references to vanilla files to make my files smaller. LLL searches for references in the mod's asset bundle and once they're loaded, they are destroyed. Auralis was first (because of the alphabet, I guess?) which is why it never broke, so when LLL went to load Triskelion's data, it had already nulled out the references.
The reason the "Random Seed: #" lock-up happened is because the spawning of map objects (like turrets and landmines) takes place alongside dungeon generation. When the references were "null" this caused the generation to stall.
The reason the spawns had broken was the same, it just didn't lock-up the game because spawns happen after dungeon generation, and null references there are treated as 0s instead from what I can tell.
My fix was to duplicate my blank references into a different folder, thereby creating seperate assets for LLL to load (and subsequently delete), thus resulting in things working again!
Attempted to fix the issue on Triskelion where falling off of the exterior platforms into the green depths below would result in the player's body ending up in the dungeon somehow.
0.5.5
Added LCMaxSoundsFix by Hardy as a soft dependency. It's not actually required to run Starlancer, but it resolves the issue with audio cutting out when too many audio sources are present, both on modded moons and I presume in vanilla, so in order to get the best experience I'll tie it in as an optional.
Added navmesh on Auralis and Triskelion to allow the Masked Employees and Outside Entities to climb into the ship. Live in fear, for the company's ship may be your tomb.
Locked away Triskelion for the time being. It will no longer show up in the terminal, attempting to route to it from the Moons list will inform you that it is unavailable, and routing to it from elsewhere is prohibitively expensive (999999c). If you really want to go explore it for fun, by all means mod your credits up, but I will be disregarding Triskelion bug reports for now.
If you so desire, you may revert to LLL 1.0.7 and StarlancerMoons 0.5.3 to reactivate Triskelion in a stable setup.
0.5.4
Updated to LLL 1.1.4
This update will automatically generate a section within the LLL config file to customize the following:
0.5.3
0.5.2
Adjusted spawn rarities and power caps on both Auralis and Triskelion. I had been misunderstanding the way the spawning works, so it should be more consistent (and slightly less brutal on the exterior of Auralis early in the day).
Made one of the fire exits on Triskelion unreachable without an extension ladder or jetpack, for balance purposes. It is still possible to hop down from that area onto the platform below without suffering fall damage.
Decreased the number of exterior spawn points on Triskelion.
Slightly increased the chance for the mansion tileset to spawn on Triskelion.
Made some small adjustments to scrap spawns on Triskelion.
The immense pressure of the gas below the Triskelion outpost is now immediately lethal.
Added a surprise tool that will help you later.
0.5.1
Adjusted fog and lighting on Triskelion for performance reasons.
Found more textures to downsize.
The changes here have given StarlancerMoons near-vanilla performance for me, but as always please report any issues.
Adjusted spawn rates on Triskelion to be a little less brutal.
Slightly increased total scrap value for Triskelion.
0.5.0
Skipped 0.4.0 to match Moons with the Modpack version.
Released new moon, 27-Triskelion.
Increased Auralis' base fog amount. Still haven't found the solution to making the foggy weather cover more of the map but as soon as I do I'll have it fixed.
Removed the exterior fan noises. Too many audio sources at once can cause sound to cut out apparently, which is a base Unity issue.
Fixed the problem with the snow texture on the ground not rendering properly. This was due to some issue in the alpha channel of the texture.
Snow footprints are now working! Footstep sound changed back to Snow from Grass. There shouldn't be as much of an issue with the audio cutting out now that I've removed the fan noises.
Found a slew of textures that I forgot to downsize, StarlancerMoons is now much smaller in size.
Removed the snow particle system. Too much of a drain on performance for what little it added.
Hopefully fixed the small building not defending you against Forest Keepers.
Heard reports that the forests were too safe on Auralis, this is no longer the case. The forests no longer harbor the indigent.
Fixed the sun not actually being animated. How did no one report this.
Fixed a clipping issue on one of the shipping containers.
0.3.1
Adjusted the AudioReverbTriggers on the map.
Lighting adjustments.
Added an occlusion area to the general playable area. Might help with performance?
Changed footstep sounds around the map.
The fans attached to the facility now play a quiet, looping audioclip.
Added level tags "Snow" and "Ice"
Adjusted navmesh values to be closer to some of the vanilla moons.
0.3.0
THE LLL UPDATE
Converted StarlancerMoons to use LethalLevelLoader. As a result, LethalExpansion (or LethalExpansionCore) are no longer required, and this mod is now dependent on LethalLevelLoader.
Updated the description of Auralis.
Adjusted enemy spawn weights.
Adjusted scrap spawn weights.
Tweaked enemy spawn chance throughout the day. Should be slightly more calm at the beginning of the day now.
Changed the tag for the terrain and ice floes to "Snow" to allow for snow footstep sounds. This caused some audio issues when built with LE, so please let me know if these issues return.
Updated water system for the ice lake.
Tweaked the snow particle system.
Altered the material on the ice floes so they'll stop having a weird error shader bleeding through from their core.
Fog and lighting adjustments.
0.2.2
0.2.1
0.2.0
0.1.4
0.1.3
0.1.2
0.1.1
0.1.0