#SCP: Facility (custom dungeon mod) [4.3.4]
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it might change again
and I was doing bit twiddling in a way that broke it when the moon type values changed
same
lethal lib had an update that changed the moon type flags so it's probably acting up because of that, should be fine in the soon-to-upload hotfix
1.3.1
- Fix door desync problem
- Fix scrap possibly spawning OOB
- Fix moon config not working with latest LethalLib versions
- Slightly decreased average size of generated dungeon (NOTE: Balanced around Titan; free moons may be relatively small)
(will take a hot min for thunderstore to update)
SCP: Facility (custom dungeon mod) [1.3.1]
@cedar iron
A great MOD that has provided a lot of fun for me and my friends. However, the difficulty is a bit too high. (The escape attempts of the 6 crew members often end in failure.
Our failure rate in the 1.3.1 version of the dungeon is 90%..) 
The space is very small, lacks distinctive features, leading to frequent getting lost. Without carrying spray paint, it's challenging to escape from this map.
Returning after going too deep is extremely difficult; the narrow space makes it hard to evade the turret and monster pursuits, with the turret serving as the boss of this map.
The back door cannot be used to enter the SCP dungeon; only the front entrance is accessible. Currently, I haven't found any exits other than the main gate within the dungeon.
The generation of scraps seems somewhat peculiar; there is no scraps in the depths of some large rooms, and scraps often generates in hallways (near ventilation ducts).
๐ ๐ Thank you for the developers' intelligence and creativity; this new dungeon has brought valuable gaming experiences. I suggest increasing the size of halls and corridors and adding features like pillars in the halls to allow players to dodge attacks. Additionally, it would be beneficial to make the generation of debris more reasonable, as frequently, the rooms in the depths are devoid of any objects.At the entrances or junctions of some rooms, it would be helpful to add illuminated signs.
the models are edited versions of tiles from SCP: containment breach. as such, alot of them are straight halls. could it be nice to have a lower weight of those? yeah, but its a matter of having the dungeon tiles from another game be applicable to this one, in the end.
i kinda like how long hallways can get. it makes thumpers massive threats that require a shovel at all times for, which isnt entirely unexpected of the paid moons.
is this map still bugged?
lack of loot spawned, fire exit being 'blocked'
Oh I thought that was me only
Yeah I get fire exit blocked
Sometimes
they should all be sorted out in the latest updates
'fraid to say they're not
can you share a log file?
later, yes
not closed the game yet
is this on a specific moon or anything?
titan
any other mods?
a good couple, but nothing affecting layout
can you pass the list just to be sure?
BepInEx-BepInExPack-5.4.2100
notnotnotswipez-MoreCompany-1.7.2
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.9.0
malco-Lategame_Upgrades-2.8.3
Sligili-More_Emotes-1.2.2
Bibendi-AEIOUCompany-1.3.4
2018-LC_API-3.1.0
amnsoft-EmployeeAssignments-1.0.8
Stoneman-LethalProgression-1.3.2
Rune580-LethalCompany_InputUtils-0.4.4
Greyull-LethalPing-1.2.4
Thorlar-HealthStation-1.0.1
tinyhoot-ShipLobby-1.0.2
AlexCodesGames-AdditionalSuits-1.1.3
RugbugRedfern-Skinwalkers-2.0.1
EliteMasterEric-Coroner-1.5.0
Kittenji-Dont_Touch_Me-1.1.0
AgsConnections-Ag_Christmas_Suit-2.0.0
Evaisa-LethalThings-0.8.8
x753-More_Suits-1.4.1
SquaredBirch2-ProjectMoonSuits-1.3.1
no00ob-LCSoundTool-1.4.0
Clementinise-CustomSounds-2.2.0
AinaVT-YippeeScrap-1.0.0
HolographicWings-LethalExpansion-1.3.6
Ceelery-Kast-1.0.2
Badham_Mods-SCPFoundationDungeon-1.3.1
x753-Mimics-2.3.0
darmuh-ghostCodes-1.1.0
Deli-Shovel_Bonk_Yippee-2.0.0
quackandcheese-MirrorDecor-1.2.0
LC API (and subsequently anything that depends on it) is known to be finnicky with custom dungeon/moon stuff in LethalLib
no fix for that?
not yet at least, Ooblterra has the same problem
oh and also lethal expansion
it's almost guaranteed to be those causing the problem
lethal expansion adds custom moons
yeah it also doesn't play nice with ooblterra and likely this
should probably put that it's incompatible somewhere
I think they're trying to work out the compat issues to make oobl more flexible which should carry over to here when that's sorted out
could possibly be something else in there causing issues too but it'd need binary testing to figure out
i figure it is, but just to make sure, is this compatible with other dungen mods like https://discord.com/channels/1168655651455639582/1189848033110798346 ?
If it's using lethal lib it's very likely compatible
alright, thanks
Untested though, best confirm before throwing it into everything
in that thread there are people using it and scp together so it should be fine, just wanted to make sure there wasnt anything between these mods that would make it guaranteed incompatible since they both add a new dungen
Generally speaking as long as the library mod used matches between them they should be compatible
Though apparently some people have reported oobl might have issues? I'd need to check though in theory they should be okay together
do we know if this plays well with lethalextention or not (another mod that adds dungeons using lethallib)?
i can't seem to find any errors myself, mostly just asking to make sure.
Seems like it's fine, I think a few people have already tested with them together with nothing bad
awsome!
i assumed so because i couldnt get any problems with it but needed to make sure
Only known possible issues are lcapi and LExpansion right now
Yeah I do wish the names were a bit more distinct lol
i got rid of LCAPI this morning (diddnt realize something i downloaded required it) and it works prtty solid
for real. new dungeon mod? nah, its lethal extention.
feels weird and makes it hard to differentiate mods.
But yeah there's a split between Lethal expansion and lethal lib right now in terms of compatibility (and lcapi has always been a bit funky), oobl is trying to work it out
yeaaahhh
So, Lethal Expansion is what causes issues with some custom moons? It's a pretty useful mod so I would like to leave it enabled, but is it confirmed that it is the issue?
Custom dungeons of which I'm pretty sure all are made in lethal lib and lethal expansion don't seem to work well together right now, can try but no guarantees things will work
I was able to play several rounds on Dine with the SCP facility spawning in, I think the only issue anyone mentioned was the fire exit not working (which I think was intentional) and turrets shooting through doors sometimes.
I'll leave Lethal Expansion on for next time we play and let you know if any bugs occur. What specific issues are people saying it causes?
Fire exit not working is not intentional and seems to be an issue specific to lethal expansion inclusion, turrets shooting through doors is a known issue for all custom dungeons right now which isn't related to LE
small question about spawn chances for these dungeons: i know they are weighted against other dungeons based on the moons, but what is like.. the average number for something like that? it seems to go from 0-300, so is 100 just the baseline for dungeon values?
like having it ~100 is like having it show up every 2-3 days or something?
In vanilla almost every moon has the primary dungeon set to weight 300 with the other set to weight 4 or something like that
For dine and rend the mansion is the primary dungeon, every other one is the facility
weiirrd
Except March with guaranteed facility
ok that makes a lot of sense
so a 100 is basically just making it uncommon
a 300 is practically a 1/2 chance
Pretty much
yeah you can get the mansion on unpaid moons in vanilla, it's just exceedingly uncommon. i've only seen it once in 80 hours of gameplay
that makes a lot of sense
ive seen it alot, ~135 hours in.
its def not coomon tho lmaoo
ive gotten it most of offence (i think its weight is the highest of unpaids tho so that makes sense)
Seen it once in around 30 hours of play
yea lol
I saw it happen once on Assurance, I think it's 1% or less for it to happen.
yes its a low chance
i have 160 hrs and saw it once on assurance its gotta be rlly low
or im super unlucky
does this conflict with the backrooms mod / custom moons?
Backrooms might be okay (I'd highly recommend testing first though, I'm not sure), custom moons using lethal expansion (which I'm pretty sure is all but oobl right now) are incompatible and will break
ah dang
what causes the breaking?
Not sure right now, just a general incompatibility between Lethal lib and lethal expansion, works being done to resolve it but for now it's a one or the other deal
fair enough, gl on patching it :D
Ive gotten it like 10 times with like 11 hours
It would be nice if there was a way to get this dungeon like 1/3 chance on a specific moon or smth
Because I've never gotten it at all
You aren't getting the SCP dungeon at all? What's your config set up like?
Fire exits just arent functioning for me
modlist?
things that i think could be causing the issue are
lethalexpansion
lategame upgrades
possibly input utils
@feral flame if you don't touch the config i'm pretty sure it's only on titan by default (unless it's changed since then)
i mean the fire exits on scp
they are always blocked
or dont function at all despite the fire exit being visible but also not functional inside
can you share a mod profile?
just to clear the air, i finished playing a session with both this mod and lethalextension installed and saw both dungeons during the session, worked fine. no bugs ๐
yeah I've just gotten home to do some testing with lethal extension and it doesn't seem to be causing any problems, haven't done a multiplayer test yet though
also the scrap issue seems to be greatly alleviated by the new hotfix, we barely found any scrap last time but found tons just now
018cb478-24cd-ade9-21f8-85cf1b294b67
for me it requires you to go really deep into the facility to find a good amount of loot
but id rather that than none at all
could just be unlucky, me and my friends found that the loot was pretty evenly distributed, definitely moreso compared to the earlier versions
there is a notable increase in scrap spawns yeah but from my experience it requires alot of exploring
For the fire exit issue I think WtO had a similar issue that was fixed
But idk if it's the same issue
weird, this pack is working fine for me
scrap spawning being low and doors not working sound like it's possibly an older version? though the pack you sent me is the latest
yeah I went through the fire exit, didn't have any problems
do you have a log file I can check?
I am testing, and the issue with the back door might be due to the LethalLib not being updated.
Sorry, I replied to the wrong person.
Oh! It seems to be fixed now. I encountered this issue on March before. After updating LethalLib, SCP no longer spawns on March.
ill try it out again with mates when we next play a session and ill let you know from there
i looked in the logs and couldnt see anything unusual other than lethal company's usual spam
a mod i can recommend to enhance your experience is the dontblink mod. you have to mess with the config but it let's you get almost to a scp cb state
with this mod and like the scp 173 mod
What mods break it?
Because it's probably due to another mod
And I don't even know about a config menu
Lc_api and lethal expantion are known to break it
As they do alot of mods using lethal lib
how much of a chance is there for this to spawn?
would it be too much to ask for the dungeon to have a 100% chance to spawn in this mod planet? maybe yall could work together or smth
it doesnt work with this mod.
it uses lethal expantion, which is super buggy with alot of lethallib mods.
Huh
default chance/config (assuming no other dungeon mods) is ~33%, only spawning on Titan
Oh thanks...
lethal expansion (note: not lethal extension) may raise issues, use at your own risk (and LCAPI might be funky as well)
Alright
that said I've been testing a bit with lethal expansion and it doesn't seem to be causing any problems for me
If possible
Could you consider this? I believe it would be a really cool adition
it litterally wouldnt work, that mod uses an API known to conflict with this mod.
oh?
Your not the modding police
maybe im wrong lol
who said i was dude?
a lot of the reports of things breaking have come from people where the common link is usually lethal expansion or lcapi
^
it's very hard to pin these things down
Unfortunate well I wish you the best of luck but
Is there any custom rooms for scps as of now?
what do you mean? the whole thing is custom rooms
173's room is in the game, as well as multiple item rooms and the coffin.
Ok
oh yeah there's a handful of SCP containment rooms
Just extra base set of rooms not hallways n such
most of the containment rooms are cap rooms that only spawn at the end of a branching path
But yes ty I will def use this
also tinkering with modded LE moon support, will see how it works out
But I feel like it would be cool if there is a 8 percent chance to spawn on march
Because titan is expensive and me n my friends can't get there we too dumb
also adding a more flexible config in general
i mean, you can set that up in the config, but the mod is build to be used for titan (the paid moons also work pretty well)
aiming to have the next update let you just pick each moon individually, which includes custom moons
so you can do something like RendLevel,TitanLevel,OoblterraLevel and it'll spawn on those 3 moons
Nice!
@lofty canyon in the future w/ LL you'll be able to grab moons based of categories and mods too
that'll be nice, though CSV for user customization is nicer I think
ya forsure
why tf do there gotta be so many mods doing the same shit or having such similar names all causing issues with eachother LOL
Cause everyone wants their own cool API library to depend on which does the same thing
its very common early on in modding scenes
Fair enough
looks like it's failing to swap the doorteleporter object in, is there a log I can check?
this was recorded a while ago and i forgot so im launching the game now to see if the log says anything
how long is a while ago? there's been a few changes over the past few days
like 4 hours ago
oh, I assume it's the latest then
nevermind 14 hours ago
hmm, still within the latest release time
if you get it to happen again, send the log (door hotswapping occurs during dungeon generation on moon land)
is it at all possible to like, replace coilhead with this reskin https://thunderstore.io/c/lethal-company/p/raydenoir/SCP173CoilheadSFX/ but only on this dungeon?
you can just send the whole log I can dig through it
How should i send it?
should be able to just send it, either by dm or posting here
weird, it's saying the entrance teleport B (the fire exit) is being found and replaced
gotcha
actually this looks like it failed to replace it
my best guess is it's a race condition where something is finishing before another so it isn't able to replace it, the most fun bug to deal with
have you tested Ooblterra? their method of teleporter door patching is a bit different, if that works flawlessly for you I might tweak things to work more like that
havent heard of ooblterra
i looked into what i'd need to do for injecting dynamic doors and got scared
it worked this time but every time it has worked its only been in this room
second attempt the door failed
okay just to be clear this dungoen isnt a moon but a chance to spawn in titan?
from what i can see going to titan day 1 it functions fine but the moment you leave and go back it stops functioning
ah, maybe it's an issue on second time only or something weird like that
yep
yep, can confirm it's a problem with revisiting
can you add support for this mod https://thunderstore.io/c/lethal-company/p/Zingar/SecretLabs/
its a free planet
and i only want it on paid planets
working on a config change for an update which semi-works with this
oo
though it has multiple fire exits which breaks a bit so 2/3 fire exits won't work
played this mod recently and got the scp facility, i was able to walk perfectly fine on the floor but my friends just fell right through the floor
this mod rlly needs an outside its just way too good and it could be a harder planet than titan and cost more
i mean the secret labs is exactly what you were planning the main enterance is the elevator
it would be perfect lol
fire exit is here where you see the light
there is another fire exit upstairs too
did you change your config for it to be on every planet?
configs aren't live updated on joining servers, so if you set it to every planet each person getting the mod has to modify their config as of right now, sounds like in this recent patch tho the plan is to maybe make it live update on server enterance in the future. but for now everyone has to set it to all in the config
yeah on all moons
also good to know
Also just did some looking around, i have a feeling itโs because of this
the moon i was on wasnโt even a custom moon so idk why that happens but oh well
well that's a bit annoying
Yeah, just a bit
Especially when it was the first time i saw it spawn and then i see my friends fall through the floor
Hilarious when it happened but man that sucks
the facility doesnt seem to spawn in for me even after i enable it for all moons and set guaranteed spawn to true
most likely due to mod conflict ig
Does it not spawn on any moon?
none, i set it to all but i tried titan anyway just to be sure and i just get the default facility or mansion
I've definitely gotten it on titan so must be an incompatibility
What number do you have in the config for spawn chance
my guess would be either lethal expansion or brutal company
300?
Is that the beta of brutal company plus? Or the old version
New from the discord?
uhh
wdym
i used this one
Yeah hasn't been updated in few weeks
There's a new beta on the discord
In the mod thread
Old version is bit buggy
But I think it's more likely to be lethal expansion
can you link me the thread real quick
also yeah ill try disabling lethal expansion to see if it works
kind of a shame though
yeah thats the same one i linked
It's the same mod
But they have a development build for the next update
But I don't think that's causing your problem
Unless it modifies interiors
Lethal expansion messes with map sizes
ill just disable lethal expansion and see if it works
ah yeah thats probably it then
If lethal expansion is the issue and disabling it works, but you want to keep mods that use it, then try installing https://thunderstore.io/c/lethal-company/p/jockie/LethalExpansionCore/ at the same time, it disables the extra features in lethal expansion and maybe wont cause your problem anymore
You can have both installed at the same time
Might not be enough and maybe its not even this causing your problem but hopefully it works
Try without lethal expansion first though
@static yarrow
i figured out the issue
it was teh dumbest shit ever
wasnt a mod compatibility problem
my lethallib was just outdated
๐
ty for trying to help tho!
np glad you fixed it
@feral flame alright I can confirm that the incompatability is within Lethal Expansion (tested with 1.3.6)
with expansion the fire exit fails to spawn on the second visit to a moon with the SCP dungeon, after removing the mod it works
would be cool with an scp moon with all this stuff in it
the thing is it takes so much work to make a dungeon and a custom moon, people usually make one or the other, what we need is for people to work together to give these new moons custom dungeons.
even using just the core doesnt help?
Jesters can never go through doors for me and just always get stuck
Also is this mod compatible with lethal extension?
What we need if for a central lib or API people naturally gravitate towards, or at least something that doesn bug the game put as soon as you add any other mods
that's lethallib
There IS a SCP-based Moon but I don't think this mod works on custom moons
Edit: I backread and well, ig they are planning on doing something
have you used this does it work and is there any big issues ?
It's interesting there isn't a central library mod to allow for adding extra moons/dungeons into the mix. I'm sure it's much more complex on the back-end, but it would be interesting to see some sort of "map manager" which handles all that, then allows for setting up config in the terminal on a per-planet/per-dungeon basis
I've used the mod in the past and lethal expansion mods functioned fine with it, but I don't currently use any expansion mods
i tested a bit with my friend using base lethal expansion and we had no outstanding issues iirc
yeah i would like to use that too as it has no annoying extra stuff just moon modules
Untested, but it's something lethal expansion is doing to the moon in leave that's messing it up
how should i test it? just enter via fire exit and go back outside?
For me, a consistent way to break it was go to a moon (Titan in my testing), test the doors (they always worked the first time for me), leave the moon, then immediately return to the same moon and test the doors again
yeah though it wouldn't work, afaik it's nothing to do with the additional content it's just whatever LE is doing to moons makes things mess up
I mean to me lethallib covers basically all bases (with custom moons now that seem to be basically fully compatible with custom dungeons, at least from fiddling with oobl), but there's always the ever present issue of https://xkcd.com/927/
LethalLib will be. I just need a couple more days to polish up itโs moon intergration
Jesters can never go through doors for some reason
Lol yeahh
The possibilities of this mod are endless, there is so much stuff that just makes this mod a win
Minor update
1.3.2
- Tweaked moon config to be more flexible and support modded moons better
- More detailed logging of processes and additional error notify messages
- Lethal Expansion incompatibility note
SCP: Facility (custom dungeon mod) [1.3.2]
first question, is FoundationGuaranteed only true for the moons on the list? either way, how "guaranteed" is 300?
second more unrelated question to other mod users, anyone know the internal name of this moon? https://thunderstore.io/c/lethal-company/p/Zingar/SecretLabs/
pretty clear what my goal is with these configs
yes, the guaranteed setting only applies to the moons the foundation is set to actually spawn on
I think the internal moon name of that mod is "Secret Labs", though note it's a lethal expansion mod so compatability might be tenuous
really hoping we get some good base apis and sdks so the lethal expansion chaos with lots of incompats and forced moons/scrap and config additions eases for yall devs
also the weighting depends on how the moons' own dungeon setup is weighted, if it's like vanilla moons a value of 300 would make it roughly 50/50
yeah unfortunately my friend fell through the floor when entering the dungeon lol, sad that moon mods all use LE currently
Downgrade LE to 1.3.8 or use LethalExpansionCore and it will work ๐
will try, if not imma leave it spawning on titan sometimes for now
Only partially works, it still breaks on the older versions the second time you visit a moon and get the SCP foundation
But with lethalexpansioncore it works right?
According to b1adewo1f who tested with just the core the issue remains
from my current testing the perpetual falling to non hosts has only happend on modded moons, using core only
yep
core/1.38 doesnt fix it at all, though as usual normal moons work fine (so, obvs lethal expansion's fault if anyone is at doubt lol, the dungeon works fine)
Unable to play normally on custom planets, I died not long after I entered the dungeon. Is it possible to set separate spawn probability for each moon?
does config need to be the same for all players? when hosting im the only one that can enter the building without falling infinitely in the void
Yes,everyone must share the config settings.
ty
when is it planned for config sync because the base chance of the SCP Dungeon is really low
probably not too soon, it's a bit complicated to sync custom dungeon settings
ah ok
Could you give me some more details? I tried 10 or so times under different conditions, entering and leaving multiple times with LethalExpansionCore but I couldn't get it to happen, as soon as I switched to LethalExpansion it started happening
Which issue?
falling into the void when entering the dungeon
is there a config for this mod
i couldnt find it
even after starting and closing the game
no config file
lethallib was outdated thats why it didnt generate a config ^
Why?
Custom moon?
If its a vanilla moon, everyone using the same config and you are using 1.3.8 or Core it should be fine
At least thats how I "fixed" it
Custom moon yes, he said there was still an issue with core so I was trying to investigate it
I tested Titan which broke consistently with lethal expansion for me on the second visit getting the SCP foundation
Adding dungeons is handled by the lethal lib on launch in the menu while config sync needs to after the server is up
With original or core?
Tested with original, b1adewo1f reported it broke with core too
is there a problem with custom moons? worried about running into problems since I have both this and custom moons installed
from testing if you get the scp foundation on the same moon twice it will break the fire exit the second time
Does anyone know a fix for non-host players falling through the floor
and possibly other issues, some people haven't had enough trouble to be bothered so you can try using it but just note if you encounter any issues note that LE is very likely the cause
A. does everyone have the same config settings B. do you have lethal expansion (core or otherwise)
No, and yes i have the most recent version
everyone needs to have the same config settings
Gotcha
and lethal expansion is a known issue, especially the latest versions
older version may be a bit more stable but the latest release especially is very buggy with custom interiors from lethallib
Iโll keep that in mind
ultimately anything to do with lethal expansion and custom interiors is that issues are known and not really solvable on custom interior end, use at your own discretion and willingness to deal with unpredictable bugs
Alright, thx for the info
I wish custom scraps didn't rely on lethal expansion ngl
they dont, lethallib suports em too
yea but majority of the scrap mods at least rely on LE
i havent looked into config stuff yet but we should be able to re-inject that dungeon stuff if the config sync demands it later on
i don't think the game even looks at any dungen stuff till it tries to generate
probably, just means having to go fiddle with dungeon stuff without using lethallib
what do you dislike about LE? if its all the random crap it adds you could always install the LE(Core) fork of it instead
na i mean like i can prob get it into lethallib once moon stuff is pushed
oh right, yeah having the config sync being built into lethal lib would be super handy
I dont dislike it but it breaks a fair bit of mods
yeah i wish moon mods would use a different dependency instead of LE
like what? i havent noticed anything yet and i have like 60 mods installed
what do you mean like what, read up like literally 5 messages
multiplayer desync, fire exit breaks
my bad i kinda just hopped in the conversation without reading anything
Does this break with BrutalCompanyPlus? I wandered a sizeable portion of the facility and found a single toothpaste and little to no enemies
not aware of any issues with BCP, but if it messes with how scrap spawns are handled it may have incompatibilities
if it tweaks dungeon spawning parameters it may have also just made a collossal dungeon
I'll do some quick testing
as far as i can tell, it doesn't mess with dungeon parameters, only enemy rarity, scrap rarity and scrap value
could b wrong tho
seems like it's working fine, it's possibly tweaking dungeon parameters because this is gigantic, so you might have just been unlucky
holy
Wait question
says there's about 50 scrap for me
but it's so big that they're all spread out super thin
Will u ever add the different containment zones
ye if it works like that makes sense why i wasnt finding shit
You could make another fire exit like thing that teleports you there instead. (Containment zone to zone)
I've been floating the idea and it's definitely possible, just that it would rely on large dungeons so it'd act super wonky on moons with low scale factors (i.e. experiment and all the cheap moons)
also this room lmao
Erm that is a problem
Perhaps depending on the tier it could have heavy zone or not
hmm, yeah having different zones only available on some moons is also possible, would complicate the config though
I mean if it works it works. If it does its job can't really say it's overcomplicated unless it breaks the game
Although
It's still your choice
But wouldn't there be issues with entities ?
Like too many
I saw people talking about it
don't think so
gah damn, but also i look at brutal company plus and nothing seems to point to it changing the dungeon size, would increasing the amount of scrap the spawns on a map increase dungeon size?
If you go around adding hcz I'm gonna assume your not gonna add Tesla gates.... Right?
It won't be in the initial release but i'd love to experiment with more dynamic options for this. so custom moon creators can add tags like "Forest, Desert, Snow" to their moon that you could look for, or min-max price range and etc
scrap shouldn't be directly tied to dungeon size, no idea how bcp works though, might tweak dungeon size to compensate for events
Well I hope all goes well. But I got a question.
In terms of creating new dungeons on a scale of 1-10 how easy is it?
shiet ill just ask
relative to creating other new stuff for LC I'd put it around a 6 or so, 8 if you wanted to add unique stuff to the dungeon like interactables/etc that aren't part of the base game
working on a guide now which will come with a template to work with
^ itll be a lot easier as time goes on
What game engine do you use?
Unity? can't really make stuff for a Unity game without being in Unity
no unity is free
W h a t
shouldn't, you can install it with a personal license which is free

I already know what im gonna do... Thanks much
i dont know if it was fixed yet but a few days ago all my friends would fall through the floor when entering the dungeon and i would be the only one able to go in
do you have LCAPI or LethalExpansion?
how are you viewing that debug stuff?
unity explorer
if you're talking to me then yes
latest version of lethal expansion is particularly buggy with custom interiors
oh ok, do you know if itll be fixed at some point?
not sure, not much I can really do on my end
ok thanks
would downgrading it help?
1.3.6 is still buggy but partially functional
ok
If its on vanilla moons works fine except for the fire exits. On custom moons wont work
Why is the map so huge and little scrap ๐ฆ
is the scan giving you less than normal scrap?
I get a high count but low scrap value on Titan. Testing it before putting it into my modpack. It's about happened almost everytime there is SCPdungeon on Titan. (Not all the time tho)
No configuations touched.
i was thinking it was spawning fair amounts of scrap it just isnt spawning the large 2 handed scrap
when playing with friends we found that the map is very large, but when exploring for several minutes completely splitting up, we only found one whole inventory of scrap in total. spawn rates dont seem to be the issue, theres just too much dead space that makes it take much longer to find scrap. maybe this is just something we experienced and we could just be bad, but we were playing with 5 people. to fix this id say just let scrap spawn in hallways and make it a config option if its too big of a change. other than that its a great mod, and weโve had a lot of fun playing it, props to you!
Havenโt checked will do later, but the issue might be that the dungeon is so huge and the scrap gets diluted and hard to find?
Is this a bug or is it intentional for it to be a very huge dungeon
2-handed scrap spawning should be fixed
It might be the dungeon just generating very big, I'll do some testing and look at tuning the dungeon length down
problem is scaling is per-moon so the dungeon generation on Titan being right might make its generation on something like Experimentation be unusually small
does this mod only work when there's 4 ppl
Works with any amount of people
That is just not true. There's more scrap mods made for LethalLib than for LethalExpansion.
my bad, you are right ๐ค
@lofty canyon any plans to make it so you can open doors that are behind you like in the scp game?
so you can open and close while watching coilhead
Does anyone know the internal name of Secret Labs moon?
so do i just add this to the list of moons the scp interior can spawn on?
yeah, just mind lehal expansion compatibility is iffy especially with later versions
okay appreciate it!
do you think you know when your gonna release it?
in progress, currently waiting on the custom scrap guide pull request to go through then I'll work on the custom dungeon guide
what do you mean by custom scrap guide pull request?
on the wiki
alr!
I haven't really tested the mod yet, are their C.A.S.S.I.E announcements like in SCP:CB/SL?
did you get the falling thru the map issue fixed by downgrading to 1.3.6? ๐
Falling through map issue is caused by config desync
It can be caused by either config desync or lethal expansion's versions after 1.3.8
man the lethal expansion incompatibility just keeps getting worse
odd, im running lethal expansion 1.3.11 and im not getting this issue
What version? Anything 1.3.8 and prior the only bug I know of is the fire exit issue
Hmm, maybe there was a change inbetween that resolved the major incompatibility
1.4.0
- Added SCP 914 room (Not funtional... yet)
- Adjusted dungeon generation to make smaller dungeons (plus additional tweaks to try and make generation more consistent)
- Added new config option to allow customization of the dungeon size (use with caution)
SCP: Facility (custom dungeon mod) [1.4.0]
(this update also comes with a tweak to doors that might fix turrets shooting through doors but I got super unlucky with turrets, if someone else can check that it'd be appreciated)
(and report if the doors are seethrough to enemies again if that happens from the change on the offchance that broke)
@lofty canyon Just found the SCP 914 room and fell through the floor
oup
It was Larry all along
(should be fixed when thunderstore pushes the update)
SCP: Facility (custom dungeon mod) [1.4.1]
Also a few other things I just found on ver 1.4.0
Slimes can go through closed doors, I found a doorway a slime couldn't pass (and probably other monsters too), and a room where the floor sounds are different to other rooms
room with floor sounds
Hmm guess the door tweak didn't fix things, will probably revert it
a few days ago when i played slimes still couldn't go through doors
if it's still happening its not because of the door tweaks
Also 1.4.1 I had 2 thumpers get stuck on an open door and a bracken on another, it was 2 of the large rooms adjacent to each other, maybe it's something to do with the doors being open? Like it's sort of a reverse thing for monsters? Because that slime came through a closed one
scoopysvarietymod lists 300 as 50% and im guessing its the same here, based on nothing but guessing xd
Hm i wondering how the overlaping on perchant chance works
Same
B.c i get more often scoopy dungeon than scp dungeon
I also wonder why the percentage is like this
Itโs such a weird system
Same bro, i feel like a 0-100 would make much more sense
but theres probably a reason
A number from 1-300, with 300 being the max with a 50% chance??
Like the 0-100% system WOULD make more sense
i just canโt think of a reason for it at all
yeah totally agree xD its a confusing setting for sure
me neither, but probably is some weird unthinkable reason for it haha
Like at max, iโd expect to be able to set it to a % higher than 50
And itโd most likely be possible, since there is a config option to make it always spawn
Which would basically force it to be a 100% chance
Does anyone know if this is host only setting
Does other player need to change this to match ur setting?
you guys are misunderstanding, 300 is not always 50%, it's relative to what other dungeons in the pool are weighted. the default varies from moon to moon, but on most moons the dominant dungeon is weighted as 300. adding another moon also weighted at 300 raises the probability of both to 50% since they're both equally as likely. adding another 300 moon takes them all to 33%, and so on
weight is just how many times it's added to the pool
Configs need to be identical across all players
Ah thatโs why
I thought 300 was just an arbitrary number
That makes more sense
What is the weight for titan with facility and mansion?
Probably 300/100 by default
the weight for facility is 300, mansion is 69 weight on Titan
Thanks alot this makes sense!
Dungeon/Interior variety is the thing I felt the game was missing the most, and after trying this mod out last night with friends, it has revived my interest in the game. Thank you.
Yup, having new moons is nice don't get me wrong, but ultimately 90% of the game is spent inside the facility not outside. So having more interior variations > having more moons.
That's how I feel too. The new moons are nice, but since you only really run from ship to entrance, or ship to fire escape, they don't really add very much. It's the interiors that make the experience.
I wish the base game had more interior variety.
In fairness custom interiors right now are super difficult to set up correctly compared to custom moons, but there's efforts to make it easier
I assumed as much, since there's only 3 interior mods, and like 20 new moon mods.
will "interiors" or "dungeons" be added as a tag on thunderstore soon? It was hard to find mods that add that on the site because there's no tag for it like there is for moons.
Could ask the person running the thunderstore page about it
Also did further testing in the recent session I played, i had another slime stuck at a doorway, closed the door while it was there and it just opened the door and came through, not sure how much that helps but how'd the slime open the door?
Weird, slimes shouldn't be able to open doors
Do any mods prevent the dungeon from spawning that we know of?
Lethal expansion
I have seen videos of people getting it to spawn with Lethal expansion, but i haven't been able to
Hmm I've currently got that disabled
Not the lethal SDK or lethal core either?
And does everyone have the same config?
I'm testing it solo
Niether
Oh is it an issue of not showing up not falling into the void?
What's your current config in that case?
Oh it's just sending me to the default dungeon type
Stupid question but is the "All" case sensitive?
Should be lower case
yeah it was all caps for me
I'll probably adjust it to be case insensitive next update
Odd, does it work if you put in the moons manually? E.g. does the default config work
Also I'm noticing some config description issues there, might have messed something up there
I'll be home from work in about 3 hours to check
@livid dune think you could provide a log for me to check?
hmm friends still fall through the ground when entering door, ive downgraded to lethal expansion 1.3.6 as suggested but still doesnt work, any idea what could cause this?
I had this happen when players had different configs
I didn't even have Lethal Expansion. I removed it because SCP wasn't even working with it.
Is there an SDK for creating dunGEn or template or tutorial thingo?
tutorial is in progress, which will come with a template to work off
Its weird tho, i send all my friends a modpack ive precreated with configs and everything ๐ค Can the configs reset when they launch the game?
Are you using BiggerLobby or MoreCompany?
Morecompany ๐
Hmm interesting, it works fine for my group with MoreCompany but not with BiggerLobby. Make sure to have the same config as they suggested
Thanks for the help anyways! Yeah im certain they have the same config, unless its a known issue that configs reset upon launching game(which i doubt)
I will try updating to the latest lethalexpansion next but i doubt ittl fix anything hehe, which lethalexpansion are you using if i may ask?
can't really help much with lethal expansion support, best I can recommend is just testing with LAN till you find what works
alright cheers, do you know if theres any way to run two instances of lc on my computer with lan? or do i have to buy it again and run it on another pc to test? xd
Thankyou i appreaciate it:D
I managed to replicate the bug in lan, both configs are the same. I will start disabling mods and testing whenever i have time ๐ ill make sure to post if i find any useful info
i have the same issue and im sure everyone have the same config, ping me if you find a solution pls 
it's only happening on custom moons when using "all" in config, on vanilla map its working @lofty canyon
Alright i will do ๐ thanks for the additional info, havent really tested on vanilla moons but if it works there im really thinking its something to do with lethalexpansion ๐ค but definitely weird as weve seen content creators manage to play scp interior on scp moon
I've been having the issue for a specific player in my group, no matter what, and we weren't using modded moons at all. If you find a specific cause, let me know.
Lethal expansion support seems to come and go with every other version, as well as just having random bugs in general
everyone else was fine, but 1 player just always falls endlessly through the floor.
yea maybe, i even tried to only run scp dungeon without scoopy dungeon i taught maybe they conflict and generate 2 interior on 1 map but no, also using coomfy deungeon doesnt seem to impact the bug
make him double check his config if he's the only one maybe
Yeah same actually tried disabling scoopy earlier too to no avail xD
Willdo! but as inFiniTea suggested i would look into the config files of the guy thats having the error and compare it to yours
Scoopy should be fully compatible, we're both using lethal lib
And if there are any issues specifically from ours clashing I can work on that
Alright good to know thanks ๐ i will try different versions of lethalextension aswell and see if anything works xd ill let you know if i find any clashes with scoopy but i doubt ill find any
is this also happening whithout any other mods enabled ?, like only the bare minimum to run custom moon and interiors ? because i did'nt try this
I feel so dumb for not trying this lmao, ill definitely test if i can replicate the bugs with the bare minimum of mods
yea u should let me know, this could save a ton of time before doing mod by mod
The mod needed for custom moons right now is lethal expansion which is a known problem mod
Yeah ive tested both 1.3.6 and 1.3.13 and both seem to have the issue, i will do a bare minimum install tho to cut some variables
i know thats what im saying like if its not working with only lethal expension, that mean there is no need to test each mod one by one to find a compatibility problem
probably saving me so much time haha ty
also back in the day i found that sometimes, deleting the lethalcompany folder in %appdata% can fix some weird issue, maybe not this timle but good to know
this could have saved me 3 days of testing if i knew earlier lol @peak quartz
ooo interesting thanks ๐ i guess some mods store data in appdata too maybe
i think its more linked to save data, like it can store info in the save and that can impact even a fresh new save, very weird tho
ahh yeah makes sense, i just checked appdata and theres alot of files from previously deleted mods :DD probably smart to delete them xd
managed to replicate the falling to the void bug with only SCPfoundationdungeon, lethalexpansion and secret labs moon installed. so theres definitely an incompatibility from lethalexpansion. (in my opinion)
ill test different versions next
that's poggers
there's a few dungens I know need to exist and I'll enjoy making em :o
I have absolutely no progress made after testing LethalExpansion version 1.1.4, 1.1.7, 1.2.0, 1.2.14, 1.3.0, 1.3.3, 1.3.6 and the latest version 1.3.13
(all these were tested with only secret labs, lethalexpansion and scpdungeon enabled. Also it was on latest bepinex 5.4.22.0)
I am confused and i will try more troubleshooting tomorrow lmao
Also found an user on LE github stating that
1.3.8 and below would work for custom interiors, whereas i didnt get any to work which is weird
Different versions of lethal lib may also change how compatible it is with LE, just as a note
have you looked into lighting bugs? it's been an issue with this interior since 1.0.0. mainly around those air lock rooms but it's kinda weird in other places too
It's something to do with the export of room assets from CB breaking normals I think, not a modeller so not sure how to resolve it
I have seen people play the SCP moon with the SCP interior, so i know it has worked for some people, but I couldn't get it to work
normal mapping would be a texture thing
Nah I think it's the actual vertex/face normals not material
I don't have normal maps on most of the textures
aaah cheers bro, ill test that tomorrow when i wake up ๐ that would make alot of sense
my friends and i have the same exact files but cant get the dungeon to generate for anyone but the host :(
add the dungeon only on vanilla moons, thats the fix for now
gotcha, shame since the secret labs moon would have been sick :(
will there be fixes made ?
Lethal expansion is known incompatible with any interior mods
Which causes that
odd, cause the other interior mods I have work fine
but maybe it is just modded ๐คทโโ๏ธ
I mean the only other one in release rn is scoopys which also has identical issues
Yeah, it has no issues for me vanilla wise so maybe it is just the modded maps
there seems to be an issue with consistently falling through the map
using lethal expansion?
There should be a bingo sheet in this thread with LethalExpansion
yup
that's the problem
but like, is the author of lethal expansion aware of these incompatibilities?
or its something interior authors can fix
I would be more amazed if they didn't know tbh
I have an issue where i can't get it to spawn on any map what so ever even with the effective spawn set to true.
and my config when changed to example only titan spawn just resets and makes it set to spawn on all maps
can you share your config?
These maps were added before i removed them but i tried testing with the clean vanilla just that and scoopy and i cant get it to spawn on any map
try removing the spaces after the commas
oh damn i didnt even think of that
and if there's still problems send the log you get after launching to the main menu
i will start testing different lethallib versions with LE version 1.3.8 to see if it changes anything now ๐
thing is like a week ago i was playing with 7 friends using both lethal expansion and scp interior and i wasnt getting any desync for many many games
now we get it every single time
sad had to get rid of lethal expansion
we spent like 4 hours bug testing with different versions of lethal expansion and everything and eventually gave up lol
Goddamn im sorry haha :/ issue seems so back and forward its weird, wouldnt surprise me if theres external factors we arent thinking about causing this in regard to LE heh. I will try downgrading every single mod to like pre new years or earlier
have you guys had desync issues with enemies not seeing certain players?
hijacking badhma's thread a little just curious from people actually playing custom dungeon content
Yesssssss ive had that! on custom moons if that matters
And this was on vanilla dungeons, i havent gotten interiors to work on custom moons ever
Coilheads sprinting away from players as soon as host is dead etc
had that too here, coilheads only counted host looking at them, and just practically killed everyone except host cuz them watching was straight up ignored
also Jester rarely ignores players, but just yesterday happened when I hosted a game and was killed by it, but the person next to me safely exited
ยฏ_(ใ)_/ยฏ
custom moon? custom dungeon?
Only on custom moons, custom dungeons are working fine on that regard so again, LE issues ๐
.
I've tested the map 3 times in total with effective spawn on true
still doesnt spawn
So if I'm using Expansion but i keep this from occurring on custom moons, would we see any issues?
Or would it generate without issue on the default moons i have it set to
Is expension needed to run these interiors and maps?
I have tried so many different versions of LE and lethallib, even switched between earlier scpfoundationdungeon versions to see if it made a difference, but doesnt seem like the dungeongenerating wants to load for player at any version
Expansion usually ruins the interiors (atleast on custom moons). id definitely reccomend playing without expansion if possible
I might try because i've searched for answers and on 3 diffrent discord servers everyone indicated its an issue with expansion
Yes it 100% should be an issue with LE :d
Is there a diffrent kinda of mod that can replace expansion
like i'd like to run secret labs but not with expansion
I dont think so but definitely let me know if you find any! i know theres a Lethal expansion debloated version, but it also gives me the falling to the void as player bug unfortenuatly :/
I kinda want maps to become undependent on LethalExpansion atm ๐
Are you running the exact same mods/config as the host? I have never been able to get the void bug with LethalExpansionCore only with LethalExpansion
I am running 2 instances of the game on my pc to test so im 99% certain it cant be a different config
The mod dosent work for me no matter what lol. To adittion im using LethalExpansion and backrooms mod.
but i will retry lethalexpansioncore! thanks
Yeah same here, ive tried for 5+ hours at this point using several version combinations xD the one ive heard is supposed to work with interiors is lethallib 0.9.0 and lethalexpansion 1.3.8 but doesnt work for me unfortenuatly
this is pain in the ass I also tried Scoopys variety mod, but that one dosent work either.
for sure is :))) im not giving up yet tho and ill post a solution if i ever find one (which seems more and more unlikely)
I will try this, but first ill try to delete backrooms mod.
yeah probably a good idea to remove any external factors ๐ im running only the bare necassary while testing atm and it definitely seems to be a LE issue
let me know how it goes! if it still happens could you tell me what mods you have? and maybe a copy of the configs
I will letyou know ๐ trying it soon, and yeah can send configs to confirm:)
Also to everyone using LethalExpansion, if you have noticed desync issues in the dungeon on a custom moon (mobs ignoring you for instance) one cause of that was found today and is being tracked here https://github.com/HolographicWings/LethalExpansion/issues/20, hopefully we can have a resolution to that soon!
Ooo thanks bro ive had that issue too! (we kinda didnt mind it for the session as it created some hillarious moments for us xD) but definitely would like that fixed too
And Joakim you just gave me my first breakthrough, i just tested scoopys variety mod on the custom moon waterridge with the debloated LethalExpansion and boom my player instance managed to get in ๐ฎ now theres hope xD (I used the mods Bepinex 5.4.22, Lethallib 0.9.0, HookGenPatcher 0.0.5, LethalExpansionCore(with the oldseaport module) and scoopys variety mod 0.5.1)
Now i will install scpfoundationdungeon and see if it works with that interior too ๐
Me and my friends tried this mod but everyone except for me (host) spawned somewhere in the wall. I could hear them but I couldnt see them and they couldnt move. We then removed the mod for now. My guess is that it didnt work because it was a modded moon but im not sure about that. Idk if this is a know issue but i just wanted to report it here
Scpfoundationinterior seems to work on LethalExpansionCore 1.3.6 on the map waterridge, my next test will be zingars secret labs with scp foundation ๐ looks promising
only thing that sucks is the console is getting spammed with errors like Max shadow requests count reached and other errors, but i choose to ignore them for the time being
turrets shooting through doors seems to be fixed
everyone has the same config right?
cause i dont think config sync's been implemented yet
yeah we all had the same config. we played before but the dungeon didnt appear at all, thats when we realized that we need to have the same config so that isnt the issue.
Did you use the lethal expansion core modules aswell?
also a mod seperate by jockie?
I had this issue with 2 different friend groups btw but it was modded moon everytime so...
I just pulled the modules from the original lethal expansion and put it into LethalExpansionCore, but im guessing its the same as using that ๐ (i also deleted the original lethal expansion completely)
I tried launching scpfoundationdungeon on the map secret labs, and my player instance ended up spawning in the first staircase ๐ค will retry
_
Alright it works now on the second try! it might be inconsistent and definitely isnt the best of solutions :))
But if you download Bepinex 5.4.22, Lethallib 0.9.0, HookGenPatcher 0.0.5, SCPFoundationDungeon 1.4.1, LethalExpansionCore (1.3.6) and finally Zingars Secret Labs 3.2.2 you should be able to run scp interior on secret labs map ๐ i will see if i missed anything important
#remember bepinex 5.4.22 is the latest github version and not the thunderstore version (although both might work as i havent really tested the thunderstore one)
but can you do two consequent runs without the fire exit breaking
I can test that! This is the first time ever i managed for 2 players to get into the scp interior on secret labs moon so havent really ever tried a fire exit xD
ill let you know
But the lethalexpansioncore is 1.3.6 so i dont doubt theres gonna be alot of additional bugs
Also anyone know why this might happen? There seems to be no missing textures ingame, but my consolelog keeps saying this upon generating dungeon. (ill ignore this untill i find a corresponding issue ingame)
I've played this dungeon constantly even trying to add more enemies I only have the snare fleas show even in big groups. And be like 2 items max and get s tier when we leave anyway you can add more items spawn cause we just stopped using it no items or monsters we just end up walking around aimlessly every time
the item spawns depends on the moon, not the dungeon
Might be the dungeon generation thats too huge
Testing fireexits for the second run now ๐ (back to back) ill let you know if the fireexits work or not soon
Hmm is it the "Fire exit seems to be blocked" that means its broken? . i will check the other fire exits in case its a map feature that it blocks and unlocks random ones
yeah its a known issue sadly
breaks every time when LE is enabled
on subsequent days
any moon
aaah that sucks yeah :/ do you know if it is only moons with multiple exits or just all moons?
holy fuckk a mimic just scared the shit out of me while i was reading your msg XD Anyways yeah alright that probably means its all moons then :/
hmm ill check if maybe the fire exit bug resets upon going to a vanilla interior moon inbetween, even though thats not ideal for playing
Sorry for all the questions, but do you know if its only the fire exit from outside>in thats broken? Like im wondering if firexit from inside>out would work ๐ค it might just show the same there idk
Honestly no idea, but I bet its the same both ways
Yeah wouldnt surprise me either tbh haha, ill try to get it checked tho ๐ it would make it atleast a bit useable if you can exit thru them
Can you tell me the name of the moons you added to the interior spawns
I did this and i still cant spawn something other then facility
is it 102 wateridge or without 102
Hmm have you set FoundationGuaranteed = true ?
Oh right
im not sure as for the wateridge name but some others said it was 102 wateridge ๐ i tried with "all" when experimentating
on secret labs i just wrote secret labs tho and it worked ๐
generations as in attempts? i put all on my first attempt and when that worked with wateridge i tried "secret labs" on the secret labs map to see if it worked ๐
is np ๐ always good to be sure
damn im so sorry D: you could try 102 Wateridge with the capital W, im not sure if it is sensitive to that tho
do you get it to spawn with all?
Imma try with that now yeh
gl man i really hope it works out
Is it possible fire exits might not spawn at all on the inside on the second consecutive day? Ive been running around in the scp facility like a madman on march for 5+ mins now xD
all i meet is the spooky monsters
I tried vanilla maps paid maps modded maps
all i get is this damn facility not even mansion
HJave you tried withoiut Lethal Expansion?
It should always work without lethal expansion i think, the problem we are trying to solve is making it work with it :/
I did it like him
true should theoretically make every interior be the SCP facility
so def make that false
are you trying to make it spawn, or make it not spawn. I'm confused?
Wait are you trying to spawn scp facility or variety mod now? ๐ฎ
ah.
is scp spawning on wateridge for you? or is it the og facility
ahh oki thats good atleast, that means the scp facility isnt overriding it
No no im getting the og always
and i want to get SCP at least once hahaha
So i know this shi works
yeah understandable xD
This is my moon list, which works for me to get the SCP on all the vanilla moons
I just realized I have vow twice for some reason
and it seems to work
Also might be important to check if youve downgraded from lethallib 0.10.1 (most recent version) to 0.9.0 (idk if its necassary but ive done it)
@tawdry aspen because you put multiple fire exits on your moon the level is broken when combining it with a interior mod
also there is lightning inside
what i recommend is only have 1 fire exit for now
if you want people to be able to use your level with modded moons and scp layout
if this is a fix i totally support this
LethalExpansion has no support for multiple fire exits
the issue is players fall through the level in multiplayer with multiple fire exits
hmm i just tried to get varietymod interior to spawn using the 102 Wateridge input but it didnt load for me either ๐ค wonder if theres a format we need to use or something
Cus scp interior would spawn on wateridge using that
you realize that interior mods and custom mods have some compatibility issues due to a dependency, right?
did
i am aware but this would fix the issue for everyone
I reinstalled thesame versions you did even the github bepinex
i feel like most people would want to combine secret labs with scp foundation mod
as it just makes sense
but right now this isnt posible in Multiplayer due to LethalExpansion breaking multiple fire exits
alright D: try putting the CastleDungeonMoons = all and check
just to see if its loading
they would need to work together in general first
Yeah i did
I also tested it on vanilla maps aswell
Nothing
daaaamn what theee D:
its a temporary solution
not a permanent one
as it would make everyone happy til a fix comes around
idk im going nuts
idk scoopy variety mod works on all custom levels i put it on
same bro i definitely feel your frustration haha, ive been struggling so long with it aswell and new bugs just come the second something gets fixed XD
Yeah^ thats what we are trying to get to work for him
Maybe i should remove one of the interiors
all those work
imma try that
ive tested them all manually
Yeah try removing scpdungeon and only have varietymod, even though they should be compatible
the mod requires terminal data not internal level names
fyi
scp however requires internal names
i have scp dungeon and scoopy variety mod
both works for me
epicc :d broiiler what lethalexpansion version are you using if i may ask?
What versions of bep you got
latest
bruh
both latest
What the hell
what moon are you trying to do it on ?
does ur console say anything
error related
maybe some mod compatibility issue from another mod
can i have ur dependencies string
i had to downgrade to the LethalExpansionCore 1.3.6 debloated version and lethallib 0.9.0 to get scpinterior/varietyinterior to work on multiplayer :'))
I tried it solo without any mod
i am not using the Core
Just SCP or Variety
i am using the actual LethalExpansion
Thats amazing haha
Neither was i
i doubt the core would work
The core is the only thing working for me, if i use lethalexpansion my friends will fall through the map as scp/varietymod wont generate a dungeon for them
do you have legacy moon loading set to true?
actually the vanilla moon isnt working for me
but every modded moon does
so vanilla, didnt work
ima figure that out real quick
where is this setting
in the LethalExpansion config
does it help with falling endlessly through the inevitable void
nope
Its something that came after 1.3.9 or smthn because they switched to asynchronous loading (which is thought to be causing the issue)
thats because a map has multiple fire exits
damn bro interesting af
huh
if you are using the moon Secret Labs thats why
It was Orion
And titan
does Orion have more than 1 fire exit ?
Donโt think so
But i've played on secret with multiple and it didnt fall to void for me
Right
Have you tested your setup with other players or just solo
yeah i feel like theres so much different solutions that work for different people
its confusing af
Itโs so unfortunate
because the main bugs happen to the non-hosts
Everything was working for my group up until last night
Which is why LE is so unstable with interior mods
Yeah really unfortenuate :/ wish this was LE creators biggest priority tbh
Damn that sucks, were you using all the latest updates of everything?
Ye
Wtf its actually mind blowing, i sat 5 hours yesterday testing everything from most recent all the way down to the version where custom moon support was added
both
also its not spawning on vanilla moons for me
only modded once
I miggt just have to downgrade LE or scoopys idk
i tried vanilla and all
Broiler do you manually mod btw? or r2
ahh alright damn, was hoping you might have a magic way of putting the files XD
hmm ill try installing everything of the latest again and input your cfg and we shall see
and it syncs config with others
it wont work on any vanilla moons yet
let me fix it first
I noticed even after sharing my code to my friends some of the configs were different
Like scoopys spawn was set to all for one person, but vanilla for others
keep in mind dont use internal names for variety mod
only scp foundation
they use different methods
yeah true that, making everything into a manual modpack should work too tho since all the configs are set in the files inside bepienx
aaaaah damn thanks lol that makes sense
havent had this issue personally but i remove all outdated configs manually
Yeah probably should do that@
smart^ seems like they get merged upon updating etc
thats exactly what happens if a config has no description to its function it usally means its been removed from the updated config
aaaaa yeah makes sense, cus ive seen that tons tbh haha
That also explains why when i edit the names of the spawns when i launch the game it resets it back to all
still having problems making it work in vanilla moons
it works on every modded moon i have
this is weird
maybe i have to use the Internal names for the base levels
as they are not LethalExpansion related
is my theory
lets see if i can get it to work with one map
hmm you could try adding their names with commas inbetween instead of vanilla, incase the vanilla function is broken ๐ค
i have made it work with vanilla before though
when i didnt use modded names
its def posible just weird
i think it was just vanilla without a ,
or all
not sure
yeah definitely weird but possible imo
making sure i didnt typo first
lol
it does ask for internal level names
for base game
in the description
it worked
ez
ExperimentationLevel,AssuranceLevel,VowLevel,TitanLevel,RendLevel,DineLevel,OffenseLevel,112 Aquatis,13 Kast,43 Orion,Castle Grounds,Ducky,Abandoned Manor,
here is my preset
For dungeon spawn?
yeah it works on all those moons for me except Castle Grounds and Abandoned Manor havent had time to test it yet
But doesnt waterridge have several fire exits too? how come you arent falling thru the void there
i havent played the level with friends
so idk
but thats how i found out how to add it to modded moons
if it has multiple fire exits im disabling it on that moon
i havent rlly played it
So what moon do I need to apply this mod too so I can get monsters and items to spawn
you shouldnt need a moon for that ?
ooooo alright yeah makes sense, so if there was a moon with only 1 fire exit that might work with friends on newest updates๐ค
yeah i will do some tests with my friend later
to make sure everything is good before i bring it into a big lobby
Anyways a delboated LethalExpansionCore 1.3.6 and lethallib 0.9.0 + secret labs and scpdungeoninterior will work on multiplayer ๐ even tho theres multiple fire exits, but the exits will always be broken on day 2 for some reason (and i dont think all the fire exits will work)
this fixes the falling through the void bug?
cant say for sure but it will spawn the dungeon on those levels
with whatever chance you put
where is the 2nd fire exit on wateridge
i only see the one on the 2nd floor
where do I put that in? what config file?
i will test some custom maps with only 1 fire exit to test it now ๐ im pretty sure aquatis is 1 fire exit right?
and maybe one of the older zingar secret labs maps have only 1 fireexit
im pretty sure its all players
i dont see how it would work otherwise
as its loading files
gotcha
prob true but they would also contain more bugs
im just not going to use that level til there is a fix or he removes the fire exits
can still add the scp interior on another map
Ahh yeah you are right :/ but fck its such a perfect map to use this interior on
ah i found the 2nd fire exit on wateridge ok
guess ill just have to make due with how it is atm xd