#SCP: Facility (custom dungeon mod) [4.3.4]

1 messages · Page 1 of 1 (latest)

lofty canyon
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A mod that adds the SCP Foundation as a dungeon that can be found, alongside the facility and the manor. By default it will only appear on Titan semi-rarely, but this can be configured.
Thunderstore mod page: https://thunderstore.io/c/lethal-company/p/Badham_Mods/SCPFoundationDungeon/
Github: https://github.com/Badhamknibbs/SCPCB_DunGen_LC/

-Fully new dungeon with all new rooms and generation, by default as an uncommon dungeon found on Titan
-Plans for a keycard system; some doors will need a keycard to open, which can be rarely found or purchased
-Planning on possibly including SCP 914 as a functional room, letting you do stuff like turn flashlights into pro flashlights, scrap into better scrap, etc

GitHub

Adds the SCP facility as a potential dungeon spawn in Lethal Company. - GitHub - Badhamknibbs/SCPCB_DunGen_LC: Adds the SCP facility as a potential dungeon spawn in Lethal Company.

buoyant zealot
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oh that looks really good!

golden venture
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damn

fair axle
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Holy wow this is good

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Definitely keeping an eye on it

vestal tapir
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Will this be an additional dungeon that can spawn anywhere like the current facility or mansion? Or will it overwrite the facility? Either way this is insanely cool

lofty canyon
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Though might limit it to harder moons

burnt basalt
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hahahaha

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oh such a menacing place

spring salmon
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Looks awesome

plush drift
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it would be nice to make it spawning anywhere a config option :o

lofty canyon
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I'd say it's almost ready for an alpha release but doors and light bleed/time are kind of show stoppers I'm still trying to figure out

low wigeon
echo dune
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if your meshes are thin enough unity can sometimes just be doing that

lofty canyon
echo dune
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hmm

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i could be mistaken but idk if thats sunlight

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kinda seems like its just a lack of light? im not sure if this game bakes lighting at all but it kinda looks like a lack of baking of somesort

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my experience is only in standalone unity projects tho

serene spade
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even the base game has light bleeding with the fire exits and just lights in general

lofty canyon
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It's also causing the time to appear indoors which isn't right, since I think that's to do with whether there's open space above the player?

serene spade
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odd since the dungeon is literally generated underground

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but this is LC so yeah, not surprising

lofty canyon
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Another thought from skullcrusher is there's some trigger or something that disables sky light client side

serene spade
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there actually must be something like that

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see going in and out of the ship when its lights are off

echo dune
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Theres a lot of ways you can easily do that in Unity yeah

serene spade
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the game abuses shortcuts and dirty tricks

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the reason why the code is a hot mess and modding is pain

echo dune
serene spade
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Take a look at DunGen

echo dune
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can you link me? cant find on google

serene spade
lofty canyon
serene spade
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Doesn't DunGen have docs ?

echo dune
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Interesting

serene spade
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it'd be about declaring rooms, making anchor points, adjusting their weights, randomizing decor, and all that

echo dune
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Are these "new" rooms being injected into the generation or are you switching and/or overriding pre-existing tiles

serene spade
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DunGen will take care of the rest

lofty canyon
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So it's just a bunch of arrays of node values

serene spade
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Screw DunGen, lets use WFC bevil

serene spade
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altough yeah, fairly annoying to piece togheter then

vapid peak
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omg yes i love this so much

serene spade
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i mean we can always come up with something of our own like using Weighted Wave Function Collapse and what not

lofty canyon
echo dune
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I'm pretty busy today and tomorrow but if your looking for any help getting this mod working i'm happy to trade some of my time for some of your knowledge (I've made games in Unity before just new to modding and IL stuff etc.)

no stress if your soloing this though

serene spade
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It'd be nice if all rooms and corridors weren't squares too

lofty canyon
lofty canyon
echo dune
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I can try haha, I've messed with skybox/lighting related stuff somewhat recently

serene spade
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when are we making LC non eucledian bevil

cosmic prairie
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This is gonna be sick

lofty canyon
old magnet
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Let me go ahead and look into the TOD stuff

echo dune
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I saw the guide on using DNSpy and such to peep the code, But is there a way to look at the scenes and prefab related stuff in Unity?

old magnet
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use eva's template, then assetripper and throw all the assets into the project

echo dune
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bet

lofty canyon
old magnet
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Appreciated

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hmm

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nothing i can see in the code, at least not where I'd expect

lofty canyon
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One thing I did notice was the random connector on the teleporter door for the start door that I couldn't figure out the purpose of

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Oh also fire exit doors are still todo

old magnet
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Really? I thought those were automatically defined as exit points

lofty canyon
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Thought so too but they also seem to double as global props or something to actually spawn

old magnet
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?

burnt basalt
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huaaaa

old magnet
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SetClockVisible

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I bet you this is exactly what we're looking for

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I was right it's programatic

lofty canyon
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Ah right you are

mint crescent
# old magnet

going through all of the function calls, we end up here:

lofty canyon
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Any clues on what calls it?

mint crescent
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so EntranceTeleport#TeleportPlayer() eventually ends up calling SetClockVisible

old magnet
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I couldn't find that call when i first combed through entranceteleport but that was in DN and not VS so let me look again

mint crescent
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I'm also using dnSpy

lofty canyon
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Hmm, must be something going wrong on the door teleporter spawn or something, it's been trouble before

old magnet
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hmm

mint crescent
lofty canyon
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The doors are the most frustrating part of everything to do with custom gen

mint crescent
lofty canyon
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Guessing I missed something when trying to fix the start door prefab in my decompile, will have to double check everything there

mint crescent
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EntranceTeleport#TeleportPlayer() does not seem to have any uses inside of C# (according to dnSpy), leading me to believe it's called from somewhere in Unity?
Maybe you're not calling this function and that's why it causes the issue?

echo dune
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TimeOfDay.Instance.SetInsideLightingDimness(true, this.spectatedPlayerScript.isInsideFactory || this.spectatedPlayerScript.isInHangarShipRoom);

would this be it

lofty canyon
mint crescent
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Yes, that's my thought as well

old magnet
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EntranceTeleport.TeleportPlayer --> EntranceTeleport.TeleportPlayerClientRPC --> PlayerControllerB.TeleportPlayer

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I can't find where that then calls SetInsideLightingDimness

mint crescent
lofty canyon
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Weird as it's teleporting fine but not following up with those other bits

old magnet
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right

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the only reference to SetInsideLightingDimness is actually just its definition in the TimeOfDay class, which would lead me to believe it's something to do with unity...?

echo dune
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Yeah its messing with the hdrp preset scriptableobject i believe

mint crescent
old magnet
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MoveTimeOfDay is called by update

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so hmm

echo dune
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sorry, dumb bitch question, how do i find the playercontroller file

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i had it and then lost it 😭

old magnet
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PlayerControllerB

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search for it

echo dune
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ty

old magnet
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is that on entrance teleport?

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we love public variables

mint crescent
old magnet
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TimeOfDay gets its InsideLighting value changed when setInsideAtmosphere is true in the ChangeAudioReverbForPlayer function

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so I suppose that's the missing piec

echo dune
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is it not just done by a unityevent? or am i misunderstanding

mint crescent
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I've found the GameObject that sets setInsideAtmosphere and insideLighting to 1 in Level1Experimentation.unity.
It's called Office (3) and the reference is ref:27454: (you can use either one in the Hierarchy to search for it).
Unfortunately, my Unity project is broken right now (nothing renders), so I can't see where it is placed in the map.
So, it seems like there are not only entrances, but also AudioReverbTriggers that handle things. Don't you love loosely coupled stuff!

old magnet
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what the fuck lmao

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@lofty canyon when you have a chance try adding a AudioReverbTrigger component to a large trigger box, if you dont have such a setup already

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hmm

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though it's odd

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this object exists for the manor start room but not the facility start room

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whoops

lofty canyon
old magnet
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is SetInsideAtmosphere set to true?

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because the one inside the manor prefab is set to false

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for... some reason

mint crescent
old magnet
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yep

lofty canyon
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Will check when I get home

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I think I copied it from the manor prefab so it probably matches that

lucid hemlock
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huge

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touching stuff using DunGen?

old magnet
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trying to get entirely custom rooms working

lucid hemlock
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It's hard

old magnet
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we're getting closer and closer

lucid hemlock
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Getting there

old magnet
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if this works then the last hurdle will I think just be fire exists

lucid hemlock
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If someone can make a room api

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exterior api already exists

old magnet
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worth noting @lofty canyon if you havent noticed already that there are different level flows for 1 vs 3 fire exists (march)

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investigating the difference might prove helpful on that front?

lucid hemlock
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good luck to this mod, impressive!!

lofty canyon
old magnet
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might it be the same problem with the entry where youre referencing the assetbundle copy of the fire exit instead of the in game one?

lofty canyon
lofty canyon
old magnet
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right

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hmm

lucid hemlock
lofty canyon
lucid hemlock
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I do want to make some kind of "Expanded" mod

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Yeah

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More room variations

lofty canyon
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Untested I think but should work

mint crescent
# mint crescent I've found the GameObject that sets `setInsideAtmosphere` and `insideLighting` t...

how come I always screw this up. before I had gray background with nothing rendering (opened assetripper project), now I have a black background with STILL nothing rendering in the scene view (download evaisa's template, exported everything from assetripper, copied everything from assetripper but the "Plugins" folder into the unity template, overwritten any files and opened it). I've got no damn clue anymore

lofty canyon
mint crescent
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that sounds like fun, let me try that

lofty canyon
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And reassigning hdrp/lit to every material

mint crescent
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ah-

lucid hemlock
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There's not a lot of resources on getting this to work

glossy peak
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would the inverse teleport work for this mod?

lucid hemlock
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I mean, guide wise

echo dune
lucid hemlock
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Good

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We might come up with something to get over this hurdle

echo dune
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yessir

lofty canyon
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Good idea for me to test it though

mint crescent
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I finally got it to render

lucid hemlock
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Beautiful

echo dune
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Jealous

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I run the projectcleaner but after I put in the unity path it just closes 😔

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Does anything here look wrong to you guys?

lofty canyon
lofty canyon
echo dune
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What do you have to fix?

lofty canyon
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Delete all the plugins that are default to unity or are free Unity packages, go into every script and delete everything below and including _initvariables or something, patch up the last few issues then what I mentioned above for rendering

echo dune
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i see

lofty canyon
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Oh and installing said packages though the manager

mint crescent
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Doesn't the template already provide those?

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at least some, I believe

lofty canyon
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Probably, I'm talking about decompiling everything from scratch

mint crescent
lofty canyon
echo dune
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mmmmmmm

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at the very least im in scenes

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are the missing scripts on certain things the dungen stuff?

lofty canyon
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Yeah that's just kinda how it is

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Usually it's a network object, Unity adds it back automatically, otherwise your guess is as good as mine as to what's actually missing

mint crescent
echo dune
fast merlin
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Howy Mowy LegsHappy

lofty canyon
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and yeah that controls the light and causes the time to disappear

upbeat pebble
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Pain of modding

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Unless you wanna go spend 70 dollars

serene spade
upbeat pebble
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Black Market dungen copies

molten hollow
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Oh damm, this looks hella good 👀
Will need to snoop around at some point to figure out how to make something like this, altho my experience with unity is limited to some map mod for ROR2 ages ago

mint crescent
abstract echo
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Gaggleland mod when

polar yoke
tall jetty
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Wow, this actually looks hella rad! Is there a chance you are gonna make it an actual moon in the future (maybe exit A-styled)?

golden venture
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wait thats a great idea

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enter the elevator as enterance

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you can prob even find the layout online for that too

lofty canyon
golden venture
lofty canyon
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and I've gotta go help work on ooblterra and their custom dungeons once this is all tidied up for a first release ENAauauauuauauu

polar yoke
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ooblterra numero uno‼️ 🔥 🔥 💯 💯 💯 🔥

old magnet
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we're all doing cool shit that's what matters

quartz canopy
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fire

mint crescent
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Will you open-source this (with an appropiate license) once it's done so others (like me) could learn from it and see how custom dungen can be done? :)

lofty canyon
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that is the Creative Commons Attribution-ShareAlike 3.0 License

mint crescent
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Oh, sweet! :)

lofty canyon
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found out how fire exits work and they're the most convoluded thing to exist

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at least I know how they work now and it's simple to make but damn fire exits got hands

serene spade
mint crescent
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If not, you're in for a treat

burnt basalt
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raymoo hakreio

fair axle
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I know this is unrelated but is the game really coded that poorly/convolutedly?

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Just curious based on that fire exit response. I heard from someone that everything is kind tied in together in a really weird clumped way that causes other things to break

serene spade
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i mean, you can get DnSpyEx and see for yourself, Assembly-CSharp.dll is in the game folder

fair axle
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I've never coded before but I will definitely check it out. I was interested in helping mod for Lethal but everyone says things about it that....Aren't...Encouraging..

serene spade
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well, we are praying to all gods that Zeekerss might, hopefully, get someone onboard who's an Unity expert

serene spade
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just the fact that there's a lot of hardcoding (see any player related code, its always if else if else if else, for the 4 players...) and not being generic enough in places, alongside using weird tricks

fair axle
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Ahh I see. Not very conducive to modding

serene spade
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even the game itself

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have you noticed the horrible lag spikes when AI is "stuck"

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or in general, the not so amazing perf

abstract echo
serene spade
thorny pewter
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id love to do anti tamper/RE protection for it 💀

serene spade
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yeah lmfao

high crater
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is it gonna have a control room with apparatus

lofty canyon
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Probably not at least for now, don't have any good ideas on how to integrate it

lofty canyon
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Posting this here as a little preview thingy

high crater
lofty canyon
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Considering an alpha release this weekend with the basics covered, then I'll come back to it with more complex stuff later on

fair axle
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Will the map be darkened more than it currently is when testing/development is done?

lofty canyon
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If you're using the video in the original post as a reference, yeah that was before the lighting stuff was figured out

fair axle
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Ahhh okay

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Apologies

lofty canyon
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Np, I'll have to upload a new video to show the current state of things

echo dune
lofty canyon
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I don't think so, though I don't think anyones tried to do custom dungeon and moon together yet, gonna see how ooblterra goes then come back to SCP for extra polishing

echo dune
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yeahh

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I assume it's just kinda like a scene right? w/ a navmesh bake and all the prefabs and whatnot the offical scenes have

lofty canyon
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Can't add scenes to the game so some workaround stuff is necessary, some mods that handle that

echo dune
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You can't? Isn't it just like a asset like any other thing you can bundle?

lofty canyon
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Nope, network manager forbids it

echo dune
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oh wack

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i guess its just like a bigass prefab thats slide in then?

lofty canyon
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I think the general flow is deleting everything in an existing scene and putting in all your own stuff

echo dune
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yeah

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Out of curiosity, do you know the specific error/issue the networkmanager gives?

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Would love to read up on it

lofty canyon
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Not really my area of expertise, probably better to ask someone like the lethal expansion Dev

lofty canyon
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New preview showing off the current state of the mod, after a couple more room variations I think it's in a good enough state to release
https://youtu.be/zVOn6R5FhMc

A WIP mod adding the SCP facility from SCP:Containment Breach as a dungeon, currently found as an uncommon variant on Titan.

Obviously there's still some minor issues such as a lack of room variety, the overly large size of the facility, and some lighting bugs, but it's otherwise working pretty well. I'm trying to have this ready by this weeken...

▶ Play video
echo dune
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yooo

serene spade
golden venture
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wow thats sick

zinc yew
serene spade
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same lmao

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what i kinda lack are bigger rooms / puzzles tho

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it'd be funny also to put some monsters on display, quite literally

high crater
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@lofty canyon cant wait to this release

high crater
abstract echo
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Like a reward room

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But u gotta sacrifice 2 other items to get in that room

serene spade
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I mean, yeah anything is possible with modding

abstract echo
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True

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Somebody should make that

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Not me but someone

serene spade
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thats what everybody says

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now get your ass togheter, get Rider, get Blender, get AssetRipper, get Unity, and make a mod

vapid peak
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i think it would be really cool if the entrance room was the proper orange striped room, or if there was gate a for main entrance gate b for fire yk

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but overall this is so fucking sick nice work

inland ivy
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we just need the tall white funny shy man mod now

lofty canyon
molten hollow
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Maybe have them seperate as "options", ie some moons can generate with LCZ, some with HCZ, some with offices

fast shard
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^ could be good. But thats also triple the work LOL

Either way super super nice! I love it so far :) My only concern is if landmines / items spawn on the unreachable high up walkways in some rooms but thats not really a big one

serene spade
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google

lofty canyon
polar yoke
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what monsters can spawn in the facility?

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noticed that doors glitch through walls when opened though, hope that's fixed

wooden zealot
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sorry if you've since figured it out but you might try looking at the coomfy dungeon mod for some ideas on map size/gen, they can get pretty big but the branched layout makes it easier to tackle with less grouping. Or just keep it big and reccomend longer nights mod

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Also do the doors work as "locked" until opened for monster purposes?

lofty canyon
polar yoke
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oh yeah forgot its not a unique moon

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will spawn chance for the facility be configurable?

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would like it to be guaranteed at titan

bright rover
lofty canyon
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Can't make it guaranteed without some extra tweaking, but rarity might be an option

bright rover
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Goodjob Badham.

silk shuttle
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this mod + coil head 173 mod would go nicely

polar yoke
plush drift
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itd be very nice to have a config for it to be able to show up on specific moons, id love for there to be an uncommon alternate for the basic moons that dont have mansion insides, the mod looks great

lofty canyon
polar yoke
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aw :(

lofty canyon
lofty canyon
bright rover
high crater
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really good concept tho if u tell me

polar yoke
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nah

high crater
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it is

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would be like a automatic self destruct

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because of entities

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you can change it at the config if u dont want it to self destruct

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to make it hard

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what do you think @lofty canyon

abstract echo
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point

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i'll get back to you

polar yoke
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anyways. when does this plan to release. it'd be so epic and awesaome if it released today and i got to play it with my epic friends and have epic fun :]

lofty canyon
polar yoke
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:[

lofty canyon
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Plan was a weekend release, all I've got left to work on is a weird door bug, some more rooms and testing multiplayer functionality

fair axle
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Holy crap this is amazing man. Great work

fast shard
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Also I have no idea if this within the scope of the mod or not but

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https://www.youtube.com/watch?v=Pg3uOmw2jyw
If the layout could pull ambience from CB itself that'd be glorious

Here are the ambient sounds of the indie horror game: SCP: Containment Breach. The containment breach has occurred and all hell breaks loose.

Found in the game files: SFX\Room\Intro\Commotion

  • 0:00 - Commotion1.ogg
  • 0:05 - Commotion2.ogg
  • 0:14 - Commotion3.ogg
  • 0:17 - Commotion4.ogg
  • 0:20 - Commotion5.ogg (Sorry if this sounds quiet to you...
▶ Play video
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I think the sound design of CB is like perfect so having some of the more grounded ones that suggest ur alone play is nice

lofty canyon
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example of fire exit spawning in place only accessible by ladder (and scrap)

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Also I'm getting a friend to remake the fire door asset to be more scp-ey (and so the game asset isn't repackaged)

fair axle
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Oooo interesting

echo dune
fair axle
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Either you ladder out or get stuck looking for the main door

lofty canyon
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plus better to not do that anyway

echo dune
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🤔

lofty canyon
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also I think I tuned the dungeon generation a bit wrong lol

lofty canyon
molten hollow
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Do they block it forever like the code doors on normal maps? (ofc outside of jesters) or like normal doors for few sec.

lofty canyon
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block forever, so they are more powerful than regular doors in some ways but the jester can power through them and open everything in their path

quasi scaffold
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Would you add a secure door to make terminal player have something to do?

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Also will it compatible with CoomfyDungeon mod and MoreMonsters mod?

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And I was wondering the crying sound in the video. Is that SCP-096?

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Sorry for many question if you can answer them all I would very appreciate it.

lofty canyon
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as long as a mod doesn't fiddle with dungeon generation it should be compatible, I think the crying was the mask? and no plants for secure doors at the moment

silk shuttle
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Idk if this has been asked before but is it possible to get the SCP CB ambience music while inside ?

edgy patrol
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Just wanted to pop in and tell you that this looks amazing and I have a ton of respect for you for making a mod like this. I'm glad that new dungeons are being created -- as it's the most lacking part of Lethal Company right now imo

lofty canyon
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on a separate note though, a friend helped make a custom fire escape exit, which looks like this and will take the place of the appearance of other fire exits

lofty canyon
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ingame appearance

golden venture
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damn this is nice

high crater
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what do you think

lofty canyon
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prob not gonna implement that, would require a lot of changes to how enemies spawn and stuff

high crater
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hm ok

lofty canyon
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will see how it goes, need to do a multiplayer test and some other tweaks but otherwise t's mostly done

high crater
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you can do a release then ill get some friends to use the mod

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and if it dont work ill let u know

zinc yew
polar yoke
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id be willing to help test

high crater
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same

abstract echo
#

Please i have aids

polar yoke
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this mod'd probably go good with a mod that lets you edit specific moon spawns but unfortunately that doesnt seem to exist

mint crescent
polar yoke
brisk parrot
polar yoke
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still, having the entire mod to edit the spawns of one moon seems like a waste

mint crescent
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fair enough

marsh meadow
polar yoke
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hope it releases today

burnt basalt
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hope it releases in the next few minutes

polar yoke
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hope it releases right now

burnt basalt
#

hope it releases 2 days ago

sour trellis
#

Pretty cool mod, does it function so far?

plain apex
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think we're getting it today?

burnt basalt
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holy shit I was not expecting SCP-076-2 amazing mod!!!!

sour trellis
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Sick. I would love to try this map out.

bright rover
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Seriously?!?!!

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Is that going to be included??

burnt basalt
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i'm jk

bright rover
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im going to kill you

polar yoke
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hm, i think nutcrackers, coilheads, masked and brackens should be able to open the doors.

bright rover
polar yoke
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dev said only enraged jester can open the facility doors right now

bright rover
#

I feel like the apparatus being pulled should do somethin special on this tbh

lofty canyon
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might throw in a few extra enemies that can open doors normally

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jesters barge the doors opening them near instantly

bright rover
#

Definitely should do everything he said, I think everything else shouldn't be able to for obvious reasons.

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And I'm just curious myself here, do you plan on doing more to the mod after release? I.e. tesla gates, 914, apparatus stuff, elevators, and more? Hell maybe even keycards could be added. There's so many things you could expand this mod with.

lofty canyon
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currently trying to get the networking fixed, then there's an issue with the main entrance doors I need to figure out, but then it should be ready for release after that

polar yoke
#

that makes sense

polar yoke
echo dune
lofty canyon
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figured out the issue with the doors, now I'm just trying to figure out why it won't network, and why enemies aren't opening the doors they're supposed to

glossy ruin
#

@lofty canyon You think its gonna be out tonight?

lofty canyon
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still trying to figure out some networking issues, unsure

glossy ruin
#

@thin plover Can possibly help he is goated in modding

fast shard
#

I think its funny, you could probably reskin a lot of lethal mobs as scps most of which are already in CB

Masked > 035
Coilhead > 173
Thumper > 939
Bracken > 106 (or 096 i guess?)
polar yoke
lofty canyon
#

currently:

  • Entrance door teleporters(both fire exit and main) aren't being replicated across the network
  • SCP doors aren't opening for enemies (and is probably also broken networking-wise)
polar yoke
#

hm, dang. also, will the mod come with a way to be guaranteed? or will that possibly be added later?

lofty canyon
#

maybe later, making it guaranteed involves fiddling with the dungeon stuff beyond just appending the dungeon flow as an option to the array

polar yoke
#

i imagine it atleast wouldn't be too hard though, im not sure how much spaghetti code lc has but it'd probably be something like overriding the chance of all other dungeon options in the array to zero

lofty canyon
#

I've done it for singleplayer contexts before, didn't test in MP and right now I'm still trying to figure out the door issues to have release ready in the first place

polar yoke
#

👍

brisk parrot
#

Does the facility still have an apparatus room?

lofty canyon
#

not at the moment

lofty canyon
#

also sorted out entrance door teleporters, all that's left is the room-to-room door and then it's release ready (at least close enough)

gray sorrel
#

im excited to play it, been tryin to lurk and watch to see how it all goes =]

bright rover
high crater
autumn temple
#

for the jester

polar yoke
lofty canyon
#

took way too long to figure out but I think I've finally fixed everything

plain apex
#

oh shiiiiit

lofty canyon
#

just gonna do some quick playtests with a friend to make sure everything's good and then I'll publish it, I'd say expect a release sometime today

plain apex
#

can't wait!

echo dune
lofty canyon
lofty canyon
polar yoke
#

upside down sign, my favorite

echo dune
#

This is looking so well done man

polar yoke
#

i don't know if you could do it, but some way to seperate players would be evil and horrible and amazing because this looks so much worse alone

#

enemies spawning in the roof seems like a bit more than a minor bug, but eh

echo dune
#

You mention Occlusion not working, Does DunGen handle that?

Are some of the Tiles a lower height than the ones in the basegame? Looks a little bit cramped in some areas

lofty canyon
lofty canyon
lofty canyon
#

enemies spawning in the ceiling is probably just some misplaced vents, but opening a door is a multi-day endeavour

golden venture
#

this map not having a custom moon sounds so messed up to me

autumn temple
#

which moon would this replace?

golden venture
#

this is art

#

someone give him a nice moon Madge

echo dune
lofty canyon
echo dune
autumn temple
#

does this repalce

#

titan?

lofty canyon
#

the foundation spawns on Titan, by default it's going to be uncommon (~33% chance of spawning instead of facility or manor)

echo dune
#

this dungeon definitely fits the vibe of the moon i was working on yesterday in #1184848349619310652

golden venture
#

yeah you made very pretty moons with nice terrain

#

vouch

echo dune
#

#thunderstore-releases 👀

polar yoke
#

YIPPEE!

lofty canyon
#

ssshhhush

polar yoke
#

oh hey, it's two mods away from being the 5000th mod on the thunderstore it seems

solid otter
lofty canyon
#

(header link for ease of access: https://ptb.discord.com/channels/1168655651455639582/1183889212978778173)

Mod has officially been released in 1.0.1, there's probably bugs but everything obvious from a few run throughs seems to be sorted out. The unity package for information on how to make custom dungeons has also been uploaded to the github.

Discord

Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.

#

SCP: Facility (custom dungeon mod) [1.0.1]

#

@here for all the people following this thread

#

oh I can't do that nvm lol

tall jetty
polar yoke
#

i enter the facility and immediately whimper this is a crime against god

#

why is FoundationGuaranteed only recommended for debugging/sightseeing?

lofty canyon
#

just cuz having it always set would make it boring, nothing technically wrong with having it set

polar yoke
#

ah. i have it guaranteed for titan because titan felt a bit odd being a normal bunker with all the paid planets.

#

one thing i must say though
good lort the level generation. it's just basically a twisty line. it does generate a fire exit at the end usually thankfully, but it doesn't all the time and sometimes it's on a damn catwalk after walking through three rends worth of grey halls. titan's 2.25x level size really does not help it.

lofty canyon
#

I'll probably also remove the off-axis doors since it makes it way less likely to create loops and connections

polar yoke
#

catwalk fire exit is unique, i'd say keep it. doesn't complement a moon with one fire exit well, but if level gen is improved to be more compressed then it'd probably be fine

echo dune
#

Where is the unity package you mentioned? Wasn't able to find it on the github

lofty canyon
#

o forgot to push the commit, doing now

feral flame
#

alot of enemies seem to spawn inside walls

lofty canyon
feral flame
#

ill clip it gimme a sec

#

had an incident earlier where a nutcracker spawned inside some stairs which i dont have a clip of

feral flame
#

other than that this mod is awesome

lofty canyon
# feral flame these stairs

ah makes sense, those stairs are a bit of a pain, I'll try and patch it up alongside a generation improvement for 1.1.0

feral flame
#

im also noticing a bit of an fps drop sometimes

#

could be something else though

#

or this

lofty canyon
# feral flame or this

seems like some of the larger enemies get spawned too close to the wall at vents and end up walking backwards into it getting them stuck

feral flame
cold scaffold
#

armor piercing turrets:

feral flame
lofty canyon
#

ah think I figured out why the turrets have AP rounds

#

forgot to setup the layers on some of the rooms so they don't percieve them

feral flame
#

also ive found some doors cause enemies to forget you exist

lofty canyon
#

like going through them makes them stop chasing you or something?

lofty canyon
#

might be a similar issue with the tagging, a lot of stuff relies on that

feral flame
lofty canyon
#

yeah that elec room didn't have the layer properly set hence why turrets don't see it and presumably enemies don't know how to get through it

polar yoke
#

that's something presumably quite important to fix

lofty canyon
#

yeah getting an update for it ready now, should cover these

burnt basalt
#

Hmm, I had a glitch where only host could enter the facility, my friends just ended up falling infinitely

We set spawn rate to 300, all moons, guaranteed appearance

#

But we also had some other mods in

gray sorrel
polar yoke
lofty canyon
burnt basalt
#

Here is my code if you wanna see my modlist: 018c76e3-bc73-4528-acf8-00113c3087df

lofty canyon
# feral flame

alright I've pushed update 1.1.1, which should address at least some of the issues you've raised, when thunderstore gets around to updating it on the page can you give it another runaround to see?

feral flame
#

will do

lofty canyon
burnt basalt
#

nah, it's r2modmanager code

lofty canyon
# burnt basalt

to my knowledge none of those mess with the round manager, is everyone getting the load message in the console on launch for the SCP mod?

burnt basalt
#

Ah idk, we stopped for tonight because it's late

azure nymph
marsh meadow
#

AP turret is hilarious

mint crescent
mint crescent
#

Thank you :)

granite lion
#

"please" never hurt tho hehe :3

#

(ya welcome, hehe)

upbeat loom
#

SCP SCP SCP SCP!

#

This looks dope!!!!!!!!!!!

floral stirrup
#

how to fix it?

#

and i can't go to scp too

serene spade
#

i'd have a look at the source, feels like a genuine bug for the mod, does the mod have a separate room for the main entrance, that is guaranteed to be placed, or does it consider the entrances as an aftereffect ? because if so, that looks like a case for this

serene spade
#

One very good thing the mod could do is list the moon seed, that'd help debugging

#

if the game doesn't do so already

floral stirrup
#

how to find the seed?

serene spade
#

check the logs, its what shows up when you land on a moon, but if its gone, thats alright, unless you remember it

floral stirrup
#

oh ok

serene spade
#

its what the dungeon generation will be based off of mathematically, so having the same seed ensures reproduceability, which well, would help in debugging as we could get bugged moons on demand

floral stirrup
#

here

#

after reset to new seed the problem still here

honest gulch
#

the config isnt synched across all players, causing players to fall infinitely in the void

boreal charm
#

getting these weird squares whenever i shine the flashlight in a certain direction

#

seems like its not just the squares but lighting is usually a little buggy in one direction on most generations of the map

#

this rocks for what is essentially the first custom dungeon in the modding scene though

#

i feel like default map size should be scaled down a bit though, its very easy to get lost and the facilities themselves are huge making it hard to find any scrap. i usually go in and walk until i find the next fire exit and end up coming out around 8-9pm

#

door sounds are also a bit loud and harsh on the ears. mimics compatibility should probably be looked into in the future, the custom fire exits makes it very easy to tell which ones are fake

#

thats about everything i found while doing a few solo runs on it

queen mica
#

oh my god this is sick

livid dune
#

How does the spawn weight affect the spawn chances?

#

Want it as a rare possibility on all moons at like idk 20-25% ish?

#

scale in config is 0-300 though so

polar yoke
livid dune
#

gotcha

polar yoke
#

nutcracker doesn't seem capable of entering the intercom room, or atleast the stairwell leading up to it. was just wiggling at the door, didn't chase me in when aggroed. also clipped through the door behind it somehow.

polar yoke
#

another problem i found. the facility seems to sometimes just. not have a fire exit. gives a prompt when trying to enter through the fire exit that "The door was blocked."

fresh island
#

hey i really really like this mod- could we get a way in the configs to swap the door button use symbol back from the scp one to the LC one?

#

dont get me wrong, i love the work put into it. i just like me my uniformity too.

fresh island
lofty canyon
lofty canyon
#

also the scrap spawning system I seem to have completely misinterpreted on how it actually functions, gonna have to do another run through each room to fix up how scrap spawning works

polar yoke
#

oh yeah, that's something i noticed, the facility had basically no scrap. i only found like three things on catwalks

edgy patrol
#

Hi, I just wanted to report that multiple people I was playing with got killed by a turret that was in the wall

fresh island
#

vanilla game does that too. its rough.

edgy patrol
#

Yeah, but it got us THROUGH walls as well, which I haven't encountered yet in the base game, so idk

fresh island
#

hm. yeah thats not normal lol

edgy patrol
#

It's like it was spawned out-of-bounds and it could shoot through walls, maybe that's more accurate

fresh island
#

wack

lofty canyon
#

yeah the navmesh generator seems to not particularly care whether a part of ground is accessible or not so I'm gonna have to trim down the rooms to have zero excess space

polar yoke
#

if someone does make a custom moon for the facility, i sure hope it'll have multiple fire exits

noble dagger
#

yeah we just need dungeons, screw moons lol

polar yoke
#

eh. i'd be willing to make a custom moon if i found a model of containment breach's surface

lofty canyon
noble dagger
#

yeah i couldnt imagine

#

props to all the modders!

#

for everything really

lofty canyon
polar yoke
#

i messed with the spawnrates and it's not going well

#

yeah, seems the main problem with the mod right now is things spawning in/clipping through walls

lofty canyon
#

trimming down all the floor plans now so nav doesn't spawn there, dealing with the incredibly scuffed CBRE tool

polar yoke
polar yoke
#

i don't think .3dw files can be opened by unity, hm

lofty canyon
polar yoke
#

so, how did you get these usable in unity?

lofty canyon
#

cbre-ex to open 3dw file, then that has an export option to fbx

#

also the coordinates get flipped along the x axis for some reason so every asset is flipped like 2tsud_ed

polar yoke
#

rather large problem i've found, lack of textures and maybe also collision but i dont know about that one

lofty canyon
polar yoke
#

not sure where the texture folders are

lofty canyon
#

Should be linked at that page I sent

polar yoke
#

doesn't have gate b :(

livid dune
#

Are the spawn rates of this map low? we are getting like maybe 1 guy spawning each time we get it

#

and basically no loot either

lofty canyon
#

Yeah the spawn setup wasn't set quite right, working on improving it in next version

woeful crow
#

thx u sir for the mod xoxo

sudden thistle
#

W mod but when playing with friends we've noticed... a lot of bugs with AI, I assume this is known already

lofty canyon
lofty canyon
lofty canyon
polar yoke
boreal nymph
#

Noticed the doors arent solid to turrets

#

Just got detected and mowed down through one hahaha

terse plank
#

me and my friends entered and half of them got desynced into a mansion layout

noble dagger
#

do clients need my config?

#

or does it sync with the host?

lofty canyon
noble dagger
#

ok ty

charred depot
#

i havent extensively played the map yet, but from following along your progress updates i understand there should be a custom fire exit model. when using the Mimics mod it spawns mimic fire exits with the standard model; is there anyway to change it or is that a hard incompatibility issue that would require a custom patch

charred depot
#

lmao barely missed it

#

my b

echo dune
#

there will probably need to be some standerdized custom preset system for stuff like that

charred depot
boreal charm
#

no, you're free to do so if you'd like. they have a thread in this server too

molten hollow
lofty canyon
molten hollow
#

Great mod tho, love having the SCP dungeon :D

little fiber
#

Sorry if this was said already, but im not sure if it's this mod or another, but dungeon generation for normal/vanilla interiors are generating the same layout

lofty canyon
charred depot
#

lootbugs cannot get through open doors

thick goblet
#

Meanwhile Turrets can shoot through closed doors

crimson bolt
#

wait this mod isn't it's own moon?

twilit latch
tall jetty
honest gulch
#

everybody needs to have the same config

#

when we played with friends and they didnt have scp enable on non paid planet, they just fell through the ground

noble dagger
young oxide
median fjord
#

Is this only light containment at the moment?

fast shard
#

Yeah

median fjord
#

sweet

sturdy oracle
#

I dont know if i got unlucky but when i play earlier with some friends, there was almost no loot around the map and we only found 2 monsters, we played until the midnight in game because we were so deep in the dungeon and ended up taking too much time to the to the exit door

magic plinth
polar yoke
median fjord
#

seems like teleport pads place you outside of the map with lethal things lol, not fixable but thought it was funny

lofty canyon
#

'Ello all, I've been working on a v1.2.0 which is aiming to fix a lot of the stand-out issues (dungeons too 1-way, scrap spawns being low, fixes for AI, inverse teleing into walls, etc) along with some other stuff e.g. addition of 173's chamber. I'll put it here in pre-release tonight after work <t:1702969200:R>, and if there's nothing major wrong with it I'll put that up as the definitive version until next year.

fast shard
#

👍 Thank you for your hard work! Excited to check it out soon :)

charred depot
#

Rad

polar yoke
#

maybe a breaker box spawn could be added?

lofty canyon
delicate linden
#

Any chance for compatibility with custom moons?

lofty canyon
#

If it integrates with lethal lib, maybe?

polar yoke
#

i don't think lethal lib will get custom moon capabilities till ooblterra is done

delicate linden
lofty canyon
#

If it lets you pick a dungeon flow manually it should be possible to integrate

vivid schooner
#

this is sick, fantastic work!
I would definitely like to see an option to set it to specific moons in the future (Dine specifically, since I tend to avoid that regularly)

lofty canyon
# polar yoke it just uses an id system

If the IDs match the game managers flow array then in theory you should be able to just use the ID that's assigned to the flow array there, though guaranteeing it's the right dungeon if/when new dungeon mods are introduced might be difficult

rare sand
#

Is there anything else that the mod needs to work properly? Cause I've been trying to use it and it doesn't seem to be working nor does the config file appear.

old magnet
#

LethalLib, BepInEx, and MMHookPatcher

#

check the thunderstore dependency for the first, and then check the LethalLib mod's dependency list for the other two

rare sand
#

sure, thanks!

lofty canyon
#

Thunderstore/r2 handle recursive dependencies but I probably should add the llib dependencies just for clarity tbh

plain python
#

This sounds cool as hell

delicate linden
#

Seems that SCP resets its config and is always being set as the dungeon

lofty canyon
#

Alright, here's a pre-release of 1.2.0, which should address all the things outlined above and have the new rooms. Let me know if anything sticks out as game-breakingly wrong.

#

if there's no major issues I'll update the thunderstore page version later to this

#

(also you do need to have lethallib & relevant dependencies to use it, obv)

feral flame
#

aight

molten scaffold
#

this is normal?

echo dune
#

@lofty canyon make sure to enable read write access on the meshes, its a bool on the asset itself ^

lofty canyon
#

oup yeah must have forgotten to do that for 173s chamber

feral flame
#

some floors are not solid on the test build

#

also some of the walls in the room dont have collision either

molten scaffold
#

Items are also difficult to find, even though there were 35 items scanned.
when I explored it only found 1 but it didn't work when I scanned (right click) it needed to be taken first before it could be scanned

lofty canyon
feral flame
#

slight texture glitch in the room now but its alright

#

enemies struggle to get inside the new 173 room

feral flame
#

brackens will go into their angered / fleeing state by being looked at through doors

#

coilheads still struggle to identify enemies in different rooms

#

items spawns are still pretty rough

lofty canyon
#

Seems like I'm missing something when it comes to door collision but I'm not sure what

echo dune
#

that stuff can be finnicky

lofty canyon
#

Yeah I've got the nav blocker and it seems to usually work

echo dune
#

nav blocker?

lofty canyon
#

Nav mesh obstacle thingy

echo dune
#

ahh good good

lofty canyon
#

Given turrets shoot through the door and brackens react to sight through it it seems like a collider problem

#

But the tags all seem to line up and the doors have colliders

echo dune
#

do we know the script thatso n the doors thats missing?

lofty canyon
#

Presumably synced object spawner

echo dune
#

ah ok

#

and you've looked into the Blocker objects?

#

sorry just throwing shots at you incase any land

polar yoke
#

maybe try and see how regular doors do it?

echo dune
#

@lofty canyon youve looked through all the doorlock code ye?

#

bunch of stuff that messes with the navobst settings

lofty canyon
#

Yeah, the nav carving is just so enemies route around locked doors

echo dune
#

public int collidersAndRoomMaskAndDefault = 2305; gets used a ton for that kinda stuff

polar yoke
#

generation has definitely been improved a ton, here's a new and old facility with 3x dungeon size

echo dune
#

big w

polar yoke
#

it does look alot more connected than it actually is though, some of the big crossroad rooms have doors blocked off with gates

#

for a first expedition, i wandered around, got 3 scrap, took a teleporter trap from hit mod lethal things, landed in 173's chamber, wandered a bit more, got killed by a turret through a door

fiery radish
#

Still on the live public version but me and my friends had a very odd experience, I was noticing loot spawning outside of reachable areas, like in the locked bathroom stalls of the bathroom or behind walls, as for loot composition we were testing it on March where roughly each run's terminal scan and score showed a total of about 250, most of the loot was just stop signs

I'm not sure if there is any conflicts with CoomfyDungeon as we were also testing that, love the vibe and atmosphere, did see a couple monsters struggle to pathfind through rooms, oh and there was quite a large number of turrets out of bounds pointing inwards

lofty canyon
echo dune
lofty canyon
magic plinth
#

Does this have tesla gates?

polar yoke
#

nah

#

not yet atleast

quartz canopy
#

This mod is released?

#

It doesnt say wip

lofty canyon
#

Also a prerelease version of that update available above

fiery radish
sour trellis
polar yoke
magic plinth
# polar yoke not yet atleast

Darn. I REALLY hope it gets them. They would make a perfect replacement for gap rooms and stuff, as that hazard room in most layouts

plain apex
lofty canyon
turbid wave
#

dear god people are already figuring out different dungen styles / layouts / whatever you call it

lofty canyon
marsh meadow
#

Is the new update going to fix scrap generation?

lofty canyon
sour trellis
#

I am very excited to try this one out once it's functional

bright rover
# old magnet LethalLib, BepInEx, and MMHookPatcher

Whats the chances of this spawning because it has taken forever for it to spawn, been playing around 4-5 hours now with the mod and I haven't experienced it once. I have all of the dependencies and don't have anything that'd mess with it.

old magnet
#

dunno why you replied to me but im pretty sure its a very low chance on Titan by default

#

you can adjust it in the config I think?

bright rover
old magnet
#

no worries

#

but anyway yeah try just editing the config

bright rover
#

Thank you.

lofty canyon
#

Also only on Titan by default, can be set to all or paid moons as well

bright rover
#

Thank you!!

quartz canopy
#

is this in thunderstore

fresh island
#

so.. it seems like coil heads cant get through doors?

lofty canyon
fresh island
#

oof

#

yeah we watched one run around like an idiot for a minute straight, unable to get through. havent seen behavior that bad before so i thought to say smthn

lofty canyon
#

I'm using basically all the same scripts the base game uses for its' doors, they should be about as competent at opening the SCP doors as the base game doors (which given a generally effective strategy to deal with them is to close doors on them, seems to line up)

fresh island
#

they can open the doors, it seems to be a problem specifically abt walking thru open ones.

#

a few friends and i were taking turns going into a hallway and getting it to move to see if it could even get thru the door. it just wouldnt go through :/

lofty canyon
#

*and was it specific to coil heads for that door

fresh island
#

We were in a hallway, and it couldnt get into the one room with the glass walls and a staircase.

#

Idk if it was specific to coil heads tho, bc also a TON of the enemies seemed to spawn outside the map still :/

#

It was one of the few we'd seen.

lofty canyon
#

Is this in the 1.2.0 pre release?

fresh island
#

Its the one currently downloadable through thunderstore

lofty canyon
#

Ah, there might be some bugs especially with enemy spawns in the current live version

#

Hoping to get 1.2.0 up soon

fresh island
#

Ahh

#

Ye

#

I noticed that turrets still spawn inside of walls, too. Its probs the same thing as the enemy spawns. I remember something about the flat surfaces being trimmed down, so i assume theres just a lot of them in general.

#

The items seem to be fine tho, at least i think. If you configure it to be on earlier moons, its very hard to find them, but we still were finding them. Thats most likely just dungeon size tho, so we just turned it to paid moons.

lofty canyon
fresh island
#

Yea

lofty canyon
#

Also dungeon generation should be better too with less straight lines and more loops

fresh island
#

Its def better, the both of those

#

It still seems to happen tho lol

lofty canyon
#

There's a lot of weirdness in general so dunno if it'll ever be perfect but hopefully it'll be more in line at least

#

Also as far as I'm aware there's no way to debug nav mesh stuff in-game which makes testing issues way more difficult

lofty canyon
#

Like a nav mesh visualiser or something would be pretty handy in finding problems

hushed quest
hushed quest
#

also when is 1.20 releasing on thunder?

lofty canyon
#

(when thunderstore refreshes, that is)

#

1.2.0

  • Added new rooms (173 Chamber, 3-way connector)
  • Added open doorways for room connectors
  • Improved room meshes to help prevent enemies/scrap spawning OOB and improve navigation
  • Increased lighting brightness across all rooms
  • Modified dungeon generation to (hopefully) produce more winding paths and interesting dungeons
  • Removed fire escapes from catwalk in 4-way room
#

(i forgot to list those last 2 in the changelog on thunder whoops)

#

well it's an update to the existing item plus confirmed here as a legitimate update

brisk parrot
#

Any chance we’ll get an scp styled apparatus room in the future?

lofty canyon
cosmic prairie
#

Nah this is malware, I launched it and now I'm laying here on this metal table with this weird machine on my femur

#

On a serious note: cool fuckin' update though

#

Ngl though having a femur breaker room where you can sacrifice a player for some justified reason 🤔

tall jetty
#

i wouldn't even need a reason tbh

hushed quest
#

that or actually coding 106 as a real entity and having that as a feature to get rid of 106

cosmic prairie
golden venture
#

is the layout randomized or is it a set seed ?

#

and how playable is this map now ?

tall jetty
#

10 objects with total value of 900 on rend 😢

polar yoke
#

can confirm there's alot more loot now in the new version

tall jetty
#

was there a patch after 1.2.0?

#

i could tell just by using scan command if the dungeon is scp or not

polar yoke
#

snare fleas are the worst thing ever to encounter in the big rooms. can't hit em off the ceiling since it's too high. can't walk around em since the anomalies surrounding the facility seem to give them enough brain power to sit right above doors. just death

cosmic prairie
#

Just get near them so they fall to the ground and beat them to death

inland ivy
#

^

#

even if it falls on you, you can just blindly re-pick up shovel and hit em off

#

I hate soloing thumper more but at least v47 makes it more consistent (same for taking damage too tho naeng )

fresh island
#

bro its an update to a verified mod

#

its not a new upload

quasi scaffold
#

Monster stuck

fresh island
#

Kiss him

#

He looks lonely over there

quasi scaffold
#

And I saw a red rope guy, what is that? it won't hurt me but keep make my sanity drop

fresh island
#

Do you have brutal company on?

#

Its a brutal company event.

quasi scaffold
quasi scaffold
fresh island
#

Huh

#

Any mods that add events/monster spawns?

#

Bc its an unused enemy in the game

quasi scaffold
#

skidibi

#

and more monster

#

that's all

fresh island
#

:/ weird

#

Check the config of more monsters

quasi scaffold
fresh island
#

Bc that ramps the spawns

quasi scaffold
#

or maybe I place this file to the wrong place?

fresh island
#

Ive nit used it tho

#

Those are all your dlls, wheres your config files tho

quasi scaffold
fresh island
#

It shouldnt be from that

#

Wack no idea

#

Yeah that monstey shouldnt be spawning

#

Its a completely unused enemy

quasi scaffold
#

Well that's really weird, it won't hurt me just push me and makes the girl come to play with me earlier

fresh island
#

Yeah

#

Thats bc all monsters give paranoia, and LG picks targets based on paranoia

#

Its just applying the paranoia. Its all it can do rn

#

I kinda wish it'd be implemented fully

quasi scaffold
#

Yeah I know, I thought it was Dullers from backrooms, but soon I realized I don't even install backrooms mod.

fresh island
#

Hm

quasi scaffold
#

Ah found it

#

It's this guy

fresh island
#

Mhm

#

I wish he like.. slowed you and after a while killed you, but for now he seems to just be there

quasi scaffold
#

I just want it...

#

nevermind.

#

Lasso Man huh, I think it will use its rope to chock you?

winged vortex
#

As someone newer to modding this game I was wondering, how much of the battle in making a dungeon mod is actually making the dungeon? Or in other words, how difficult is it to patch in a new dungeon type once its made in Dungen

lofty canyon
winged vortex
#

I’ll definitely keep at it, I’m in the very early stages of an abandoned Company prison in Dungen but there’s a lot to learn! I’ve done random generation with other softwares but it was a lot less room based

#

Love what you’ve done with this mod, trying to do something similar definitely makes me appreciate it more lol, keep up the good work :)

lofty canyon
#

as a mod/dungeon for LC? If you need a hand I can help you out with any q's you have with it

wicked idol
#

is this mod stable

#

its the only map mod that exists

lofty canyon
wicked idol
#

i see videos of people clippin through walls falling through floors and turrents shooting through walls

lofty canyon
#

a few bugs but afaik nothing game-breaking as long as the configs are matched

lofty canyon
#

only major issue I know of is turrets/enemies see through and can attack through doors, still trying to figure that one out

wicked idol
#

okie

cold scaffold
#

The SCP Foundation installed AP rounds on their turrets

hallow mirage
#

Awesome

cosmic prairie
#

Couldn't have been a more perfect placement

inland ivy
#

jesus whys it cost 204 monkaF

fresh island
#

Put that little shit in containment hes too loud

inland ivy
#

I turned him to like 35% in configs or something lol

fresh island
#

So many

#

I think i have him at a 2, and evil at a 10%

#

I made him incredibly rare because it feels so good to find one after having not seen him all week

quasi scaffold
#

Well today I found Lasso Man again in this map is this an easter egg? or just a bug?

#

It's won't hurt me but keep attract girl. pretty annoying

fresh island
#

He litterally should not be able to spawn

#

I dont think this mod even handles spawning

#

Have you tried playing without the mod to see if it still spawns?

quasi scaffold
quasi scaffold
#

But I've used this mod for a while before I install SCP, never seens this problem before

polar yoke
wooden zealot
#

I feel like ive seen 2-3 people see ribbonman when they shouldn't. Without SCP wonder what it is

quasi scaffold
polar yoke
quasi scaffold
#

Oh yeah I didn't change that

rustic apex
#

is it meant to drop next to nothing in the facility?
found a whole 3 items, and scan said there was nothing left

#

was on experimentation

fresh island
#

well, you were on the easiest moon

#

how much value were said items?

rustic apex
#

yea
but on normal facilities you can find like
400+

wooden zealot
#

yea like 470 9 items

rustic apex
#

uuhhh
87 was the worth

fresh island
#

wack

rustic apex
#

might've just been a bad seed, we were just very confused lol

fresh island
#

yea

#

that has happened before in the past but alot of that was fixed in the most recent update

rustic apex
#

ahh okay

hushed quest
fresh island
#

wack

rustic apex
#

oh dear

fresh island
#

ive been finding stuff fine, thatrs weird

hushed quest
#

also not to mention we usually see it in titan

#

but still we find like less loot than library or a regular dungeon

fresh island
#

ive had maybe 1-2 times weve i diddnt know why it was so low but in private testing and group play weve found 4+ consistently even on early moons

#

yea idk thats weird as hell

lofty canyon
rustic apex
#

makes sense, okay

fresh island
#

yea

lofty canyon
#

that said, I have found there is a bug with the spawning nodes meaning large and fancy scrap isn't spawning

#

(and the way lc handles spawning means that failed spawns count towards the total)

rustic apex
#

o h

lofty canyon
#

must have gotten lucky with my tests since I was typically getting ~2k of value for titan

rustic apex
#

yeah it not spawning big scrap is uh
ouch

lofty canyon
#

exactly why it isn't spawning I have to look into more, but I'm off till boxing day so will have to wait till then for a fix to that

cedar raft
#

even just a point in the right direction - I'd be super grateful!

lofty canyon
#

So you'll need prefabs for rooms and doors, then a dungeon flow, archetype and tile sets

cedar raft
#

Sorry, didn't see this reply, will look into it, thanks ^^

#

I own DunGen on the UAS is there that much difference between how the decompiled project would behave vs a project I could throw together with a sample scene from DunGen itself?

lofty canyon
#

It will also need to be a decompiled project so the collision masks and tags/flags all line up

fiery radish
#

Was playing more today and got the SCP dungeon on both Rend and Offense, Rend total was about 900 and Offense was about 288. Seems the loot value or total scaling is still a bit low for the target moons, I haven't experienced any real issues since the 1.2 update other than room doors sometimes being missing, not sure if that's intentional or not but very very good progress made on the mod, well done!

lofty canyon
#

And right now large and fancy scrap fails to spawn, for reasons I have yet to figure out, which reduces the value as failed spawns still count towards the spawn total

fiery radish
#

Huh that's weird, strange to think that's how the game handles it. You'd think failed spawns would re-attempt until successful or at least boost value to compensate 🤔

If it's any help another time I played on Rend I did get paintings in the dungeon, most recent one gave me a bunch of coffee mugs

Would you know if anything is up with the items themselves? Pre 1.2 I only seemed to find Stop signs and bolts, not sure if there's any constraints on the models or anything

lofty canyon
#

The scrap spawn system has a lot of quirks that I don't fully understand, there's something like tags for each spawn position that determines what can spawn there

#

But all the rooms I've looked at in my decompile just use the general item group, so I just used the same for all my spawns

torn haven
#

uh

#

yes!

#

also got a map desync

#

not sure if its cuz of this mod or another

#

ah it desynced because of config

#

different configs

molten hollow
#

No clue if anyone said/niticed before or if its a quirk of SCP dungeon with a spray mod, but spray dosnt work, tried marking my way to enterance with spraycan but can't paint on walls or floor (using betterspraycan mod)

echo dune
#

^ youll need to check the specific ones basegame uses but that is probably the rendering layer mask settings on your meshrenderers

old magnet
echo dune
#

yeah

#

i dont know if the one in my scr is the one lc expects hto

#

youll have to compare

old magnet
#

Ooblterra's interior also does not allow spraypaint so I'm gonna try fixing it and reporting back

echo dune
old magnet
#

the thing that concerns me is that my unity project still reflects v40 of LC but that hopefully shouldnt matter

echo dune
#

i actually have a hunch this is why the game is in hdrp tbh

#

since for the longest time people just did not know urp could do decals natively

heavy quest
#

anyone get the issue whesre your friends dont seem to be seeing the same map?

#

the configs are the same

#

i asked them to make it all 300

sour trellis
#

One of the turrets shot through a door, according to one of my friends

fresh island
#

Yeah the dev knows of that.

#

Still undlsure why they can do that. The doors have similar code to that of base game doors, so its weird.

opaque basin
#

I mean the nutcracker can also do that

#

just shoot someone even if the door is locked

vapid moss
#

this was probably said a few times already but I'd highly suggest reducing the possible amount of enemies that can spawn inside when playing with 4 people

#

encountered this for the first time, got a bunch of loot, then 3x thumpers, 1x bracken, 1x jester, 2x nutcrackers and a ghost girl appeared inside

#

we werent using any difficulty enhancing mods either, so a config for this would be nice given how large this dungeon can be

polar yoke
vapid moss
#

I've never seen 3 thumpers spawn on titan before but sure

cedar raft
#

all creatures have costs and each moon has a budget

#

theres alot of combinations that can happen

cosmic prairie
#

Just uhhh get good with a shovel

lofty canyon
lofty canyon
heavy quest
#

Ok

#

Seems the same cuz I told them and saw it’s the same sweatblob

lofty canyon
#

Finally, sorted out the scrap ordeal, all scrap items now spawn properly (though config sync still to-be-figured-out)

1.3.0

  • Fixed special scrap not spawning, improved scrap spawns in general
  • Dungeon flow tweaks to further improve path generation
  • Increased chances for special cap rooms to spawn (173, 372, etc)
  • Added Bepinex/HookGenPatcher dependencies to make dependencies clearer for manual downloaders
#

SCP: Facility (custom dungeon mod) [1.3.0]

brave stag
#

So far the doors are desync
Unsure why

#

Thumpers acting weird? (LOUD Noises) unsure

#

But keep up the good work

lofty canyon
#

I did tweak the doors a bit to try and fix some pathing issues, guess that failed to work

brave stag
#

@lofty canyon can you check on the thumper?

#

It was really really loud

lofty canyon
brave stag
#

I’ll try to reproduce it

timid quiver
#

Got the mod configured to only appear on titan but I went to Dine and I got the dungeon

tall ingot
#

more scrap needs to be in there

brave stag
#

it was just a silly cheater

#

sorry about that

marsh meadow
#

Is there a way to enable just this map and the mansion for Titan? I don't like the bunker layout very much. Adjustable scrap rate via config would also be neat

Additionally, does big scrap spawn in SCP yet, or is that still a wip?

lofty canyon
# marsh meadow Is there a way to enable just this map and the mansion for Titan? I don't like t...

Scrap spawning has been fixed, everything spawns correctly now (dungeon generation has been tweaked though and are a bit big so it might still be hard to find, gonna tune it down a bit for an upcoming hotfix alongside a door networking problem)

I'm not sure if there's a mod for tweaking dungeon spawns but I don't really want to fiddle with dungeon gen for anything besides this mod, you could make it guaranteed if you want to run with just the SCP dungeon though

fresh island
#

hey so, dispite having the option turned only to paid moons, its showing up on march. and the scrap is spawning, but either the dungeon is too large for march or its just not spawning. this is something thats been really frustrating, because in all my hours of testing this mod, i cannot replicate it UNLESS there are other people playing with me, and i cant find anything in the console to explain why that is.

#

the doors seems to also be entirely client-side.

#

this mod looks super promicing but it keeps having huge game-altering problems as soon as im not the only player in the lobby and im frankly sick of it.

echo dune
#

(Keep in mind this is the first public custom dungen ever)

lofty canyon
#

Doors issue is known, I've got a fix ready when I get home from work, and I'll be tuning the dungeon size down so it's easier to find stuff (as far as I know scrap spawning itself is fully fixed, just dungeon size was also tweaked so it'll still be hard to find scrap)

#

Dunno what's up with it spawning on non-configured moons is, need to investigate that more

fresh island
#

im just pissed because i can get it to work perfectly fine when im on my own and as SOON as i get into a game with friends it doesnt work

#

when you spend actual weeks trying to fine-tune your mods to not have any errors and this is how its been, it gets on you

#

like i really like this mod, do not get me wrong. I just like it in singleplayer, when it isnt spawning on moons i told it not to and when it actually has the scrap it seemingly is supposed to have.

#

and i have no idea how having more people changes it- the console diddnt come up with anything alarming when i was looking at it (keep in mind im no programmer)

weary chasm
#

i've redownloaded the files and even the other required mods and i can't seem to ever get the dungeon spawned @lofty canyon

#

even with guarnteed enable turned on

rough hamlet
#

@lofty canyon sorry for the ping, I'm working on a dungeon mod and have the dungeon generating and spawning on a moon but cannot figure out how to get the entrance teleport setup in unity. Any tips?

signal gull
lofty canyon
#

ah, lethal lib changed how it handles moon types