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

1 messages Β· Page 3 of 1

peak quartz
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yeah its probably ok for singleplayer but i betcha your friend will fall through the floor upon entering πŸ₯²

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yeah hope so

tacit pier
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so this fix wont work for moons that have more than 2 fire escapes?

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also what's the name of the SCP moon that we can put there? is it just 'Secret Labs'?

golden venture
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but if you put this you cant run LethalExpansion mod the mod that adds modded moons

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they are not compatible

north cobalt
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Yeah its either custom moons or custom interiors

peak quartz
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i guess ill just make due with my shitty 1.3.6 debloated version untill a better fix is here πŸ₯²

errant sandal
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May I ask if the SCP facility is currently running stably on the Vanilla moons?

peak quartz
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Pretty sure yeah, as long as you dont have LE installed (might work with it installed too havent tested)

errant sandal
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Oh, darn it, most of my mods depend on LE.

tacit pier
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ah found it

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yeah that's the problem

peak quartz
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ahh nice πŸ˜„ lethalexpansioncore should be the name

errant sandal
north cobalt
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Yeh for me it doesnt even work without LE

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naaah

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im done hahaha

peak quartz
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wtff thats really weird :/ you are using r2modman right?

north cobalt
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No thunderstore

peak quartz
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aaah

errant sandal
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Many good scrap mods rely on LE (Lethal Expansion).

north cobalt
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I have only the interiors loaded up

peak quartz
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and you are sure you installed all dependencies? like hookgen, lethallib and bepinex

north cobalt
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Yeah

peak quartz
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damn πŸ˜’ you could give r2modmanager a shot if youd like, i doubt you have done anything wrong but its always nice to double check

peak quartz
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😭 πŸ˜‚ πŸ˜‚ πŸ˜‚

tawdry aspen
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for the temporary the moon can only have 1 fire exit?

peak quartz
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really handy for downloading mods tho, and you can always get the bepinex for manual install later with it

peak quartz
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as lethalexpansion struggles with several fire exits combined with interiors i guess

golden venture
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thank you for the reply

tawdry aspen
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Ill fix it real quick

golden venture
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if you want feedback on ur moon i recommend making a thread in #1169056298856362105

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❀️

peak quartz
golden venture
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couldnt find it

tawdry aspen
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I was going to make one for my next moon thought it was too late to do one now

golden venture
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its never too late

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there is still bugs with the level and this server has many people and you would get way more feedback this way i think

peak quartz
peak quartz
north cobalt
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Nah its cooked i'll have to wait out untill this thing gets more updates

golden venture
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oooo

peak quartz
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Im sorry bro that sucks :/ ill see if i can make a working profile i could send you to test

fiery radish
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@lofty canyon Hey! Just wanted to let you know that I found a potential issue with fire exit generation on the FoundationLengthOverride option, I set our group's value to 6 for a slightly smaller dungeon size on all moons as it felt a bit massive and i've gotten lost deep into it too many times, but I think this skips any sort of checks for the fire exit to generate in the dungeon?

novel root
fiery radish
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Nah this wasn't on march it was on offense, fire exits have been working fine on the dungeon but yeah it gave the failure to generate message of being blocked, totally down to changing the FoundationLenghtOverride to a lower value as i've been playing with the dungeon in the group for a long time

minor bay
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don't know if you figured this out already or not but you need to have mesh Read/Write on mesh import setting and apply

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this is needed for DunGen to generate navmesh at runtime on those meshes

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figured it out while trying to make my own tile set for lethal company with a friend which we will have one done soon

peak quartz
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Hmm this is a task for badhamknibbs isnt it ? or is it a setting i can change in the configs? πŸ€” im having these errors launching scpfoundationdungeon

minor bay
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it is an asset thing in unity before bundling it shouldn't matter if those meshs aren't being used for
AI Enemy , Scrap Placement , or Hazards
so it might be a non issue

peak quartz
minor bay
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ye same here took me a day to figure out why enemies weren't moving and scrap was floating in the air lol

peak quartz
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lmao typical coding id imagine πŸ˜„ xD interesting for sure

minor bay
zealous pasture
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I've been reading since our last conversation Aluks and my brain explonato

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This is so weird diffrent situations for everyone

peak quartz
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XD ikr

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it definitely is a mindfuck

zealous pasture
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Me and my friends like for 4 hours try to fix this

peak quartz
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i got a version to work tho with mp and interiors on wateridge/secret labs (fire exits will break upon second time entering moon im pretty sure xD)

zealous pasture
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Yeah I read that

peak quartz
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yeah i relate hard bro, used way too much time troubleshooting lmao

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lemmeknow if youd like to try it yourself, can pm it πŸ™‚

zealous pasture
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Like the versions?

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Of mods?

peak quartz
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yeah the bepinex with the mods in it (i only use the bare minimum of mods)

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mods with the versions i got to work*

zealous pasture
peak quartz
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alrightalright soundsgood πŸ˜„ hope it works for you and its not some weird shit where it only works on my pc lol

zealous pasture
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Yeah me too

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Wait so preety much the fire exits work on the 1st day, but on the 2nd day not?

peak quartz
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Yeah to my understanding! i only tested one fire exit tho so im not sure if multiple will work first day

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Also not sure if the fire exit will work again if you do a moon inbetween, but might be a possibility xD

zealous pasture
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Atleast the main entrance works

peak quartz
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yea true that πŸ˜„ and it worked 2 moons in a row

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so should be a very not optimal temporary fix xd

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and idk if i mentioned it but scoopysvarietymod also seems to work on wateridge (with the fireexit bugs ofc)

zealous pasture
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Cause me and my friends we're like let's add some more mods to LC and now we're stuck in missery

peak quartz
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hahahah relate XD

strong frigate
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Very relatable

minor bay
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also i would recommend having your own thread so you can continue chat about moon just put [WIP] Mod Name for thread

peak quartz
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but seems like its mainly an incompatibility with the newer versions of LE, so id imagine all the other mods would work with it but ill test that later

zealous pasture
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Vanilla moons I mean

peak quartz
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aah nice i see πŸ™‚ but yeah scoopy should work on vanilla moons too, some other guy said that listing the moon names one by one with commas instead of typing "vanilla" made it work

zealous pasture
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Huh interesting

minor bay
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oh interesting

peak quartz
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Yeah definitely interesting haha, everything is big confuse

zealous pasture
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Alight im going to sleep bye

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Aight*

lofty canyon
fiery radish
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We only have a few that would possibly conflict, only thing I can think of is LethalExpansionCore but this is totally without LethalExpansion and we used it before any sort of changes to the settings, I've got a carefully curated pack that I test almost daily and play noting little differences with any mods that don't work with each other, this might just be an edge case but I wanted to report it as we've not had it before I changed the setting, feel free to have a look over the pack 018cdc18-1dc9-559c-6520-962165b5d9e4

lofty canyon
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very likely LEcore

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with the note that it's something happening after visiting a moon once that's causing anything LE to act up usually

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at least from my testing

inner acorn
lofty canyon
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cuz custom moons have to use existing moons to run on

inner acorn
lofty canyon
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only real way to guarantee no issues is not having any custom interiors with LE (including core/otherwise)

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or vice versa

inner acorn
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i mean yesterday i had no issue by having custom interioirs only on vanilla moons, scp and scoppy were generating right, and i could play all custom moons on vanilla interiors

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it doesnt work anymore or what ?

lofty canyon
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the issues tend to be either A. only the host sees the dungeons, everyone else falls into the void, or B. fire exits breaking on subsequent visits for custom interiors

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if you're lucky things might just work out, but there's never been any guarantee of compatibility

inner acorn
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weird, i had the issue falling through the void when i had custom interiors on all moon, but as soon as i put vanilla in both scoppy and scp cfg files, i had no issues since

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can anyone confirm that the "vanilla" command in scp cfg files work?

lofty canyon
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dunno what you mean by vanilla command, if you mean just only vanilla moons in the config then the fire exit issue might still be present

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for me at least I still get issues with LE on vanilla moons

inner acorn
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because it's not specified that the "vanilla" keyword is correct, unlike scoopy

lofty canyon
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mine doesn't have that

inner acorn
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huh?

lofty canyon
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it doesn't support just putting vanilla as a moon config

inner acorn
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u don't have this?

inner acorn
lofty canyon
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yeah that won't do anything (unless there happens to be a moon called "vanilla")

inner acorn
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because iim sure i got the scp interior on multiple vanilla moons using this yesterday

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whithout any trouble even with fire exit

lofty canyon
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that's quite strange given I don't handle that at all

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                LethalLib.Modules.Dungeon.AddDungeon(SCPDungeon, LethalLib.Modules.Levels.LevelTypes.All);
                mls.LogInfo("Registered SCP dungeon for all moons. Compatability not guaranteed!");
            } else {
                string[] arMoonNames = configMoons.Value.Split(',', StringSplitOptions.RemoveEmptyEntries);
                LethalLib.Modules.Dungeon.AddDungeon(SCPDungeon, LethalLib.Modules.Levels.LevelTypes.None, arMoonNames);
                mls.LogInfo($"Registered SCP dungeon for the following moons: {configMoons.Value}");
            }```
inner acorn
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very weird

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so i should type every vanilla moon level by hand i assume

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anybody have this already written maybe ?

lofty canyon
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yeah, you probably want to exclude March though

inner acorn
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uo @peak quartz you there

echo dune
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(Sorry to keep hijacking your thread) if anyone with experience playing modded moons and dungeons here has issues with lethal company performance please let me know

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i'd like to stress test something on lower end hardware

inner acorn
echo dune
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if you don't mind quickly zipping up your plugins folder for a minute, trying a new one it would be much appreciated πŸ˜„

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i can dm you

inner acorn
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@lofty canyon any chance that HideManagerGameObject set on true could affect this ? i think i had it on true

lofty canyon
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no idea what that is

inner acorn
inner acorn
lofty canyon
inner acorn
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default is false

lofty canyon
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no clue if it'd affect anything

inner acorn
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maybe worth a shot to look

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anyway where can i find each vanilla moon true name?

lofty canyon
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all vanilla moons' selectable level names are named "[levelname]Level"

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you can see in the config description

inner acorn
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what is tenebrous @echo dune ?

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and i was saying that the zip is too heavy

echo dune
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mmm fair

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dw about tenebrous

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not vanilla

inner acorn
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but im dont think lost of fps is linked to your mod, i have bunch and play with hd lethal

peak quartz
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yoyoyo

peak quartz
inner acorn
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yooo, so what's the situation rn how does your cfg look like?

peak quartz
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yoo i got it to work on both host and player on my lan now πŸ˜„ i use LethalExpansionCore 1.3.6(debloated version), and put the modules from the OG LethalExpansion 1.3.6 into the same folder. And then i use Lethallib 0.9.0, hookgenpatcher 0.0.5 and the latest versions of SCPfoundationdungeon and secret labs πŸ˜„ (and i use scoopysvarietymod aswell)

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i can send you the zip file if you want πŸ˜„

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took way too long to figure out but finally it works lmao, but im pretty sure there will be other bugs as its lethalexpansion 1.3.6

inner acorn
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and what about if only want the cusotm interioir on vanilla moons am i good?

peak quartz
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Yeah i think you can write each individual moonname in the config, ive heard that using the "vanilla" tag doesnt work for some reason lmao

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but if you write VowLevel, TitanLevel etc i think itd work

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ill send you the zip on dm πŸ™‚

golden venture
golden venture
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@tawdry aspen unfortunately i tested with two lan clients and even on main enterance the 2nd client fell through the map only the host can play the level with LethalExpansion and SCP foundation mod

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they are not compatible at all

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even with scoopy variety mod same issue

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it loads the original level

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the other client has the actual level

strong frigate
golden venture
golden venture
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here is a image from scoopy variety mod with two lan clients host can see and load level, 2nd player cant see or load level same happens on scp level just dont have screenshot

map is Castle Grounds , Peach's Castle

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both screenshots are taken in real time

stray estuary
golden venture
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bro im running the game locally

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?

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botth clients are me

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how could the files be different

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the game is ran through a shortcut

stray estuary
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i looked at the screenshots and didnt really read through, mb

golden venture
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no problem

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i dont think there is a fix for this problem

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it works for me on every modded level as host

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but with players it breaks for the other players

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works fine on vanilla moons atleast

stray estuary
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modded moons are all buggy af so that doesnt really surprise me, i havent dove too deep into em personally so im no help

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sorry

golden venture
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it will be fixed in the near future when IAmBatby releases his mod

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the one that supports LethalLib instead

lofty canyon
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yeah lethal expansions' method of custom moons is severely incompatible with how custom dungeons are implemented rn

inner acorn
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yoo, what about the mesh read/write thing you guys werer talking about?

lofty canyon
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the mesh readwrite stuff was a problem on my end, it'll be fixed in next update

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pretty sure the only problem is that enemies won't enter the 914 room

inner acorn
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oh i though it was a setting that we should enable or smth

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and that's normal that when scp is generated on experimentation (for exemple) u can't use the fire exit right? @lofty canyon

pallid sierra
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did you ever figure out what could be causing this? ive been running into it too

lofty canyon
inner acorn
lofty canyon
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otherwise fire exits should work on any moon, though march doesn't work 100%

lofty canyon
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I've found 6 to be good if you're wanting a small foundation on Titan, and for maps like Experimentation turning it to about 10 or so makes sure it doesn't generate a single hallway

inner acorn
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for FoundationLengthOverride

lofty canyon
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I think 8-9 is generally good for all vanilla moons, though might have some weirdness on stuff like experimentation

inner acorn
lofty canyon
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assuming it works like basegame map size multipliers, 2.35 is what Titan is and what the mod is based around

echo dune
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like how is it being used

lofty canyon
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dungen min/max length value

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I just set the value to the same for both

echo dune
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πŸ€”

inner acorn
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btw, any issue by using you mod with scoopy, lethal exp, AND coomfy dungeon? @lofty canyon

lofty canyon
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same issues with lethal expansion as usual, I don't think there's any compat problems with coomfy but could be wrong

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scoopy should be fully compatible

golden venture
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@lofty canyon do i need a , after the last level input ?

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from the description it didnt seem like i do

lofty canyon
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pretty sure it doesn't matter

golden venture
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i didnt test the last map but ik the other once works

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is there a preset to set it to all vanilla maps except march ?

lofty canyon
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not atm

golden venture
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would be nice to have

lofty canyon
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will prob be in next update

golden venture
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just name it vanilla

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and mention in description March is excluded and why

inner acorn
golden venture
wooden zealot
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does anyone know of any mods that stop both the dungeons from spawning? (Have lethalexpansion uninstalled)

paper condor
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both dungeons? do you mean like they're overlapping?

wooden zealot
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sorry, scoopys and scp have stopped spawning for me but I haven't really changed my own modpack much

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I recently uninstalled LE but that shouldn't be a problem yea

paper condor
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you can tweak what maps and chances of spawning the two dungeons have in their config

wooden zealot
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I felt like id see one like every other day a couple days ago but now seen neither in 50+ days of 100 weight each

paper condor
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You can also turn on the guaranteed spawning to see if it’s your game or just the luck

final ruin
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I have the dungen asset, does anyone know how it's seems to be configured in lc ?

final ruin
# zealous pasture Wym by that?

I have the asset (paid not extracted dll) but I haven't had time to look at it in detail. I wanted to know if anyone knew how it was configured for LC such as the fact that the dungeon is on several floors, the number of room assets used etc.

zealous pasture
zealous pasture
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NANNAHSNDA

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WTF

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IT WORKED on the 2ND DAY

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wow

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wait is it like

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if I set it to 300 precent its still like not guranteed to spawn the dungeon?

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bcs on th 1st day

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the fire exits were broken even when the dungeon dint spawn

untold cairn
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There's a separate option that makes it a guaranteed spawn.

zealous pasture
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yeah ik, but what I mean is its still not guranteed to spawn even if the precentage is set to 300? Since I dint get the dungeon on the 1st day, but did on the 2nd day even when the precentage was set to 300.

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I think its the case here bcs I dint get the dungeon on the 3rd day

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either

lofty canyon
zealous pasture
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oh ok

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this makes sense ig

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And yeah some of the fire exits on SC labs ar broken

feral flame
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fire exits will be jank with LE

zealous pasture
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Ik

zealous pasture
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Anyways my friends are still falling trough the floor

wise relic
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same problem

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using custom moons?

zealous pasture
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yes

zealous pasture
final ruin
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if you have lethal expansion

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and/or your friends dont have the same config settings as you

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they will fall through the earth into the depths of hell

zealous pasture
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I guess its the same with scoopys variety mod aswell??

lofty canyon
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yep

lofty canyon
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LE breaks interior mods

zealous pasture
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yeah I just wont use LE

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the SCP interior on top

exotic hinge
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i just wonder what changed that broke it since only 2 weeks ago it was all working fine with LE and all the custom interior mods

timid quiver
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LE updated the way it load moons on 1.3.9, there are ways to make it work again on vanilla moons but not on custom ones

hard gale
lofty canyon
hard gale
lofty canyon
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depends on version, usually either breaks fire exits if you're lucky or everyone except the host falls through the world

hard gale
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ohh thats the issue

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the features LE adds are for custom scraps and moons right?

lofty canyon
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yeah

hard gale
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alr bet i dont need it

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I thought these mods actually needed LE πŸ’€

untold cairn
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Funny how initially I preferred LE over LL. Now I hope that LL updates and people will switch over to it.

lofty canyon
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lethallib is getting custom moon support soon which will work with custom interiors

hard gale
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oh lethallib

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ok

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nice

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ty for the ingo guys

final ruin
hard gale
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btw will these mod eventually add fire exits?

final ruin
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my discord is glitching

lofty canyon
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once the moon module gets moved over I'll probably make secret labs moon a default and have a specialized flow for it

final ruin
lofty canyon
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lethal expansion breaks fire exits as well if they aren't appearing for you

hard gale
final ruin
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yes

hard gale
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lets go

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one of my friend really hated these things happening so now he can enjoy the mod

lofty canyon
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yeah a shame that lethal expansion causes a lot of issues for custom interiors which has resulted in a lot of people asking why things break

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LE has a compat checker as well iirc so I dunno why SCP facility/Scoopys hasn't been put there to let people know they don't work together

hard gale
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yea

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for me modded interiors are the bread and butter of modding, new moons are no that intresting because all your doing is going back to the same facility. Just harder

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these mods actually add variety

ocean prairie
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So, I need a TLDR version here, but through skimming, am I assuming that LethalExtension won't be the main dependent mod for SCP Facility anymore?

If so. (YES!)

lofty canyon
ocean prairie
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I did mean Extension. Then again, I'm forever confusing the two mods from each other πŸ˜…

final ruin
lofty canyon
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well extension has never been dependent either

hard gale
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does the map work on march due the 3 fire exits?

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oh nvm I see the problems might occur

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if more than 1

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what are all the vanilla moons with more than 1 fire exit?

lofty canyon
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just march

hard gale
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ok would this config be fine?

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TitanLevel,RendLevel,DineLevel,OffenseLevel,VowLevel

lofty canyon
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and afaik it technically works, just that 2 of the 3 fire exits will give you the blocked message

lofty canyon
hard gale
lofty canyon
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yep

exotic hinge
gritty girder
exotic hinge
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til theres lethalexpansioncore

lofty canyon
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Lethal expansion core still breaks

gritty girder
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Rip

lofty canyon
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Problem is fundamental to how it handles custom moons

zealous pasture
hard gale
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does this mod have the apperatus?

final ruin
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no

dense apex
golden venture
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it works for the host

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but not the other players

hushed helm
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In the future

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That will be interesting to see

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Or reskin of the mobs only if u get the scp dungeon

final ruin
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Yeah like reskin the coilhead to scp 173

dense apex
# zealous pasture Yeah

Could you get me a copy of the mods/configs you're using (either an export from r2modman or a list of the mods with their version and a copy of the config folder)? And which moon does it happen on?

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(I made LethalExpansionCore btw, trying to look into the issues people are having)

zealous pasture
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I'm not home rn sorry

dense apex
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No worries, you can send it whenever you have time

inner acorn
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what's the real percentage value for FoundationRarity at 300? 50% like scoopy ?

zealous pasture
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Everything that is mentioned here

inner acorn
leaden pasture
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when I tested this kind of custom interiors on LE moons it worked (tried original, tried core, tried 1.3.6, all the jazz, but only worked on lan with my own clients lmao, the second I tried with my buds they fell through)

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guess if we want stable mod interaction we just wait for lethalthings' implementation of custom moons and scrap

zealous pasture
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And the configs for scoopys are not vanilla. I wrote each moon name like this: TitanLevel,DineLevel,OffenseLevel,(and the rest t1 moons)

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For SCPdungeon Its set to guarantee and only to secret labs moon

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Also no other additional modded moons were added other than secret labs except the ones that come with LECore

red yarrow
# lofty canyon yeah that looks fine

is there a way to choose which moons have a 100% chance to have the SCP Dungeon?
If there isn't, could there be an option in the config like FoundationMoonsList , but instead it decides which moons will have a 100% chance of the dungeon?

inner acorn
zealous pasture
inner acorn
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?

zealous pasture
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Like

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Uhhhm

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CastleDungeonMoons config

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I dint set it to vannila

inner acorn
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why tho ?

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because you dont want it on every vanilla moon?

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or specific reason

zealous pasture
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@peak quartz I forgot what was the reason can you explain him

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?

zealous pasture
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btw

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Does scoopys fire exits break aswell with LE?

exotic hinge
lofty canyon
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(give me some ideas for possible refine processes)

fiery radish
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I have a few I can think of

Key <> Lockpicker
Axel <> Bolt/Sheet
Bottles <> DIY Flashbang
Flash <> Pro-F <> LaserPointer
Player > Death/TZP High/Heal?
Body > ???
Shotgun <> Shells
Stop <> Yield <> Shovel
Spraypaint <> TZP
Robot <> Apparatus
Cash Register <> ???
Gold Bar <> ???
Bee Hive <> ???

lofty canyon
#

a couple on the list are:
flash - [fine] > pro flash
tragedy < [one to one] > comedy
air horn - [fine] > clown horn

plus some player input interactions:
rough -> instant death
coarse -> 50% damage
1:1 -> change outfit
fine -> 2x stamina for remainder of moon
very fine -> a secret :)

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it might also include a config to have custom item conversions for mod support

paper condor
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Super cool stuff here!! How do you think this’ll work with other players in the lobby? It’s been a thing lately where people have been having host sync issues in their servers

lofty canyon
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And config sync might come with the move to LLL

paper condor
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Gotcha, can’t wait for this, my friends will love it

lofty canyon
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I also think the custom 914 config should be implicitly synced

tall jetty
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what abt luring monsters inside of it? at least coilhead

sinful cloak
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anyone know non host kept falling in this map?

lofty canyon
lofty canyon
sinful cloak
dense apex
#

Just a heads up, I have fixed the fire exit issue for LethalExpansionCore and I think I have a solution for the server not recognizing you are in the dungeon (which caused mobs to ignore you, lighting to strike you inside and whatever else it might have done) just need to do some more testing. This means the next update should be fully compatible with dungeon interiors*. I hope to have the update released today and I will let you guys know when I do

* No one has been able to provide reproducible circumstances for the falling into the void on LethalExpansionCore so until someone does I will put it down to a LethalExpansion exclusive issue, differing configs between the server and client or some other mod having weird interactions

paper condor
tall jetty
#

decided to update and test out lethal expansion
cant even route to moons with it enabled anymore yay

#

nvm it was probably just core, disabled it and the issue went away
might have to do with it not being updated to the newest version and me being a dummy

#

teehee

#

with only LethalExpansion enabled

#

Ah nvm, i saw the update 1hour ago and thought it was the one fixing the issue, must've misread sorry

dense apex
#

I tested it on secret labs, orion and aquatis, if it doesn't work on some other moon let me know

red yarrow
# lofty canyon

Shovel - Rough > Nothing (destroyed)
Shovel - Coarse > Toy Hammer (Lethal Things Support)
Shovel < 1:1 > Shovel
Shovel - Fine > Stop Sign
Shovel - Very Fine > Nothing (destroyed)

Walkie - Rough > Nothing (destroyed)
Walkie - Coarse > Old Phone
Walkie < 1:1 > Walkie
Walkie - Fine > Walkie (recharged)
Walkie - Very Fine > Boombox (35% chance of destruction instead)

Flashlight - Rough > Nothing (destroyed)
Flashlight - Coarse > Laser Pointer
Flashlight < 1:1 > Flashlight
Flashlight - Fine > Pro Flashlight
Flashlight - Very Fine > Homemade Flashbang (60% chance of destruction instead)

Homemade Flashbang - Fine > Stun Grenade

Dead Body - Very Fine > Revival of that player (50% chance of destruction instead)

polar yoke
feral flame
#

Jar of pickles - Any > Hoarding bug

fallow ether
#

You should add the scp lightbulb that takes all of the light away

polar yoke
#

if you're doing mod compatibility with it, then
toy hammer (lethal things) - [very fine] > enraged jester (90% chance of destruction instead)
toy hammer (lethal things) - [coarse] > clown horn
maxwell (lethal things) - [rough/coarse] > evil maxwell

inner acorn
dense apex
inner acorn
dense apex
inner acorn
dense apex
#

Yes

hard gale
#

just an idea for the future, you know how a lot of monsters are based of SCPs, it would be cool if you added the reskinned monsters as SCP varients but only for this interior/dungeon. For example there is the SCP173 coil head mod, it would be cool if you could use it, but its only used on this interior

#

if that makes sense

timid quiver
dense apex
timid quiver
inner acorn
#

could you explain the purpose of LethalExpansionCoreModules pls @dense apex ?

dense apex
inner acorn
dense apex
inner acorn
dense apex
#

Don't know if there's a mod for that feature but I know some of the features are implemented by other mods

inner acorn
#

dumb question but when you launch the game with lethalexpension the cmd displays compatibility with other mods, but all of those which are not recognized will not have a "not compatible" line if they aren't am i right? @dense apex

#

sry if its not clear

dense apex
inner acorn
dense apex
inner acorn
fickle sky
#

why everyone say shit breaks with LE? like i cant add new moons without that mod so how are you guys running it non broken?

inner acorn
#

your fine without custom interiors, some issues but at least you will not fall trhough the floor as a client

fickle sky
#

custom interiors? so like the scp dungeon?

inner acorn
#

yes

fickle sky
#

so how do i use that with the scp moon

inner acorn
#

by adding the new update of Lethal expension core by joakim that came out today

fickle sky
#

so just updating LE on the mod manager or is it another mod all otgether?

fickle sky
#

ty ty

#

hopefully i can get expansion to work i manually remove the other two maps every time their trash

inner acorn
#

therefore coomfy is not compatible?

dense apex
inner acorn
fickle sky
dense apex
#

the core mod removes it all for you :D

fickle sky
#

theirs only like 3 base moons that have the games real art style n no need for mods or to remove fog to make them look better

fickle sky
#

in config??

inner acorn
#

the map Ether is insane btw

dense apex
# fickle sky how so?

by default the core mod does not load any default modules, you have to enable them in the config if you want them

inner acorn
dense apex
fickle sky
fickle sky
dense apex
fickle sky
#

so that config in the game

#

or the one in r2?

dense apex
#

r2

#

but the mod needs to load for the settings to appear

fickle sky
#

i did what is the config called i tried lethal expansion when i search n core n the whole name the config isnt coming up when i search definetly started the game with it on

dense apex
#

com.github.lethalmods.lethalexpansioncore.cfg

fickle sky
#

do i need this as well?

#

i just downloaded the core

dense apex
# fickle sky

That's if you want the default modules from LethalExpansion, the ones which contain wateridge

fickle sky
#

ew no ok

dense apex
#

Like I said, disabled by default

fickle sky
#

where do i turn on the other moons

#

i got the config on which option

dense apex
fickle sky
#

so i have no need for the config then? no need to touch it

dense apex
#

Shouldn't have to touch it yeah

fickle sky
#

it said it loaded them anyhow even tho i dont have that other mod

dense apex
#

It loads the modules but doesn't add any content from them, otherwise you might get missing textures on some moons

fickle sky
inner acorn
#

anyone know if the moons name shown on the cmd when launching the game is the real internal name?

fickle sky
#

awesome looking map could never find the door to go in lol

#

im on if ur down i got a code

polar yoke
#

how does that relate?

inner acorn
#

I will play later but maybe i will try this map il tell you if i find it

south charm
#

so if i want custom interiors to work on modded moons should i switch to the core and modules version of LE and that’ll make people stop falling through the floor? or did todays LE update fix that

inner acorn
dense apex
inner acorn
#

anyone know how much does 300 value correspond ingame if you set it for scoopy dungeon and scp, does that mean that there is ~50%scoopy ~50%scp soclose to no chance of spawning vanilla interior ?

cedar slate
#

ah I was wondering what mod did that

lofty canyon
inner acorn
#

what do you mean alt layout

lofty canyon
# inner acorn what do you mean alt layout

All moons except March have both layouts (facility and manor) possible, just that they have 1 which has a weight of 300 and the other at a weight ranging from 2 to 20

#

Alt layout is just what the wiki calls the layout which isn't at weight 300

inner acorn
#

oh yea, so this is approximatly right "33%scp 33%scoopy 34% vanilla interior" ? or 17% vanilla+17% vanilla manor, u get what i mean

lofty canyon
#

Pretty much, with vanilla encompassing both vanilla layouts

inner acorn
#

got it

lofty canyon
#

So 33 for modded interiors, 32.9 for the primary layout then the last bit for the alt

#

Roughly

inner acorn
#

and last question and i think im done, does the name of moons you see in the cmd when starting is the real internal name for every moons ?

lofty canyon
#

I just log the moon names that are listed in the config if that's what you're talking about, if they're wrong they'll log wrong

inner acorn
lofty canyon
#

No clue, only way to know for certain is checking source code if applicable

inner acorn
fiery radish
#

Just wondering, what was up with the spray paint on the custom dungeon walls? Was trying it out today on both this and Scoopy with no luck, is that a known thing?

inner acorn
fiery radish
#

Huh we were fine using it on vanilla, honestly wouldn't be surprised if that was another issue with LE, we're also playing with BetterSprayPaint so it's more consistent with drawing

inner acorn
lofty canyon
maiden narwhal
#

or maybe maybe not idfk

#

i've had issues getting it to stick in the facility for sure and spraypaint is a feature from this update therefore it probly hasnt had the bugs sorted out

inner acorn
maiden narwhal
#

if that mod is doing anything with the prefabs themselves

#

then the mod wouldn't work on custom dungeons then right?

#

just a thought. maybe try removing it and see if the spraypaint kinda-sorta works like it should

fiery radish
#

Huh yeah I'll see if that does affect anything tomorrow but Knibbs mentioned it was a known issue, which makes me think it might be a red herring :(

lofty canyon
#

Yeah it doesn't work with vanilla paint

#

Seems like there's just something custom assets are missing right now to support spray paint, it's on the radar but not super high priority

fiery radish
#

Yeah it's unfortunate, I swear the SCP lab is an absolute labyrinth due to the lack of verticality, I've got lost a good few times and met a coilhead πŸ˜…

fickle sky
#

i had it flawlessly spawn every time i went to scp moon, now wont ever show the dungeon even tho i didnt change any of the mods, any reason why?

inner acorn
#

is this the real internal names for modded moons?

echo dune
#

no

inner acorn
# echo dune no

any way to find it easily if the author didn't specified it ?

echo dune
#

cant think of any

inner acorn
#

is this normal that some of the fire exit are tsill broken when you are already in and trying to go outside ? @lofty canyon

lofty canyon
smoky forum
#

Why are my friends falling through the floor?

echo dune
#

probably lethal expansion/core

smoky forum
#

more company?

inner acorn
#

yo i just thinked about it, but what happen if there is a third custom interior that release, since its already 33% 33% and 33 vanilla, what happen for the new third custom interiors ? @lofty canyon

smoky forum
inner acorn
lofty canyon
smoky forum
#

oooh o

#

ok

lofty canyon
#

For now configs must be identical, might be fixed in the move to LLL

smoky forum
#

so if i have lethalexpansioncore and exact same configs then the mod will work?

inner acorn
lofty canyon
echo dune
inner acorn
#

if you are using lethal expansion, you need to also add LECore but you dont seem like you play on modded moons

#

what about this @lofty canyon #1183889212978778173 message

lofty canyon
#

Oh yeah if you don't have any modded moons just don't get the expansion/core

lofty canyon
#

And so on and so forth

smoky forum
#

So, I selected some specific moons for the scpfoundaitondungeon to spawn on then will my friends need to select them too?

inner acorn
#

ok so its adding on top of another, its not like when the chance of spawn are taken its full for a new one

lofty canyon
inner acorn
smoky forum
#

how would i export a profile on thunderstore?

#

or get the code

inner acorn
smoky forum
#

aight thanks

inner acorn
dense apex
inner acorn
#

also i jsut found out that if you die your game crash

#

gonna test on a other map

inner acorn
#

yea

dense apex
#

what's the name of the map for config

inner acorn
#

idk i used "all" for both scoopy and SCp at 300 chance each

dense apex
#

that works too

#

looks like a problem with the map

inner acorn
dense apex
#

The entrances aren't setup properly so everything takes you to the main entrance

#

I think LethalExpansion broke something with their moons the last update

#

even after they reverted the change

#

maybe using an older version would work

inner acorn
#

just gonna remove the map for now its ok

neat spruce
#

So my friend got fully desynced on the ducky moon, falling through the scp dungeon and all, so I added lethal expansion core, but now I can't see mod settings.

#

We entered through the fire exit.

lofty canyon
neat spruce
#

Alright

pallid sierra
#

quick question, is there a way to get the scp map to only spawn on vanilla maps? like could i list them like this in the config or am i reading it wrong? thanks!

lofty canyon
pallid sierra
#

okay cool tysm i love the atmosphere of this dungeon you did a great job with it

lofty canyon
#

Also don't forget to make sure everyone's config matches if you're doing mp

pallid sierra
#

yep got that covered as i usually send my friends my profile code. i appreciate the help!

smoky forum
#

will enemies getting stuck on doors be fixed?

lofty canyon
#

yeah trying to work that out

smoky forum
lofty canyon
#

yep, after 914 and the port to LLL the plan was to have the HC zone to split the dungeon

smoky forum
#

AwesomeπŸ‘

polar yoke
#

LLL?

echo dune
#

#1193461151636398080

dense apex
vapid moss
#

honestly, this isnt a bug nor an issue just an opinion, which applies to both currently released interior mods

#

the big turnoff is in my opinion the lack of scrap spawnpoints compared to the vanilla two

#

it always feels like when me and my friends enter these that almost always less scrap spawns (higher value for sure though)

#

so maybe if there were more nodes(?) where scrap can spawn, would fix the issue of it feeling either empty or too large

#

I have no knowledge of LC modding so I can only really give advice from a player perspective πŸ™ƒ

tall jetty
#

same configs and all

dense apex
#

could you send the profile code?

#

and only ducky moon or some other one?

tall jetty
#

well i only set it up for secret labs and tested on it

#

018ce9a4-c8dd-e12d-2855-97755814f160

#

for some reason on the third try we synced

dense apex
#

restarting the game? or leaving and going back to the moon?

tall jetty
#

nvm

#

we didnt sync lmao, my guy sees a solid wall

#

he jsust didnt fall through the map..

inner acorn
#

Are you using backrooms mod?

tall jetty
#

nope

#

but we narrowed it down to more company i think

#

gonna test it later to confirm it

static yarrow
dense apex
inner acorn
static yarrow
#

Oh is that a custom moon

inner acorn
#

Ye, a nice one

signal plank
tall jetty
#

hmmm

#

it desynced on secret lab for me

signal plank
#

this was on a fresh install with just lethalexpansion+core+modules, hookgen+lethallib, scoopys/scpdungeon, and the moons we tested it on

#

secret labs did desync for us too

#

the thing that mainly confuses me is it being fine on lan but not online, unless you need to fiddle with core to have synched loading again and i just didnt do that

dense apex
#

Hmm, maybe the issue is just in online mode, which is annoying. I have never been able to test online mode

signal plank
#

another weird thing was that on lan there was still some minor desync stuff like a giant fucking pumpkin x3 the map being on wateridge for the connecting player and not the host lmao

#

but the interior worked at least

dense apex
#

If it is the case that LethalExpansionCore only breaks online I find it interesting that LethalExpansion consistently breaks on LAN as well

tall jetty
#

before the droppod unloading fix

inner acorn
dense apex
#

It seems like people are having that issue but I don't know if it's consistent, trying to figure it out

inner acorn
dense apex
sour trellis
# lofty canyon

Shotgun + Very Fine = Nutcracker (the shotgun comes loaded)

inner acorn
#

ok so after a real testing online, i can say that LethalExpensionCore did NOT fix the fell through the floor when entering cutom interior (scp and scoopy) on modded moon, neither with lethalexpansion alone @dense apex @lofty canyon @echo dune

#

weird thing is that its working on LAN testing with LEC, and not whith LE

dense apex
inner acorn
dense apex
inner acorn
tall jetty
#

i have good news for you all secret labs fans

inner acorn
#

go on

fiery radish
#

I'm listening... Er reading

dense apex
#

he's testing the fix for LethalExpansionCore

fiery radish
#

I've not used core in a bit, is this the fix for the subsequent moon visit fire exit blocks?

dense apex
#

that should be fixed already

#

it's for non-host players falling into the void due to dungeon desync

inner acorn
fiery radish
#

Correct me if I'm wrong, that was with custom moons using custom interiors with core right?

inner acorn
fiery radish
#

Legendary, there was a couple moon mods I was up for trying but ultimately didn't want to because I knew the interiors were funky

inner acorn
fiery radish
#

Yeah that's true, I just really like Scoopy's and SCP, soon we'll have Hadal as well, ever soo thankful for the modders and their hard work

untold cairn
#

Interiors > Moons

#

No offence to any custom moon makers.

inner acorn
#

Both = best of 2 world, sooon hopefully thx to joakim

fiery radish
#

I'm excited to see Taigon and More Moons once LLL is fully established, Generic Moons has been an eyecatcher too

untold cairn
#

Especially considering that most of the game is spent in interiors and most of the content is also there.

fiery radish
inner acorn
#

sure, but why not have both if possible

inner acorn
untold cairn
#

I'm not against that. All I'm saying is that new interiors are more importan IMO.

fiery radish
#

I like a good mix, right now I don't really touch Vow, Exp or V45 Titan cause I'm not fond of them, dungeons are definitely a big replay value hit, I feel SCP is in a really good spot excluding verticality and door jank right now, Scoopy's still has issues with turrets shooting through walls and lockpickers falling into the void

lofty canyon
vapid moss
#

ah okay

untold cairn
#

Is this quite stable when used without any custom moons?

lofty canyon
dense apex
#

I just released LethalExpansionCore 1.3.8 which fixes the desync issue in online mode

untold cairn
lofty canyon
sturdy imp
#

hello, i posted an issue on github a few moments ago. it would be appreciated if you could check it out. i didn't know exactly where to post it πŸ’€

echo dune
sturdy imp
#

i also posted almost the thing in #1174678494417010718 for scoopy

#

oh you're right

lofty canyon
sturdy imp
#

What is LLL and what is the fire exit problem? πŸ˜…

lofty canyon
#

The problem with March is multiple fire exits hence why it's recommended to not include it, but lethal level loader (LLL) has mentioned fixing that

#

So after I move this over to it it's fine to use on stuff like March

sturdy imp
#

Is that why you lose a lot of fps on march?

lofty canyon
#

Nah the issue is the dungeon currently generates only 1 fire exit vs the 3 on March

sturdy imp
#

Oh but my biggest concern is the performance πŸ˜…

#

I thought because march is large by itself so the dungeon generation will also be large is why i lose a lot of fps with custom dungeons

tall jetty
#

zeekeers broke the generation of custom dungeons on custom moons, now it only works if you reload the lobby

lofty canyon
tall jetty
#

then it starts working just fine

#

i've contacted the LE dev abt it already

echo dune
#

if you can replicate it could you send me a log from %AppData%/LocalLow/Zeekers/LethalCompany?

tall jetty
#

but no idea whose mod is actually breaking

echo dune
#

curious

tall jetty
#

oh yeah it has a 100% replication rate, wait a couple mins and ill do just that

exotic cobalt
# inner acorn Ye, a nice one

Tysm for the compliment! πŸ’™
The incompatibility between Starlancer and The Backrooms should be fixed now. I had moved the location of the level generation root early on trying to fix the "weather audio occurs inside" bug, then when I found out the actual issue I forgot to move it back to the default location

tall jetty
sturdy imp
#

Wouldn’t guaranteed dungeon blacklist be a temporary fix for LE desync? This way the user can blacklist some moons and keep some moons without custom dungeons for some diversity.

tall jetty
#

well it only works with a whitelist to start with

dense apex
#

Interestingly custom dungeons seem to be entirely broke on the default moons but only broke the first time on custom moons

sturdy imp
#

wait even the guaranteed option applies to the whitelist only?

tall jetty
#

whitelist is where
chance is how often

#

different options

sturdy imp
dense apex
#

yeahh

sturdy imp
#

Hmmm interesting ty guys

inner acorn
echo dune
dense apex
inner acorn
#

youre a genius

sturdy imp
dense apex
#

no problem no problem

silk shuttle
#

how to configure scp dungeon spawn rate?

polar yoke
silk shuttle
silk shuttle
polar yoke
#

have you scrolled?

silk shuttle
#

yes

#

thats the bottom

#

and top

#

pretty much

#

do i need to run the game first?

#

ima try that

polar yoke
#

yes of course you do

silk shuttle
#

lets see

silk shuttle
hushed helm
#

Not working in v47

inner acorn
open agate
rough hamlet
#

v47 broke my dungeon

paper condor
#

are you on a modded moon? cause mine works fine on titan

inner acorn
open agate
#

cool thanks

inner acorn
#

just tested more and some modded moons get u stuck in the generating seed screen since the v.47 update, might be the author that need to update theirs map

#

but on atlas abyss moon i got the scoopy dungeon to work with no pb

lofty canyon
#

Might just use this as an opportunity to move everything over to LLL before adding 914

inner acorn
#

also am i the only having an issue where you land first day on modded moon, go back in orbit, and its instantly deadline and u get eject'ed

#

might me more company 1.7.4, wasnt happening an hour ago with 1.7.3, or just some map that bug the deadline

fair quiver
#

I have a question! Do you think adding a SCP-087 (Staircase) would be a good idea?

#

More of a suggestion then a question 🧠 ❌

lofty canyon
lofty canyon
fair quiver
#

Because dungeon mods are my favorite sub-genre of mod. Better than moons because of it's procedural generation!

inner acorn
#

ok so after a bit of testing, the freeze on seed creation or instantly deadline after day 1 is not caused by more company

#

its only on specific modded moon, either you get stuck on the seed, or u can get through the seed generation but go straight to deadline when you launch the ship back in orbit, (tested on springfield and waterridge)

#

hope this can help @lofty canyon

lofty canyon
fair quiver
fast shard
#

So excited for 914 to work, going to be so silly

fast shard
smoky forum
#

is march broken with this mod???

fast shard
#

Shouldn't be, can you be more descriptive of your issue?

smoky forum
paper condor
#

im pretty sure the fire exits on march break all modded dungeons

smoky forum
#

its just weird cuz it was working yesterday

#

imma just disable march from custom maps

hybrid garnet
#

I get this error when I try to land on Titan and forcing guaranteed spawn. I just freeze in the "Random Seed" message and eventually crashes the game

Stack trace:
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GenerateNewFloor>(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::GenerateNewFloor>?-1938682430(RoundManager)
LethalLib.Modules.Dungeon.RoundManager_GenerateNewFloor (On.RoundManager+orig_GenerateNewFloor orig, RoundManager self) (at O:/github/LethalLib/LethalLib/Modules/Dungeon.cs:180)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::GenerateNewFloor>?2120592708(RoundManager)
RoundManager.GenerateNewLevelClientRpc (System.Int32 randomSeed, System.Int32 levelID) (at <e5d196f7ae794822b7da8ac9e3f5a4fc>:IL_016E)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::__rpc_handler_1193916134>(Unity.Netcode.NetworkBehaviour,Unity.Netcode.FastBufferReader,Unity.Netcode.__RpcParams)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <895801699cfc4b4ab52267f31e2a4998>:IL_004E)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ClientRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendClientRpc(FastBufferWriter&, UInt32, ClientRpcParams, RpcDelivery)
RoundManager:GenerateNewLevelClientRpc(Int32, Int32)
<LoadNewLevelWait>d__115:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[Error  : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GenerateNewFloor>(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::GenerateNewFloor>?-1938682430(RoundManager)
LethalLib.Modules.Dungeon.RoundManager_GenerateNewFloor (On.RoundManager+orig_GenerateNewFloor orig, RoundManager self) (at O:/github/LethalLib/LethalLib/Modules/Dungeon.cs:180)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::GenerateNewFloor>?2120592708(RoundManager)
RoundManager.GenerateNewLevelClientRpc (System.Int32 randomSeed, System.Int32 levelID) (at <e5d196f7ae794822b7da8ac9e3f5a4fc>:IL_016E)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <e5d196f7ae794822b7da8ac9e3f5a4fc>:IL_0076)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)```
lofty canyon
#

I haven't updated for v47 yet if you're on that version @hybrid garnet @smoky forum

hybrid garnet
hybrid garnet
#

hopefully i get a ping for when mod is updated

lofty canyon
thorn atlas
#

For anyone wondering, SCP Facility and LethalExpansion do work together somewhat (fire exits still break) if all players have the same config settings. Players falling out of the world is a result of mismatched configs from what I've seen

golden venture
#

it works with LE Core not LE

lofty canyon
#

probably won't after the next update

thorn atlas
#

Is there a reason for that, may I ask? I assume presumably because of the moving to LethalLevelLoader?

lofty canyon
#

yeah

thorn atlas
#

I know the people who make internal layouts probably don't really like LethalExpansion because of the amount of bugs it has inevitably caused due to being the first one to delve into modded moons, but I am worried that all the people currently actively developing moons for LethalExpansion is gonna cause a rift in the development community if the compatibility issues aren't solved and instead both devs just agree "eh, they're incompatible", ngl.

#

Not blaming you for using the one that suits the SCP Facility, of course, just a concern of mine ^^;

#

Just hoping that the LethalLevelLoader dev attempts to make LethalSDK modules compatible instead of forcing everyone to change to his system I suppose

lofty canyon
#

unfortunately it's kinda inevitable, lethal expansion just does its own thing and doesn't really try to be compatible with anything in the efforts to be codeless

#

LLL is trying to be as vanilla compatible (in turn also improving general mod compat) as possible

#

also LE is a notably restrictive especially with items and whatnot

thorn atlas
#

I getcha, I do feel the LethalExpansion dev has made good attempts to make compatibility fixes thus far, as someone who's been using them for a good bit now, but I can understand the frustration as someone who has done modding for other games before

lofty canyon
#

yeah, if it's any consolation basically every interior mod being unified under LLL means compat on the LE devs end might be easier to work out since before it was a per-mod solution deal

thorn atlas
#

True, if they can work out a solution for their SDK moons to load modded interiors properly, then it fixes compat with all, not just one

#

Just gotta be hopeful for communication because I genuinely love some of the modded moons like Orion and would hate to see them abandoned because the community switches gears to LLL

lofty canyon
#

if worst comes to worst and it's an either-or situation, it seems like porting LE moons to LLL isn't terrible so some people might host 2 versions for each modloader (not great but still)

thorn atlas
#

Yeahhh, and the key word is some people lmao

lofty canyon
#

and it's not like interior mods can really go to lethal expansion cuz it doesn't have any custom dungeon capacity yet

thorn atlas
#

Yeah, which is the unfortunate thing as well, I do feel LethalExpansion would have eventually worked out custom dungeon capacity, but LLL got to it first KEK

lofty canyon
#

tbf I rushed hard on custom dungeons (kinda just to say I had the first but also cuz I really wanted to get the ball rolling on them) and lethallib already had some rudimentary dungeon implementation stuff while LE was only just getting moons

thorn atlas
#

And also, goddamn did you pick the literal best custom dungeon to implement

lofty canyon
#

everything just lined up in my head, both randomly generated exploration in spooky facilities with roaming creatures

#

and having all the room assets done (but god was getting them out of the proprietary format a pain in the ass) was helpful as I'm no modeller

thorn atlas
#

One mod I hope to eventually see is a way to make monster skin mods spawn multiple variants, both randomly and map dependent. Would love if Coilhead spawned in the factory layout, Weeping Angels in the mansion, and SCP-173 in the SCP map, for example

#

Like I love the SCP-173 mod but it replacing the Coilheads entirely means I won't use it

#

Cuz Coilheads are too cool as well

#

WAIT OMG THE MOD DEV ALREADY MADE RANDOM POSSIBLE

#

Why did I not know this

golden venture
thorn atlas
golden venture
#

what mod is this ?

thorn atlas
#

SCP173CoilheadSFX by raydenoir

golden venture
#

ah

#

thats a goated setting never noticed it

thorn atlas
#

Ikr

dense apex
thorn atlas
#

Awesome to hear. As long as LECore works I don't mind if the full extent of LethalExpansion doesn't, as long as I can load Orion happily NODDERS

lofty canyon
#

a compatibility layer to convert LE moon data to LLL moon data as a separate mod also isn't entirely out of the question

#

though that's beyond my scope

dense apex
#

I really don't think that should be necessary

thorn atlas
#

Hopefully not, but yeah, that could work if all else failed

inner acorn
#

yoo, should i update to the last version of lethal expansion if i'm staying on LethalCompany v.45 ? Like when a mod say rework compatibilty for v47, does that mean that it became uncompatible with older version?

inner acorn
#

am i dumb or the fact that scoopy dungeon now have a dependency with LLL make that you can't use lethal expansion, therefore not play on most of the modded moons?

inner acorn
# strong frigate You are correct

So why the hell would scoopy add this as a dependency so early πŸ€·β€β™‚οΈ like he could have made a branch during thΓ© Time other map get merged to LLL

final ruin
#

it is now just even less compatible

inner acorn
final ruin
#

thats lecore

#

not le

#

and also

inner acorn
#

Bro

final ruin
#

did you play multiplayer?

inner acorn
#

To use LECore you need Lethal expansion πŸ€·β€β™‚οΈ

#

Of course multiplayer

#

Are you telling that LECore IS compatible with LLL @final ruin

final ruin
#

I never said that

#

and I wouldnt know anyways

inner acorn
final ruin
#

it was as compatible as it could be

#

it wasnt fully compatible though

#

not that it matters

#

just download the old version of the mod then

inner acorn
#

It matter in thΓ© sense that now you can't use the last scoopy update on most of thΓ© modded moons since he removed lethalexpansion

inner acorn
final ruin
#

obviously not

inner acorn
#

So that Is really dumb then

#

Why rushing the change to LLL when most of the Map didnt get merged

#

That mean if you want to play on latest version of thΓ© game you have to either not play with scoopy, or no modded moon, otherwise you stay on v.45, all of this because hΓ© force us to use LLL to early

final ruin
#

because lll is better

inner acorn
strong frigate
#

I’m with you

#

Too early

inner acorn
#

Exactly, like this only change break most of thΓ© modded moon pack of people, juste leave us to chose for now

strong frigate
#

If you check LE core channel, they are working on a fix

inner acorn
#

Didn't know there was a Channel thx

inner acorn
strong frigate
#

#1193705132081291275

#

@inner acorn

inner acorn
#

Thx sir

hushed helm
#

Did this mod update yet for v47

#

With the updated LLL

#

Wait im confused

#

Is there compability issue with Scoop and SCP?

inner acorn
#

LECore mod jsut made an update to make LLL and LE compatible again

hushed helm
#

Im not using custom moons

inner acorn
#

and scp use lethal expansion so idk

hushed helm
#

Im not using lethal expansion

#

What

#

Scp isnt using lethal expansion

inner acorn
hushed helm
#

But this mod still need a update for v47

#

Getting frozen here

inner acorn
#

yes look like it

hushed helm
tall jetty
final ruin
#

@hushed helm do you have scoopy’s variety mod and scp

hushed helm
hushed helm
#

But this was a issue b4

#

Scoop update

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For both plugin

#

Is was that post

#

I just disable scoop

#

And still happen

#

Log without scoopy mod

final ruin
#

too

hushed helm
#

I did

final ruin
#

nuh uh

hushed helm
#

I dsiable LLL firs tthing

#

B.c it disable all dependent

echo dune
#

It’s a current LethalLib bug iirc

hushed helm
#

Didnt they update lethallib?

lofty canyon
inner acorn
#

just so u know

lofty canyon
#

better to get everything unified now and the growing pains of that out of the way

inner acorn
#

eventually yea sure, sooner is better i assume

lofty canyon
inner acorn
zenith oxide
#

Yeah all moons + dungeons using LLL is better in the long run but I'll try testing with LECore to see how Scoopy's Dungeon and custom moons play off each other

inner acorn
hard gale
#

is there a way to make the loot more commo

#

common

inner acorn
#

@lofty canyon seems like since all the updates if you dont set scp FoundationGuaranteed on true you never get it to spawn, any idea why?

thorn atlas
#

I've gotten it to spawn even with FoundationGuaranteed off, it just seems excessively rare for whatever reason

#

Will probably be fixed in the next update once LethalLevelLoader is compatible

inner acorn
inner acorn
thorn atlas
#

I haven't used them simultaneously, it could be an incompatibilty

#

When I was using only SCP interior I got it to spawn occasionally at 200, though not frequently

#

And that was alongside LethalExpansion

inner acorn
thorn atlas
#

Yeah, so it may just be even more rare when using both

#

Since both are fighting for weight

echo dune
#

Scoopy uses LLL which hijacks the randomisation and because SCP is using LethalLib it may not be considered in that

thorn atlas
#

Hopefully this mod does something similar to Scoopy's in the next update when it uses LLL and lets you adjust the weight on a per-moon basis, would definitely help to be able to have it be guaranteed on moons like SecretLabs

echo dune
#

it will

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Thats one of the big benefits of LLL

thorn atlas
#

Also

#

I have to ask

#

Batby?

echo dune
#

oh wow haha

thorn atlas
#

You're part of the tModLoader Discord too

echo dune
#

i do recognize that discord name

thorn atlas
#

Is this the same Batby? Lmaooo

#

Small fucking world

echo dune
#

it be like that

inner acorn
#

btw did anyone found a quick way to get all the internal names of moons that dont provid it ?

#

@thorn atlas

thorn atlas
#

Not as far as I know

#

Badham might have a solution though πŸ˜›

lofty canyon
echo dune
#

for LLL planetnames should be a lot less picky, ill add a config option to dump them all in the near future though

thorn atlas
#

That'd be helpful

#

For modpack devs especially

#

as someone who is always the one who has to weave together modpacks for friends, your assistances are deeply valued

echo dune
#

oh also config syncing for planet stuff is near future too

#

ik how to do it just not #1 on the list

thorn atlas
#

Good, config syncing should help a lot with multiplayer issues since right now I effectively just have to send my entire config folder to other people

thorn atlas
#

R2?

#

If you're referring to R2ModMan, it's cuz I don't really want to install something else that's just Thunderstore but more

inner acorn
zenith oxide
#

yeah I like r2modman. very straightforward and it's really easy to sync with friends since they don't want to edit file structures/ .cfg files

inner acorn
#

can anybody manage to get scp spawning ? with fondationguaranted on true it never spawn anywhere i dont get it

zenith oxide
#

since Scoopy's dungeon also needed to update to v47 and both authors seem to agree it's needed moving forward

inner acorn
#

Yea it's gonna be smoother for sure, i was just annoyed that they push it so early since almost every modded moon still need Lethal expansion which IS not compatible with LLL

zenith oxide
#

since it removes the feature bloat of LE

inner acorn
#

Yea i know since a few houre LECore made an update to support lethal expansion + Lll

echo dune
zenith oxide
#

Honestly the fact that we can transition at all and especially only two days after v47 is pretty great all around though

inner acorn
analog crown
lofty canyon
#

1.5.0

  • v49 compatibility
  • Ported to LethalLevelLoader (with some generation tweaks and additional config options, multiple fire exit moons e.g. March are now supported)
  • Added much more lighting to the start room
  • Fix some navmesh issues in 914 room
  • Additional navmesh tweaks to reduce occurences of scrap spawning in walls/in ceilings

(give thunderstore a min to refresh)

#

SCP: Facility (custom dungeon mod) [1.5.0]

zenith oxide
#

hell yeah

lofty canyon
#

(do alert me if something explodes)

zenith oxide
#

I've been nonstop testing custom moons with scoopy so this'll get added in a sec too. Will notify if anything odd comes up!

paper condor
#

hey so does this fix modded moon to modded dungeon compatibility for clients?

lofty canyon
#

and the LECore dev was working with Batby to have compat

hybrid garnet
brave stag
zenith oxide
brave stag
#

with that case

zenith oxide
#

I'm currently using LE+LECore+LLL and can load scoopy's on modded moons at the moment, pretty nice!

brave stag
#

no more fire exit problems?

zenith oxide
#

from what I hear it shoooould be fine?

brave stag
#

so wait you have lethal expansion on?

#

just the debloat with it too

zenith oxide
#

yup

#

here's how it looks for me

#

took a bit of fiddling with reinstalling them but at the moment they've let the dungeon appear. rn it's not appearing but that's mainly from me messing with the config settings

lofty canyon
zenith oxide
# brave stag just the debloat with it too

for clarification LECore literally just turns off a lot of the spawn rate changes/ moon+ dungeon generation/ random misc features of LE but keeps the core SDK assets available so moons with it as a dependency can still be used

#

since LE overwrites a lot of functions/ conflicts with a lot, so LECore just tells it to stop

paper condor
#

atm now im just trying to figure out the internal name to secret labs to start testing since "secret labs" isnt working

lofty canyon
#

That should be it