#SCP: Facility (custom dungeon mod) [4.3.4]
1 messages Β· Page 3 of 1
so this fix wont work for moons that have more than 2 fire escapes?
also what's the name of the SCP moon that we can put there? is it just 'Secret Labs'?
secret labs without capital i believe
but if you put this you cant run LethalExpansion mod the mod that adds modded moons
they are not compatible
Yeah its either custom moons or custom interiors
i guess ill just make due with my shitty 1.3.6 debloated version untill a better fix is here π₯²
May I ask if the SCP facility is currently running stably on the Vanilla moons?
Pretty sure yeah, as long as you dont have LE installed (might work with it installed too havent tested)
where is this version?
Oh, darn it, most of my mods depend on LE.
ahh nice π lethalexpansioncore should be the name
wtff thats really weird :/ you are using r2modman right?
No thunderstore
aaah
Many good scrap mods rely on LE (Lethal Expansion).
I have only the interiors loaded up
and you are sure you installed all dependencies? like hookgen, lethallib and bepinex
Yeah
damn π you could give r2modmanager a shot if youd like, i doubt you have done anything wrong but its always nice to double check
π π π π
for the temporary the moon can only have 1 fire exit?
really handy for downloading mods tho, and you can always get the bepinex for manual install later with it
Yeah appearantly that would fix the void issue
as lethalexpansion struggles with several fire exits combined with interiors i guess
correct
thank you for the reply
Ill fix it real quick
if you want feedback on ur moon i recommend making a thread in #1169056298856362105
β€οΈ
pretty sure he has his own discord channel, but this would be more organized imo π
couldnt find it
I was going to make one for my next moon thought it was too late to do one now
its never too late
there is still bugs with the level and this server has many people and you would get way more feedback this way i think
Definitely not too late, id be active there.
hope the mod manager works out for you π
btw badhamknibbs sent me this yesterday if youd like to test the multiplayer aspects yourself @golden venture
https://discord.com/channels/1168655651455639582/1184708473800364083
Nah its cooked i'll have to wait out untill this thing gets more updates
oooo
Im sorry bro that sucks :/ ill see if i can make a working profile i could send you to test
@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?
If you try to enter the fire exit on a moon other than march does it say that the entrance is blocked by debris or collapsed in or something along those lines
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
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
this is needed for DunGen to generate navmesh at runtime on those meshes
figured it out while trying to make my own tile set for lethal company with a friend which we will have one done soon
Hmm this is a task for badhamknibbs isnt it ? or is it a setting i can change in the configs? π€ im having these errors launching scpfoundationdungeon
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
ahh alright! Thanks alot for the info i appreaciate it π i had absolutely no clue so haha
ye same here took me a day to figure out why enemies weren't moving and scrap was floating in the air lol
lmao typical coding id imagine π xD interesting for sure

I've been reading since our last conversation Aluks and my brain explonato
This is so weird diffrent situations for everyone
Me and my friends like for 4 hours try to fix this
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)
Yeah I read that
yeah i relate hard bro, used way too much time troubleshooting lmao
lemmeknow if youd like to try it yourself, can pm it π
yeah the bepinex with the mods in it (i only use the bare minimum of mods)
mods with the versions i got to work*
I'll try to do this tmr cause I'm in bed rn
alrightalright soundsgood π hope it works for you and its not some weird shit where it only works on my pc lol
Yeah me too
Wait so preety much the fire exits work on the 1st day, but on the 2nd day not?
Yeah to my understanding! i only tested one fire exit tho so im not sure if multiple will work first day
Also not sure if the fire exit will work again if you do a moon inbetween, but might be a possibility xD
Atleast the main entrance works
yea true that π and it worked 2 moons in a row
so should be a very not optimal temporary fix xd
and idk if i mentioned it but scoopysvarietymod also seems to work on wateridge (with the fireexit bugs ofc)
Cause me and my friends we're like let's add some more mods to LC and now we're stuck in missery
hahahah relate XD
Very relatable
also i would recommend having your own thread so you can continue chat about moon just put [WIP] Mod Name for thread
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
I just want for scoopys to work on vanilla it's fine, and scp interior on secret labs. We already made scoopys work.
Vanilla moons I mean
aah nice i see π 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
Huh interesting
oh interesting
Yeah definitely interesting haha, everything is big confuse
nothing about the setting should affect how fire exits spawn, is this with any other mods?
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
very likely LEcore
with the note that it's something happening after visiting a moon once that's causing anything LE to act up usually
at least from my testing
you can have both, just don't use custom interiors on custom moons
even without them mixing there's still issues
cuz custom moons have to use existing moons to run on
so whats the fix for now can i have a quick recap please ?
only real way to guarantee no issues is not having any custom interiors with LE (including core/otherwise)
or vice versa
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
it doesnt work anymore or what ?
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
if you're lucky things might just work out, but there's never been any guarantee of compatibility
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
can anyone confirm that the "vanilla" command in scp cfg files work?
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
for me at least I still get issues with LE on vanilla moons
i mean typing vanilla on the cfg of scp where you specify on which moon the interior can spawn
because it's not specified that the "vanilla" keyword is correct, unlike scoopy
mine doesn't have that
huh?
it doesn't support just putting vanilla as a moon config
u don't have this?
oh, so how can it be generated on vanilla moon on my games yesterday?
yeah that won't do anything (unless there happens to be a moon called "vanilla")
because iim sure i got the scp interior on multiple vanilla moons using this yesterday
whithout any trouble even with fire exit
that's quite strange given I don't handle that at all
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}");
}```
very weird
so i should type every vanilla moon level by hand i assume
anybody have this already written maybe ?
yeah, you probably want to exclude March though
uo @peak quartz you there
(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
i'd like to stress test something on lower end hardware
im not on a low end system but i sitl have dip under 60fps
if you don't mind quickly zipping up your plugins folder for a minute, trying a new one it would be much appreciated π
i can dm you
@lofty canyon any chance that HideManagerGameObject set on true could affect this ? i think i had it on true
no idea what that is
an option on bepinex cgf that affect multiple mod
too heavy bruv
can't say I've ever tested or even know what the default is
HideManagerGameObject
If enabled, hides BepInEx Manager GameObject from Unity.
This can fix loading issues in some games that attempt to prevent BepInEx from being loaded.
Use this only if you know what this option means, as it can affect functionality of some older plugins.
default is false
no clue if it'd affect anything
all vanilla moons' selectable level names are named "[levelname]Level"
you can see in the config description
but im dont think lost of fps is linked to your mod, i have bunch and play with hd lethal
yoyoyo
i iz here
yooo, so what's the situation rn how does your cfg look like?
yoo i got it to work on both host and player on my lan now π 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 π (and i use scoopysvarietymod aswell)
i can send you the zip file if you want π
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
yea thx why not, nice work tho
and what about if only want the cusotm interioir on vanilla moons am i good?
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
but if you write VowLevel, TitanLevel etc i think itd work
ill send you the zip on dm π
ExperimentationLevel,AssuranceLevel,VowLevel,TitanLevel,RendLevel,DineLevel,OffenseLevel,
@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
they are not compatible at all
even with scoopy variety mod same issue
it loads the original level
the other client has the actual level
me too please
onn a vanilla moon ?
no its only broken in modded moons
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
both screenshots are taken in real time
make sure the config is the same for all clients, had the same issue and that solved it
bro im running the game locally
?
botth clients are me
how could the files be different
the game is ran through a shortcut
i looked at the screenshots and didnt really read through, mb
no problem
i dont think there is a fix for this problem
it works for me on every modded level as host
but with players it breaks for the other players
works fine on vanilla moons atleast
modded moons are all buggy af so that doesnt really surprise me, i havent dove too deep into em personally so im no help
sorry
it will be fixed in the near future when IAmBatby releases his mod
the one that supports LethalLib instead
yeah lethal expansions' method of custom moons is severely incompatible with how custom dungeons are implemented rn
yoo, what about the mesh read/write thing you guys werer talking about?
the mesh readwrite stuff was a problem on my end, it'll be fixed in next update
pretty sure the only problem is that enemies won't enter the 914 room
oh i though it was a setting that we should enable or smth
and that's normal that when scp is generated on experimentation (for exemple) u can't use the fire exit right? @lofty canyon
did you ever figure out what could be causing this? ive been running into it too
if you're using lethal expansion it's expected
and what about MapSizeMultiplier, what do you recommend ?
otherwise fire exits should work on any moon, though march doesn't work 100%
-1 uses recommended value (balanced around Titan, which is 8). You can turn it down if you think the foundation generates too big, or turn it up (don't go too crazy though) if you're only using it on cheaper moons
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
i was talking about lethal enpension MapSizeMultiplier, but what about a good average to use for every vanilla map?
for FoundationLengthOverride
I think 8-9 is generally good for all vanilla moons, though might have some weirdness on stuff like experimentation
thanks, and what about MapSizeMultiplier for lethal expension? should i change it ?
assuming it works like basegame map size multipliers, 2.35 is what Titan is and what the mod is based around
what number is this
like how is it being used
π€
btw, any issue by using you mod with scoopy, lethal exp, AND coomfy dungeon? @lofty canyon
same issues with lethal expansion as usual, I don't think there's any compat problems with coomfy but could be wrong
scoopy should be fully compatible
@lofty canyon do i need a , after the last level input ?
from the description it didnt seem like i do
pretty sure it doesn't matter
i didnt test the last map but ik the other once works
is there a preset to set it to all vanilla maps except march ?
not atm
would be nice to have
will prob be in next update
yo quick question, why some of the skins in your pack look cclean when looking at the png, but ingame its awful?
i didnt make all the skins and im not sure why that is i guess its just the original model of the game being bad and not supporting those type of texture quality
does anyone know of any mods that stop both the dungeons from spawning? (Have lethalexpansion uninstalled)
both dungeons? do you mean like they're overlapping?
sorry, scoopys and scp have stopped spawning for me but I haven't really changed my own modpack much
I recently uninstalled LE but that shouldn't be a problem yea
you can tweak what maps and chances of spawning the two dungeons have in their config
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
You can also turn on the guaranteed spawning to see if itβs your game or just the luck
I have the dungen asset, does anyone know how it's seems to be configured in lc ?
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.
@peak quartz you online? I would want you to send me the files if you can.
NANNAHSNDA
WTF
IT WORKED on the 2ND DAY
wow
wait is it like
if I set it to 300 precent its still like not guranteed to spawn the dungeon?
bcs on th 1st day
the fire exits were broken even when the dungeon dint spawn
There's a separate option that makes it a guaranteed spawn.
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.
I think its the case here bcs I dint get the dungeon on the 3rd day
either
the value isn't a percentage it's a weight, at 300 it's roughly a 50/50 chance
oh ok
this makes sense ig
And yeah some of the fire exits on SC labs ar broken
fire exits will be jank with LE
Ik
Anyways my friends are still falling trough the floor
yes
does this problem also appear in vanilla moons?
if you have lethal expansion
and/or your friends dont have the same config settings as you
they will fall through the earth into the depths of hell
I guess its the same with scoopys variety mod aswell??
yep
LE breaks interior mods
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
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
what about LEcore
still breaks
what about it breaks?
depends on version, usually either breaks fire exits if you're lucky or everyone except the host falls through the world
yeah
Funny how initially I preferred LE over LL. Now I hope that LL updates and people will switch over to it.
what is LL?
lethallib is getting custom moon support soon which will work with custom interiors
I know the secret labs moon creator said they will port it whenever they can
btw will these mod eventually add fire exits?
my discord is glitching
once the moon module gets moved over I'll probably make secret labs moon a default and have a specialized flow for it
they have fire exits
lethal expansion breaks fire exits as well if they aren't appearing for you
was that an isue with Lethal E then
?
yes
oh ok
lets go
one of my friend really hated these things happening so now he can enjoy the mod
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
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
yea
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
these mods actually add variety
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!)
if you mean lethal expansion, it's never been dependent on it
I did mean Extension. Then again, I'm forever confusing the two mods from each other π
extension was just another interior mod that was renamed to scoopyβs variety mod
well extension has never been dependent either
does the map work on march due the 3 fire exits?
oh nvm I see the problems might occur
if more than 1
what are all the vanilla moons with more than 1 fire exit?
just march
and afaik it technically works, just that 2 of the 3 fire exits will give you the blocked message
oh ok
yeah that looks fine
ok thanks, so it wont spawn on, exp, assurance, and march correct?
yep
nah it still desyncs with 1.3.8
I'd recommend LethalExpansionCore 1.3.6 and see if that works, the main LethalExpansion dependancy has so much bloat and has so many compatibility issues
til theres lethalexpansioncore
Lethal expansion core still breaks
Rip
Problem is fundamental to how it handles custom moons
Already tried my friends are still fallingπ
does this mod have the apperatus?
no
Is everyone using LethalExpansionCore and the same mods and config?
its not posible to use it on modded moons only vanilla/base game moons
it works for the host
but not the other players
Will there be custom mobs in the future like https://discord.com/channels/1168655651455639582/1182523433221902376
In the future
That will be interesting to see
Or reskin of the mobs only if u get the scp dungeon
Yeah like reskin the coilhead to scp 173
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?
(I made LethalExpansionCore btw, trying to look into the issues people are having)
I'm not home rn sorry
No worries, you can send it whenever you have time
what's the real percentage value for FoundationRarity at 300? 50% like scoopy ?
Yes
Anyways
Everything that is mentioned here
really ? i feel its lower like scoopy always take the advantage and spawn more
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)
guess if we want stable mod interaction we just wait for lethalthings' implementation of custom moons and scrap
And the configs for scoopys are not vanilla. I wrote each moon name like this: TitanLevel,DineLevel,OffenseLevel,(and the rest t1 moons)
For SCPdungeon Its set to guarantee and only to secret labs moon
Also no other additional modded moons were added other than secret labs except the ones that come with LECore
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?
what do you mean scoopy are not wanilla.?
Yeah same here. I hope one day secret labs and SCP dungeon together will be a thingπ’
?
soons
yes
you absolute legend. ill try this later
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 <> ???
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 :)
it might also include a config to have custom item conversions for mod support
Super cool stuff here!! How do you think thisβll work with other players in the lobby? Itβs been a thing lately where people have been having host sync issues in their servers
Should be fine, only host sync issues I know of are caused by either LE or mismatched configs
And config sync might come with the move to LLL
Gotcha, canβt wait for this, my friends will love it
I also think the custom 914 config should be implicitly synced
what abt luring monsters inside of it? at least coilhead
anyone know non host kept falling in this map?
Lethal expansion is the problem
I think the first version will only have item and player interactions, then enemy interactions later
isee
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
yeah i was just about to come back to say there should be more risk conditions like maybe an enemy coming out or something !!
decided to update and test out lethal expansion
cant even route to moons with it enabled anymore 
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
It's out now (version 1.3.7), hopefully that solves all the remaining issues π
I tested it on secret labs, orion and aquatis, if it doesn't work on some other moon let me know
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)
body - [any] > masked enemy
shovel < [one to one] > stop sign and others
Jar of pickles - Any > Hoarding bug
You should add the scp lightbulb that takes all of the light away
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
thanks for this, so what's the point of using your mod vs the og lethal expension since it also got updated today?
Well the mod is reduced to the very core, it removes everything which is not necessary and just keeps the support for LethalSDK (which is what is used to make moons and scrap), this means the mod is much more compatible with other mods
oh isee, but does the og lethal expensioin mod fixe the same thing as you in the new update ? (mob bug, lighting inside, falling through ground ?)
In short no, they tried to fix it but had to revert the change (it's being tracked under this issue https://github.com/HolographicWings/LethalExpansion/issues/20), their fix also did not do anything to custom moons (only fixed wateridge), I made sure my fix would work with all the existing ones without them having to update
im talking about today update not yesterday
Yes
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
Does your fix work if I still have LE installed but overriden by LECore?
It should, that's how I tested it at least π
Amazing, thank you!
could you explain the purpose of LethalExpansionCoreModules pls @dense apex ?
It just contains the default modules provided by LethalExpansion though they are a bit outdated so just using adding LethalExpansion as a mod would be better, it was made before LethalExpansionCore automatically disabled LethalExpansion
what are these "modules" im not very familiar with this
The wateridge moon and scrap LethalExpansion adds by default
thanks, an other quesiton, if i use lethal expension and your core, can i still have settings that LE add like "prevent mine to explode with object" ? or is it disabled by your core
Everything from LethalExpansion is disabled
Don't know if there's a mod for that feature but I know some of the features are implemented by other mods
never saw one for the landmine object explosion but i can play without it
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
Yeah but LethalExpansionCore removes those messages entirely, they shouldn't show up at all
i was just talking about LE alone, that mean that i could have compatibility issues with some mods and that its not indicated, didn't know
Yeah, that list is maintained manually by the creator of LethalExpansion
good to know, im testing my list with LEC and it seem that modded moons now work with custom interiors, at least on local LAN, nice work dude !
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?
its the custom interiors on MODDED moons that don't work with LE
your fine without custom interiors, some issues but at least you will not fall trhough the floor as a client
custom interiors? so like the scp dungeon?
yes
so how do i use that with the scp moon
by adding the new update of Lethal expension core by joakim that came out today
so just updating LE on the mod manager or is it another mod all otgether?
ty ty
hopefully i can get expansion to work i manually remove the other two maps every time their trash
does your mod work good with coomfy dungeon?, because it was needed to enable a setting for compatibility in LE to work, but since i use your core i can't use the patch of LE right ?
therefore coomfy is not compatible?
I was using it when I was testing and I didn't notice anything off, the core mod probably removed anything which made incompatible but if you find any issues let me know
how dare you waterridge is verry cool
will do
lol i only need the mod to run other shit i like the base ones it comes with i distaste
the core mod removes it all for you :D
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
the map Ether is insane btw
by default the core mod does not load any default modules, you have to enable them in the config if you want them
oh soo i can activate the setting for landmineExplosionObject in the cfg of the core?
Only modules like wateridge, doesn't work for settings from LethalExpansion
gonna download if its trash imma at u for everything dumb on here lol
where do i find that i go in the config on r2 the core module dont pop up
start the game once and it should pop up
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
com.github.lethalmods.lethalexpansioncore.cfg
That's if you want the default modules from LethalExpansion, the ones which contain wateridge
ew no ok
Like I said, disabled by default
From other mods? you don't need to do anything for that (they are always enabled), it's just the default ones that you can enable if you want them
Shouldn't have to touch it yeah
it said it loaded them anyhow even tho i dont have that other mod
It loads the modules but doesn't add any content from them, otherwise you might get missing textures on some moons
on infernus map i cant find the door to even go in, any ideas?
anyone know if the moons name shown on the cmd when launching the game is the real internal name?
infernus? link
awesome looking map could never find the door to go in lol
im on if ur down i got a code
how does that relate?
I will play later but maybe i will try this map il tell you if i find it
so if i want custom interiors to work on modded moons should i switch to the core and modules version of LE and thatβll make people stop falling through the floor? or did todays LE update fix that
you need LECore for modded interior on modded moon https://thunderstore.io/c/lethal-company/p/jockie/LethalExpansionCore/
Don't think it fixed it, you can use core and set LoadDefaultBundles to true in the config if you want the modules from LethalExpansion
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 ?
ah I was wondering what mod did that
If you have both mods at 300 it's a roughly 33% chance for each (+ a very tiny chance for the alt layout of a moon)
so 33%scp 33%scoopy 34% vanilla interior ?
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
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
Pretty much, with vanilla encompassing both vanilla layouts
got it
So 33 for modded interiors, 32.9 for the primary layout then the last bit for the alt
Roughly
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 ?
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
i speak about some modded moons that don't tell the internal names in the cfg, so can i find them by reading the names on the cmd when the game start
No clue, only way to know for certain is checking source code if applicable
because it work for your mod so i assumed, or maybe that the file "-name-.lem" is the real internal name
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?
i had this bug even on vanilla interioirs for a while so if you find ping me pls
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
i think i had not LE installed when i had the bug, like the paint would not stick to any surface
Yeah known issue with no real known solution, it's a bit of a mystery what spray painting does that causes problems
spraypaint has vanilla issues but no reason why it should be worse on custom dungeons tbh
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
yo, i started the game more than once but i still not see the cfg for core in r2 why ?
hmm im thinking
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
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 :(
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
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 π
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?
no
any way to find it easily if the author didn't specified it ?
cant think of any
is this normal that some of the fire exit are tsill broken when you are already in and trying to go outside ? @lofty canyon
Nope, probably lethal expansion/core
Why are my friends falling through the floor?
probably lethal expansion/core
more company?
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
you need to use lethal expansion core to fix this issue on modded moons
Either config mismatch or LE
For now configs must be identical, might be fixed in the move to LLL
so if i have lethalexpansioncore and exact same configs then the mod will work?
oh if you are not using lethal expansion then yea its a config issue
No guarantees with lecore but it seems like people are having more luck with it
very doable with how i do stuff but i haven't looked into how config syncing works
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
Oh yeah if you don't have any modded moons just don't get the expansion/core
Assuming all 3 are weight 300 then it's 25% each
And so on and so forth
So, I selected some specific moons for the scpfoundaitondungeon to spawn on then will my friends need to select them too?
ok so its adding on top of another, its not like when the chance of spawn are taken its full for a new one
Yep
Yeah that's why the game uses weighted spawning for everything
just do the config then share you profile code
options /profiles / export profil as a code smth like that, then they import the profil from their profiles menus
aight thanks
which moon?
SCP on christmas event map
which mod and version are you using that has the christmas moon?
the standalone version christmas with LE and LEC
also i jsut found out that if you die your game crash
gonna test on a other map
yea
what's the name of the map for config
idk i used "all" for both scoopy and SCp at 300 chance each
yea also if you die on it your game crash idk
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
just gonna remove the map for now its ok
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.
Lethal expansion (core or otherwise) is unsupported and often causes problems
Alright
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!
Yeah this is fine, might wanna remove the last comma (don't know if that matters though)
okay cool tysm i love the atmosphere of this dungeon you did a great job with it
Also don't forget to make sure everyone's config matches if you're doing mp
yep got that covered as i usually send my friends my profile code. i appreciate the help!
will enemies getting stuck on doors be fixed?
yeah trying to work that out
Will any new rooms and hallways be added to generations in future updates?
yep, after 914 and the port to LLL the plan was to have the HC zone to split the dungeon
Awesomeπ
LLL?
#1193461151636398080
what mod settings? the one on the main menu? LethalExpansionCore removes almost everything from LethalExpansion to be as compatible with other mods as possible
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 π
i have both the core and main mod, having the same issue
same configs and all
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
restarting the game? or leaving and going back to the moon?
nvm
we didnt sync lmao, my guy sees a solid wall
he jsust didnt fall through the map..
Are you using backrooms mod?
nope
but we narrowed it down to more company i think
gonna test it later to confirm it
is it incompatible?
far from confirmed, I just couldn't reproduce the issue but I also had to disable MoreCompany to test locally
On at least one Map yea (Starlancer)
Oh is that a custom moon
Ye, a nice one
when i was testing last night without morecompany i was still getting the desync bug - weirdly enough not on lan though, only online with a friend. plus whenever we went to wateridge it would literally just take him to christmasvillage too (but thats probably a coremodules bug)
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
Hmm, maybe the issue is just in online mode, which is annoying. I have never been able to test online mode
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
If it is the case that LethalExpansionCore only breaks online I find it interesting that LethalExpansion consistently breaks on LAN as well
oh i had that online but a long time ago
before the droppod unloading fix
wait so if the testing done in LAN with LEcore and whithout MC work, that doesnt mean it will work in a real online game ?
It seems like people are having that issue but I don't know if it's consistent, trying to figure it out
you want to test it rn with me ?
aha, I think I understand the problem now. this observation was the key, thank you guys
?
Shotgun + Very Fine = Nutcracker (the shotgun comes loaded)
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
Yes I know the issue now, working on it
yes
I assume you already now but when it's working on Lan it's without More Company, maybe that's important
MoreCompany has nothing to do with it, LAN vs Online was the problem, LethalExpansion had different handling for it
i don't get how the lan could affect it working on normal online
i have good news for you all secret labs fans
go on
I'm listening... Er reading
he's testing the fix for LethalExpansionCore
I've not used core in a bit, is this the fix for the subsequent moon visit fire exit blocks?
that should be fixed already
it's for non-host players falling into the void due to dungeon desync
exit seem to be fixed but the probleme is on custom interior on modded moons for clients
Correct me if I'm wrong, that was with custom moons using custom interiors with core right?
lmk if u need more help for testing
yeah
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
u can still play them without modded interiors
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
Both = best of 2 world, sooon hopefully thx to joakim
hadal?
I'm excited to see Taigon and More Moons once LLL is fully established, Generic Moons has been an eyecatcher too
Game has 9 moons and 2 interiors. I think we can live without moons for now.
Especially considering that most of the game is spent in interiors and most of the content is also there.
Underwater dungeon theme
https://discord.com/channels/1168655651455639582/1191943294612156436
sure, but why not have both if possible
oh yea i heard about it, seem crazy
I'm not against that. All I'm saying is that new interiors are more importan IMO.
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
as of the latest update the scrap spawn count lines up with what's expected, 1 or 2 might spawn in a ceiling which I'm working out but it's probably just map scale making it hard to find (which there's a config option for now)
ah okay
Is this quite stable when used without any custom moons?
should be, only direct issues are scan terminal command not working and doors navblocking when they shouldn't sometimes
I just released LethalExpansionCore 1.3.8 which fixes the desync issue in online mode
Is scan not working a limitation of LL?
Don't think so unless scoopys also doesn't work
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 π
just a heads up, a new update to the basegame lethal company just dropped, it might be a little until things are fixed π
Saw that, not a bad idea, though after the move to LLL the fire exit problem might be a non issue anyway
What is LLL and what is the fire exit problem? π
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
Is that why you lose a lot of fps on march?
Nah the issue is the dungeon currently generates only 1 fire exit vs the 3 on March
Oh but my biggest concern is the performance π
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
zeekeers broke the generation of custom dungeons on custom moons, now it only works if you reload the lobby
huh
That'll happen with updates, just got to work so will be a while before I can start resolving
its an infinite load unless you restart the lobby
then it starts working just fine
i've contacted the LE dev abt it already
if you can replicate it could you send me a log from %AppData%/LocalLow/Zeekers/LethalCompany?
but no idea whose mod is actually breaking
curious
oh yeah it has a 100% replication rate, wait a couple mins and ill do just that
Tysm for the compliment! π
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
ok i cant actually find a single log there but i can make one with r2modman? will that suffice?
Wouldnβt 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.
well it only works with a whitelist to start with
Interestingly custom dungeons seem to be entirely broke on the default moons but only broke the first time on custom moons
wait even the guaranteed option applies to the whitelist only?
LECore fixes the desync issues
yup
whitelist is where
chance is how often
different options
Wait fr? π
yeahh
Hmmm interesting ty guys
the update fix the falling through floor on modded moon?
How?
youre a genius
Oh damn youβre the author. I didnβt realize. Ty
no problem no problem
how to configure scp dungeon spawn rate?
the config
its not showing up on the config in thunderstore
unless im blind
have you scrolled?
yes
thats the bottom
and top
pretty much
do i need to run the game first?
ima try that
yes of course you do
lets see
worked ty
Not working in v47
custom interiors on modded moon is working rn
also for scoopy?
v47 broke my dungeon
are you on a modded moon? cause mine works fine on titan
yea i add scoopy dungeon on v.47 with modded moon, not sure i played on SCP, you need the last update of LECore tho
cool thanks
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
Might just use this as an opportunity to move everything over to LLL before adding 914
914 ?
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
I have a question! Do you think adding a SCP-087 (Staircase) would be a good idea?
More of a suggestion then a question π§ β
Not sure how well it'd work given the reset trigger that's pretty close to underneath the dungeon, plus how the mechanic would work in general
SCP 914
I see. Another question; do you plan to make any other dungeon mods?
Because dungeon mods are my favorite sub-genre of mod. Better than moons because of it's procedural generation!
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
Maybe, though I'm more focused on both this mod and helping get documentation/resources out so others can make their own
Probably a good idea. Being a breeding ground for other mods is pretty amazing to see especially since your the center of it.
And for being the person I am here are the last few room ideas:
- Abandoned research office room
- Weaponary room
- Room with tons of cameras that keep eyes on the facility
- A storage room with tons of boxes that has increased% of loot
So excited for 914 to work, going to be so silly
All the rooms in this mod are from an existing game, scp containment breach
Granted, the first three do exist in that game but the third is in Entrance Zone iirc and is basically a different tileset alltogether
is march broken with this mod???
Shouldn't be, can you be more descriptive of your issue?
When I load into march with the mod the game freezes on the seed screen, but without the mod It works
im pretty sure the fire exits on march break all modded dungeons
its just weird cuz it was working yesterday
imma just disable march from custom maps
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)```
I haven't updated for v47 yet if you're on that version @hybrid garnet @smoky forum
ohhh, was thinking due to previous messages that v47 was automatically supported. thank you for letting me know, i haven't tried your mod but i'm looking forward! 
v48 get with the times 
There's v48 already? 
yes...
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
it works with LE Core not LE
probably won't after the next update
Is there a reason for that, may I ask? I assume presumably because of the moving to LethalLevelLoader?
yeah
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
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
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
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
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
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)
Yeahhh, and the key word is some people lmao
and it's not like interior mods can really go to lethal expansion cuz it doesn't have any custom dungeon capacity yet
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 
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
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
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
? source
what mod is this ?
SCP173CoilheadSFX by raydenoir
Ikr
I am talking to the dev of LLL to make sure at least LECore is compatibility, I think it would be a shame if we split the community already
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 
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
I really don't think that should be necessary
Hopefully not, but yeah, that could work if all else failed
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?
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?
You are correct
So why the hell would scoopy add this as a dependency so early π€·ββοΈ like he could have made a branch during thΓ© Time other map get merged to LLL
lethal expansion was never compatible
it is now just even less compatible
It was, with LECore i could play every modded moon with every modded interior without any problem on v45
Bro
did you play multiplayer?
To use LECore you need Lethal expansion π€·ββοΈ
Of course multiplayer
Are you telling that LECore IS compatible with LLL @final ruin
Then that's what i Said, custom interiors was compatible with LEC, therefore lethalexpansion too
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
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
Yea but the old version IS not comptable with latest lethal company update no ?
obviously not
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
because lll is better
Bro, seems like you dont get the point here juste read, i know lll is better
You have good points,
Iβm with you
Too early
Exactly, like this only change break most of thΓ© modded moon pack of people, juste leave us to chose for now
If you check LE core channel, they are working on a fix
Didn't know there was a Channel thx
On this discord ?
Thx sir
Did this mod update yet for v47
With the updated LLL
Wait im confused
Is there compability issue with Scoop and SCP?
yes not compatible for now since the autor of scoopy forced everybody to use LLL so early
LECore mod jsut made an update to make LLL and LE compatible again
But people in scoop said it compability im confused
Im not using custom moons
LLL is not compatible by default with Lethal expansion
and scp use lethal expansion so idk
was talking about the moons sry
yes look like it
What happens if you quit the lobby then rejoin
@hushed helm do you have scoopyβs variety mod and scp
Doenst work
Yeah
But this was a issue b4
Scoop update
For both plugin
Is was that post
I just disable scoop
And still happen
Log without scoopy mod
I did
nuh uh
Itβs a current LethalLib bug iirc
Didnt they update lethallib?
the update to v47/8/9 already broke the interior mods such that our individual changes would have broken LEcore support if we just solo updated anyway
scoopy dungeon is working fine rn with the lastest update of LECore
just so u know
better to get everything unified now and the growing pains of that out of the way
eventually yea sure, sooner is better i assume
in that case when I update to LLL SCP should also be compatible, since now we're both on the same architecture
i still have the issue off multiple days skipping at once when going back in orbit, or even straight to deadline from day 1, only on specific modded moon and its consistent, any idea what could cause this ?
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
seem ok during my test
tf i just set scp dun gen on everytime and it worked on modded moon ?
@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?
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
yea looks like scoopy changed some things with update and make scp very very rare even at 300, also scoopy seems less consistent spawning at 300 too
what was you spawn chance for scoopy and scp when you managed to get scp interiro?
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
not sure its incompatible since if u use both but set scp on FoundationGuaranteed on it work idk
Yeah, so it may just be even more rare when using both
Since both are fighting for weight
Scoopy uses LLL which hijacks the randomisation and because SCP is using LethalLib it may not be considered in that
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
oh wow haha
You're part of the tModLoader Discord too
i do recognize that discord name
it be like that
btw did anyone found a quick way to get all the internal names of moons that dont provid it ?
@thorn atlas
config will be effectively the same for the initial transition version, might add per-moon in the one after
for LLL planetnames should be a lot less picky, ill add a config option to dump them all in the near future though
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
oh also config syncing for planet stuff is near future too
ik how to do it just not #1 on the list
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
why dont u just use R2
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
huh? like u can also use thunderstore if u want but my point is that sharing your list trhough one of these will also share your configs
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
can anybody manage to get scp spawning ? with fondationguaranted on true it never spawn anywhere i dont get it
we likely need to wait for SCP to update to v47 when it switches to LethalLevelLoader, which should happen fairly soon
since Scoopy's dungeon also needed to update to v47 and both authors seem to agree it's needed moving forward
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
LethalExpansion is not compatible, but LethalExpansionCORE is
since it removes the feature bloat of LE
Yea i know since a few houre LECore made an update to support lethal expansion + Lll
I completely understand how you feel and it's been a big pain point in the process. At the end of the day some projects have to make the transition first
Honestly the fact that we can transition at all and especially only two days after v47 is pretty great all around though
That's true we need to start Somewhere, at the end everybody should be happy
Your insane. This blew my mind.
very soon infact
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]
(do alert me if something explodes)
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!
hey so does this fix modded moon to modded dungeon compatibility for clients?
can't really confirm for any LE moons, if it works for scoopys it should work for mine though
and the LECore dev was working with Batby to have compat
thank you!!! can finally try it β€οΈ
time to delete lethal expansion
LethalExpansionCore is a suitable addon to it, since it turns off the bulk of LE's feature bloat and just provides maps with assets and scrap
with that case
I'm currently using LE+LECore+LLL and can load scoopy's on modded moons at the moment, pretty nice!
no more fire exit problems?
I haven't run into any though I haven't tested on march yet
from what I hear it shoooould be fine?
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
March (and any moons with unusual fire exit counts) should be handled now by the latest LLL update
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
atm now im just trying to figure out the internal name to secret labs to start testing since "secret labs" isnt working
That should be it

