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

1 messages · Page 4 of 1

paper condor
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i think they might have altered it in the latest update since it no longer lets me

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ill test it on other maps though

lofty canyon
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If you can get it working with scoopys but not mine lemme know

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Also try setting it to all and see if that makes it show up

paper condor
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it seems to just not work on modded only, but scoopys seemingly does
let me mess with it some more 👍

uncut basin
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I just tested it good on aquatis solo. Can double check secret labs too I guess

paper condor
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yeah scoopys is fine for me

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its just scp with modded i guess?

lofty canyon
paper condor
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i did try that too, on multiple moons as well
sadly no luck

lofty canyon
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So just not working on modded moons?

paper condor
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yeah

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regardless gonna use it on titan since its perfect for that map lol

elder saffron
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is there any settings in config anywhere to get better fps when the scpdungeon is used?

hybrid garnet
uncut basin
elder saffron
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It is currently on -1 right now

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I guess just part of the mod, still worth it for SCP gloriness

lofty canyon
paper condor
uncut basin
lofty canyon
elder saffron
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I will try 6 then

paper condor
elder saffron
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since I have it enabled on all moons

lofty canyon
# elder saffron I will try 6 then

just mind if you're playing with others they'll need to tune it to the same level too, and it won't work as well on moons with very low multipliers e.g. Experimentation

elder saffron
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ah yeh that is a good point

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we all share the same config

hybrid garnet
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@lofty canyon while looking at the config, i see you can scale chance of the SCP dungeon being picked from 0-300. Is it like 1:1?

Like if i have it at 150, it's like 50% chance to get selected?

uncut basin
echo dune
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its how many scp lottery tickets are in the draw

hybrid garnet
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so on titan, if i have it on 300. its like 33% since titan can have the mansion and the iron catwalk thingy?

lofty canyon
uncut basin
hybrid garnet
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I see, where can I find these numbers? Sorry if I keep asking about it.

lofty canyon
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for titan the default weights are 300 for facility, 69 for mansion, so the odds are 300/369 (around 80%) for facility vs. 69/369 for mansion

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add in SCP at 300, and you get 300/669 (something like 45% chance), the same for SCP, then the remainder for mansion

hybrid garnet
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Thank you @lofty canyon @uncut basin , it gave me a good idea now blobcatpaws

lofty canyon
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same idea extends if you also add scoopys or any other potential future dungeons

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all adds up, in essence: (dungeon weight / all possible dungeon weights added up) == % chance of that dungeon on a given moon

elder saffron
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I cannot wait to see the mods for this game in a few months, already big

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And ofc official content

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But cheers badham, me and my friends have had good fun on this map

golden venture
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@lofty canyon how do i make it spawn only on secret labs guranteed its not working for me

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scoopy vareity mod works for me but not this

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do i need to do secret labs300, ?

lofty canyon
golden venture
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oh

lofty canyon
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if that works I'll make a change for the next version to remove case sensitivity

golden venture
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yeah will test rn

lofty canyon
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@paper condor might also be the issue you encountered

lofty canyon
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all g

lofty canyon
paper condor
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oh got it working

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thanks to that solution

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i will say the navigations a little broken for enemies going through certain doorways

lofty canyon
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yeah I need to rewrite the doors from scratch, they're still jerryrigged together from base game scripts

echo dune
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whats secret labs number

lofty canyon
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i don't think it has one?

echo dune
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fair

humble linden
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does the 1.5.0 verion of the mod also work on v45 or v49 only?

wary tiger
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is there a work around for the custom moons not showing due to lethallevelloader? and to make the dungeon appear in custom moons. because i wanna add this mod along with scoopys dungeon to modded moons lmao. also love the dungeon design, its like a complete replica of scp

golden venture
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got wall banged in a normal hall way somehow

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by like a far away turret too

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not the once i was standing on

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also does mask not work in this map

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he has been afk here for so long

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seems imposible to get loot on this planet on hardcore mods lol

tall jetty
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i had this happen on both vanilla dungeons

cerulean adder
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@lofty canyon Not sure if here is the right place, but I've got an issue with SCPFoundationDungeon, while landing on March, the main entrance does not work and says that the entrance seems to be blocked, but the fire exits work, i believe thats because March got more than one fire exit

golden venture
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march is a buggy mess dont go there

cerulean adder
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I mean at least two fire exits works, but just wanting to point it out

golden venture
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yeah they know

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March is hell for them rn

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just look at #1193461151636398080

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this comment says it all

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the person who made LLL

cerulean adder
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Okay, my bad then, but so far we managed to get Complex, Scoopy and SCP Dungeon interiorsso that's still dope

golden venture
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yeah they work for me on all levels

cerulean adder
golden venture
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🙂

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except march

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but we dont goto march

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well it prob works there but its not consistant / buggy mess

cerulean adder
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Every modder is putting on so much work on fixing everything, it's just already incredible

wooden zealot
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wait broiiler did u have the same thing happen on Secret Labs?

golden venture
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what exactly ?

wooden zealot
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the main entrance bug on secret labs, thought I saw u testing it there

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or is it that fine due to LE core

golden venture
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played multiple days on secret labs with 10+ no issue

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just got wallbanged thats about it

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its important for Secret Labs to be case sensetive right now

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try this

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i use LE Core as well

wooden zealot
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perfect thanks, had the same issue with getting scoopys on atlas abyss and it also needed to be case sensitive, appreciate the quick response

lofty canyon
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LLL should be fixed soon to make it case insensitive (which will apply to both my mod and scoopys)

hard gale
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map works on march now correct?

chilly sorrel
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Does the dungeon itself not work with multiplayer?

echo dune
hard gale
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also does the scp dungeon and secret labs mod have built in compatibility or something?

chilly sorrel
hard gale
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should I change it from -1 to 8, cause it says the defualy value is 8

hybrid garnet
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-1 is 8

lofty canyon
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Might just add it as an option if the moon is found since it's a popular pairing

elder saffron
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What's wrong with march and dungeon mods

lofty canyon
elder saffron
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Then it needs to be smacked to make it learn its place

echo dune
elder saffron
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Also am I correct in saying with this new lethal lever loader, will the scoopy dungeon and scp dungeon work with custom moons, or are there still problems like infinite falling

echo dune
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LLL is built to handle LLL Dungeons <=> LLL Moons very well. LLL while using LethalExpansion Core can usually work ok enough as of right now

lofty canyon
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Just to check LLL won't freak out if there's a dungeon moon assigned by name that doesn't exist?

elder saffron
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Ok cool nice, I will check the moons I have installed have lethallevelloader as a dependency

echo dune
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the system needs some work but basicially i have a list of all dungeonflows that exist (vanilla + custom) called potentialdungeonflows

then i run through the list once per dynamic injection type and if it matches it gets removed from the potential list and added to the return list

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so it either succeeds in a match and gets moved to the return list or gets left behind in the potential list

lofty canyon
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Righto, will include secret labs as a default next update then

echo dune
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might be cool to give it a lowish default chance on the ice planets

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seems themicly fitting

lofty canyon
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Didn't really want to step on the toes of the moons defined by having the mansion layout, the initial idea was to have something fresh for Titan

echo dune
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fair but if it's low enough and just a configerable default setting i'd imagine people would vibe

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they are installing your dungeon to play it after all

elder saffron
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Am I the only one who has default map, scp map and gothic map at similar odds to spawn lpl

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On all moons

chilly sorrel
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gave the mod a try, sadly it was putting me and my friend in two different maps

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with no loot, floating doors ect. I'm assuming that's what the description meant about multiplayer incompatibilities

chilly sorrel
lofty canyon
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Core should be mostly ok, otherwise is everyone's config matching?

chilly sorrel
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yeah we're using default everything

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same mod profiles ect

lofty canyon
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Can you send a full modlist just to see if there's anything else unusual?

chilly sorrel
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yeah just the profile or something else?

lofty canyon
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Profile code or a screenshot of everything, won't be able to check profile code until a bit later

inner acorn
echo dune
elder pine
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does anyone know why am i only finding guitars on this dungeon?? im playing it with secret labs map, like literally only guitars no more items

tulip rampart
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The guitar is from Scoopys Variety

elder pine
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yeah i know but its spawning on scp dungeon, secret labs map

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i saw a post of someone with the same problem and supposedly it’s something to do with modded moons

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but i don’t know so if anyone with the same problem knows how to fix it

thorn atlas
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Check and make sure everything is up to date, there was a recent patch to LECore that fixed most vanilla scrap not showing up

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Which should reduce that

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The guitar is supposed to spawn on other maps, just not at that frequency

elder pine
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maybe that will fix it, i’ll check it later when im on pc, thank u

thorn atlas
regal bane
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Hi, I just wanted to say I love the mod! I do come with an issue regarding loading it though and wanted to see if this is maybe something I could be helped with.

Basically in my modpack I wanted to make it guaranteed to spawn on Titan and only that, so I set FoundationGuaranteed to true and FoundationMoonsList to TitanLevel, however it's not been able to load at all for some reason.

I did some more testing on a mod profile with just the SCP Dungeon and dependencies installed to see if I could determine anything, and I've found that it's not just TitanLevel that doesn't work, but likely setting it to other maps too as ExperimentationLevel also didn't seem to load it, however setting it to all did actually load it, although on every moon which is not what I want.

lofty canyon
regal bane
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I'll try doing both and get back to you

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In fact just putting in Titan instead of TitanLevel worked, thank you so much!

echo dune
thorn atlas
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IS THAT WHY I CAN'T GET IT TO SHOW UP ON THE VANILLA MAPS

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FUCK

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LMAO

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Good to know, can't wait to see the per-moon rarity so I can make it guaranteed on SecretLabs

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There should definitely be a way to make it guaranteed instead of the current pseudo-guaranteed of 99999, like putting "Titan*" or something for Titan guaranteed

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compared to Scoopy's, I mean

tall jetty
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door stuck

tall jetty
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also i think that i got some out of bounds luckydice spawns

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oh i see now

clear valve
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CORRECTION: Somehow, someway, I've managed to make it work not 5 minutes after posting this. I changed nothing, I changed literally nothing and I got it working somehow. I will leave this here, just in case, and once again I apologize for any inconvenience.

I've been having a problem with getting the dungeon to work on the Secret Labs moon. I've read many of the possible fixes to the problems other have had, but even still my moon just doesn't work right. I have LE/LEC, I've made sure to write 'Secret Labs' in many different ways and none have worked, FundationRarity is set to 300 (which I assume is guaranteed), setting the MoonsList to Modded also doesn't work although Vanilla does???, and so far I'm dead.
If, somehow, I managed to get it working before this gets answered, then I apologize. But as of now, I've found no solution

lofty canyon
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it's morel like 50/50

granite onyx
sturdy imp
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there is a guaranteed option in the config

scenic latch
tall jetty
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Has anyone encountered an issue with enemies spawning sideways in custom dungeons?

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like this

thorn atlas
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OH HOLY HELL WHAT HAPPENED TO BRACKEN

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MY POOR BABY

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WHO HURT YOU

tall jetty
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and this

wary tiger
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bracken hit that peter griffin death pose

wary tiger
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looks like brackens ai has some quirks that need ironing out is all

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that or thats where the brackens starting point is (where it takes its victims)

tall jetty
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i decided that im gonna get that one bracken fix mod

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might work

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wrong mod lmao

thorn atlas
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You mean PathfindingLagFix?

tall jetty
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yes

thorn atlas
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I'm thinking it might help, Bracken has a tendency to just... stop

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and stare

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and then get mad when you stare back

wary tiger
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adds to the creepiness tbh

tall jetty
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and takes from my framerate

tall jetty
polar yoke
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epic

final ruin
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I wonder if badham is ever gonna add something like the giant metal doors from the facility dungeon

median fjord
clear valve
# scenic latch put to true

I see, sorry again. I hadn't considered that option since I thought it meant it would guaranteed to every moon and not just the ones selected. Thanks to everyone who clarified that for me.

lofty canyon
untold cairn
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Is femur breaker planned? boiled

lofty canyon
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would be a fun addition, dunno what its purpose could be though

untold cairn
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I wouldn't know tbh. Was more of a joke.

thorn atlas
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That's actually so cool

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You madlad

old magnet
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custom tile behaviors

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good shit

lofty canyon
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conversions are pretty flexible so in theory mods could add their own item conversions if they want to turn things into other things

old magnet
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now I gotta double time it on the frankenstein point

echo dune
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good shit homie

thorn atlas
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What happens if I lure a Lootbug in there

lofty canyon
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                // Default conversions
                AddConversions(SCP914, lItems, "walkie-talkie", ["*"], ["walkie-talkie"], ["walkie-talkie", "old phone"], ["walkie-talkie"], ["boombox"]);
                AddConversions(SCP914, lItems, "shovel", ["*"], ["*"], ["shovel"], ["stop sign", "yield sign"], ["*"]);
                AddConversions(SCP914, lItems, "flashlight", ["*"], ["laser pointer", "flashlight"], ["flashlight"], ["pro-flashlight", "flashlight"], ["*", "fancy lamp", "stun grenade"]);
                AddConversions(SCP914, lItems, "pro-flashlight", ["laser pointer"], ["flashlight", "pro-flashlight"], ["pro-flashlight"], ["stun grenade", "fancy lamp", "*"], ["*", "fancy lamp"]);
                AddConversions(SCP914, lItems, "key", ["*"], ["*"], ["key"], ["lockpicker"], ["*"]);```

Like here's an excerpt of the item conversion setup
old magnet
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does it just go by item name?

lofty canyon
thorn atlas
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Is [*] scrap or something? Or placeholder? Cuz I know the machine in the game can over-refine items into metal scrap

lofty canyon
final ruin
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@lofty canyon will there be anything that can be interacted with in the dungeon from the ship terminal

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other than turrets

thorn atlas
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Imagine if you could open and close SCP-173's chamber door from the terminal if you know the code

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Literally lock a Coilhead inside

lofty canyon
paper condor
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Will we get more room variety? It feels like everything is too narrow and straightforward, i know this is a dungeon made from scp cbs assets but im just curious if it’ll change at all

eternal ridge
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i just want this to work with lethal expansion in multiplayer

final ruin
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get lethal expansion core

thorn atlas
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I love that the flashlights can turn into fancy lamps, even if that's probably broken from a selling standpoint since you can buy a bunch of flashlights and convert them into lamps, then sell them for mad profit

eternal ridge
final ruin
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just have le and lecore installed

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both

eternal ridge
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oh

lofty canyon
final ruin
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lecore will automatically disable le

eternal ridge
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does lethal core mess anything up

final ruin
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not involving the dungeon

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so i wouldnt know

lofty canyon
thorn atlas
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Ahhh

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Okay I'm kinda understanding how to read the config

lofty canyon
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also it should be balanced out by the need to first find SCP 914, and then not get interrupted by monsters while you're converting stuff

thorn atlas
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That's super dope

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True

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I can very much imagine waiting for the machine and hearing the prompt neck snappening of a Bracky friend

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Enemies are definitely gonna be harder but if you make it work with enemies you'll go even farther than Containment Breach did

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Since I think all CB did with enemies was move them

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WAIT WAIT

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okay if you put Comedy or Tragedy in there it HAS to make a Masked

lofty canyon
thorn atlas
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Makes sense, I'd imagine rough and very rough turns it into scrap and fine / very fine makes a Masked

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Similar to the gas mask guys from CB

lofty canyon
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also any scrap put through the machine gets its scrap value rerolled

thorn atlas
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Either way this is dope

thorn atlas
paper condor
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I think that’d be perfect tbh

thorn atlas
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But I do like that you're fleshing out the existing rooms first

lofty canyon
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an idea was to have the dungeon be split in half with the LC and HC zones being separated by a keycard door (a keycard being obtained by refining a key)

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problem is if the dungeon generates small it'd have some wacky results

thorn atlas
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I like it, but the Keycard should be a randomly spawning scrap too once LLL has custom scrap in specific layout functionality

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Otherwise you're kinda boned if you can't find it

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Alternatively, make it hackable with the terminal

lofty canyon
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was thinking it could also be obtained by purchasing

thorn atlas
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So the terminal has more uses in the mod

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Since that's one thing I'm noticing with modded layouts atm, is zero terminal functionality

lofty canyon
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making it terminal openable would also be an idea

thorn atlas
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Terminal openable or keycard lets players have options

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Which is always good for something like this

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But I seriously need the doors of 173's room to be terminal closeable now

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I can and will lock enemies in that room

final ruin
final ruin
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(in the config you can make it not replace)

thorn atlas
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Same, unfortunately they're not synced across players in multiplayer but the dev plans to eventually add that as a config setting for netcoding

final ruin
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I also hope the scp scrap mod gets updates

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because its kinda broken

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and all the scrap are boring

lofty canyon
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yeah that mod uses LE so it prob can't do anything particularly interesting with its scrap

thorn atlas
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Yep, for an interesting SCP scrap mod you need to use LethalLib's functionality

small stream
# lofty canyon

add an interaction for when we manage to bait an enemy into it

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If I bait a coilhead, I want to turn them into something.

lofty canyon
vernal phoenix
# lofty canyon

wait no way what the fuck this has officially became the best map of all customs 😭

vernal phoenix
golden seal
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if we want to add the secret labs to the FoundationMoonsList, what do I put?

final ruin
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Secret Labs

thorn atlas
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Mhm

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Most of them work with just the name

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Though I've found Kast seems to only work if I put 13-Kast for some reason

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Everything else yells at me

dense apex
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I don't know if the issue is meant to be fixed but I still encountered enemies getting stuck on doors, it seems to have been fixed by doing this (I have my own custom mods I am running with my friends). As far as I can tell the current ToggleDoor method isn't being called anywhere

door.animObjectTrigger.onTriggerBool.AddListener(boolValue =>
{
    door.navObstacle.enabled = !boolValue;
});
shut wren
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lethal expansion was never part of scoopy's mod, it was running with LethalLib

inner acorn
echo dune
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I get what your saying but I think you phrased it incorrectly

inner acorn
shut wren
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it worked for singleplayer, but without a lot of config tweaking it'd either break the dungeon in multiplayer or straight up wouldn't load for the non-hosts

thorn atlas
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I never even got it to load in singleplayer, just raw crash

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Had all sorts of issues Lul

shut wren
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but yea the LEC update did a lot of work for covering a lot of the issues

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i didn't have too much trouble getting it to work on the scp moon

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didn't try others aside from i think peach's castle

inner acorn
shut wren
inner acorn
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yea maybe not perfeclty but u know, you answered to an old message tho wtf x)

shut wren
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for some reason that's where it scrolled up to haha

inner acorn
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anyone know wtf is this ? it get spammed constanlty on modded moons since updating today
[Error : Unity Log] NullReferenceException
Stack trace:
EntranceTeleport.Update () (at <af9b1eec498a45aebd42601d6ab85015>:IL_006E)

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@echo dune

echo dune
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which modded moon

inner acorn
echo dune
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heard

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looking into it later today

inner acorn
echo dune
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na i think that ones on me

thorn atlas
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I was getting that earlier too, yeah

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It happened completely randomly, restarting fixed it weirdly

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But that's not to say it won't happen again

inner acorn
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btw is this normal to have errors log everytime i leave a modded moons or reloading a game ?

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like it doesnt look to have any direct effect on game but its consistent

lofty canyon
fading horizon
#

can you repost the link?

inner acorn
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@echo dune #1183889212978778173 message

golden seal
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Our group keeps clipping through the scp facility map when we enter the building and it is the scp dungeon

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I'm host and fine

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and the other person using my modpack was fine

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but the rest of the people are only different by one or 2 mods or have slightly different configs (which shouldn't matter sinc I'm hosting).

echo dune
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that's something mods have to go out of their way to do, currently for dungeon randomisation LLL does not have that at this time

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it's coming soon

golden seal
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So is this why they are clipping through?

echo dune
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its possible they didn't get the dungeon you got

golden seal
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ohhh

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That makes a lot more sense

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they were seeing the regular dungeon too

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We are testing it now since they're config file had dif values for that

echo dune
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Yeah cool

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It's something that's gonna be fixed fairly soon

golden seal
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lmao we have the rarity set to 300, but we got the mansion instead of scp dungeon...

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no one fell through at least

hard gale
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hey so when we were playing the mod, loot was pretty rare. was this due the fact that we were playing on a low tierd planet. Does plaents like titan and such have the loot being more common

lofty canyon
lofty canyon
hard gale
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yea cause then it feels kinda empty

golden seal
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2nd try we got the regular dungeon instead this time... I guess we are just very unlucky...

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But we did confirm that having the different foundationmoonslist does make that person see a different map.

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Since someone forgot to save their config after changing lmao

weary jetty
#

Is it possible to change the chance rate to get the SCP interior? Asking bc I can’t seem to find a config folder in r2 to edit

lofty canyon
fiery radish
gusty hill
#

Hey, quick question, I've made scp to spawn only in secret labs moon (FoundationMoonsList: secret labs + FoundationGuaranteed: true) but its really difficult to find scrap, I just made a run where I only found one thing after a while running around.

Can anyone who made the same config tell me if there's something else to change to make it better? Like changing "FoundationLengthOverride" value or something.
Or maybe was I just unlucky? I only played it 2 times but both happened the same thing...

thx

lofty canyon
gusty hill
#

Scan looks right yea

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Maybe the dungeon is too big

lofty canyon
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you can tone down the dungeon size which might help (I find 6 to be good for solo on moons with lower scrap totals)

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which is the FoundationLengthOverride parameter

gusty hill
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that's what I was thinking but wanted to know if someone did it already and knows a number that doesnt create glitches (I read a comment somewhere saying it doesnt create fire exits so its bugged)

lofty canyon
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I think that was a separate bug that should be sorted out, just make sure that everyones' config matches and everything should be fine

gusty hill
#

okay thanks! will give it a try

hard gale
#

can someone explain the situation of LLL, Le, Le core.
so you need le or le core for custom moons right? and that conflicts with custom interioors. So what does lLL do

untold cairn
#

LE was first when it comes to custom moons. LEC strips everything from LE other than things necessary for custom content like moons/scrap to work. LLL is a newer API for custom moons.

hard gale
lofty canyon
#

LE does a lot of functionality changes that break things, especially for custom interiors, so LECore is working to bridge the gap. LLL is its own thing from the ground up trying to be more compatible and vanillesque in its methods

lofty canyon
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any moons that use LLL to implement their moons should just work out of the box (though there's not a lot at the moment)

hard gale
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oh ok thanks

surreal meadow
#

is it possible to customize the chance of scp interior on a per moon basis?

thorn atlas
#

Not yet

surreal meadow
#

aww, looking forward to it being added then! Very cool mod :)

fierce robin
#

was the rng for the permanently opened doors and door with button changed?

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been seeing a lot more opened doors and less buttoned doors

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at least compared to one of the previous versions

thorn atlas
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^ same

lofty canyon
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Values haven't been changed, should pretty much always be 1/3rd for a button door

lofty canyon
#

So I've got SCP 914 basically ready to go specifically for item conversions but player and enemy conversions currently aren't working; should I release 914 as is with just item conversion capacity and work on player/enemies for the next update or do people want to wait till I figure out the player stuff before releasing the next update (which idk how long it'll take me to figure out)

zenith oxide
#

releasing it now would be nice since it would also let us test for any incompatibilities sooner rather than later

#

ultimately up to you though, curious how others feel

thorn atlas
#

Nothing wrong with releasing an update if you're happy with it!

#

Can always include a disclaimer in the patch notes

lofty canyon
#

well I figured out the bug with player detection after 2 days of working on it but the actual conversions still need testing, if I can get it all functional in the next 2 days or so it'll be included otherwise I'll just put out the update with item-only 914

#

I'll hold on enemy conversions until the next update regardless

sinful wyvern
#

looking forward to breaking 914 every way possible when the update drops

dense apex
#

What issues are you facing with the player/enemy conversion?

lofty canyon
dense apex
#

aha

lofty canyon
#

if all the player conversion code works first try then ez I'll send it

#

Also still taking ideas for any item conversions for a given item and quality setting, I've already implemented a lot mentioned previously

#

Only restriction is it has to be grabbable, otherwise anything can be turned into anything so if some kind of conversion sounds about right throw it here

cerulean lodge
#

Would it be possible to set the spawn weight freely, like just put in any number?

#

I'd like to at least increase it to 600 to make it a 1/3 factory, 2/3 SCP Foundation

ocean prairie
#

What if a body revived the player or turned them into a 'masked creature'?

thorn atlas
#

The body of a player should turn them into a Masked, but without an actual mask on

#

Turns the player into a zombie KEK

#

What if a flashbang turned into a landmine? Literally just an active one, you can't pick it up anymore, just... landmine in 914

sinful wyvern
#

throwing out some ideas
Items:
Key - [Fine] > Lockpicker
ToyRobot <[Coarese/Rough]> Vtypeengine
Vtypeengine - [Coarse/Rough] > MetalSheet
Vtypeengine - [Very Fine] > 5% Jetpack 95% MetalSheet/Destroyed
GiftBox - [1:1] > Random Scrap
BrassBell - [Fine] > Goldbar
Cashregister - [Fine] > Goldbar
Goldbar - [Any] > Clownhorn

Entities:
LaserPointer - [Fine+] > Turret
ChemicalJug / Jarofpickles < > Hygrodere
RubberDucky < > Manticoil
PlasticFish < > BaboonHawk
Teeth < > MouthDog/Thumper?
ToyRobot - [Fine+] > Nutcracker
GiftBox - [Very Fine] > Jester

thorn atlas
#

Some interesting ideas for sure, I like the Gold Bar ones especially

sinful wyvern
#

Any conductive scrap should probably turn to TatteredMetalSheet on rough/coarse

thorn atlas
#

I believe Keys becoming Lockpicker is already implemented, and Keys may later become Keycards for unlocking parts of the facility

sinful wyvern
#

nice

#

oh keycards are actually being developed?

thorn atlas
#

Not yet, but it was an idea that was discussed. Effectively the idea was you would need either a Keycard or possibly terminal code, and then you could get into heavy containment

sinful wyvern
#

cant wait for heavy containment and checkpoints

thorn atlas
#

So it's not gonna have every tier of Keycard cuz that becomes obnoxious

sinful wyvern
#

true

thorn atlas
#

Works for Containment Breach where there's no time restraint, less so for Lethal Co

sinful wyvern
#

secret lab moment:

tall jetty
#

get ghostcodes for the true 079 experience lol

sinful wyvern
#

wait actually scpSL decontamination is like 12 mins while lethal full day is 11 mins

thorn atlas
#

I DIDN'T EVEN THINK ABOUT THAT BLADEWOLF

sinful wyvern
#

oh god thats obnoxious

tall jetty
#

i didnt until i stumbled upon this convo lmao

sinful wyvern
#

navigating heavy containment is impossible on ghostcodes

thorn atlas
#

Honestly I just want to see more use for the terminal, feels like it's pretty negligible atm

tall jetty
thorn atlas
#

Other than on factory interior, and even then half the time the doors have alternate routes

sinful wyvern
#

lock door mods dont work here right

thorn atlas
#

I doubt it does at the moment

sinful wyvern
#

prob the same for ghostcodes

thorn atlas
#

But it could in the future

#

Or I'll just develop it myself KEK

#

Figure out how GhostCodes works and just hook it into SCP doors

tall jetty
#

ghostcodes author is very chill, i bet we can just ask him

thorn atlas
#

Possibly

lofty canyon
#

I still need to fix up the doors to resolve the nav issues and whatnot, now that I've got a good grasp on RPCs it'll likely be in the update after 914

#

if there's anything the ghostcodes dev wants for ease of access like specialized functions lemme know and I can include it in that update

tranquil dock
#

most of ghostCodes just calls other functions whether it be terminalfunctions for opening/closing doors or like the breakerbox functions for lights

inner acorn
#

hi im getting this regularly any idea why ? @lofty canyon

lofty canyon
inner acorn
#

Bottle Bin?

lofty canyon
lofty canyon
# inner acorn yea it was infernis

looks like it just has its own custom scrap so I'll prob need to rework the entrypoint, I've got an idea in mind so shouldn't be too hard to fix after 914 goes out

inner acorn
tranquil dock
lofty canyon
tranquil dock
#

your interior still spawns mines/turrets right?

lofty canyon
#

also had ideas for ||079 being a room where you could go to and possibly prevent all the shenanigans of ghostCodes by disabling it||

lofty canyon
tranquil dock
tranquil dock
#

and I can def add custom functions for your interior specifically

lofty canyon
#

yeah, current goal is purely getting 914 out the door since it's super close, then I'll be working on doors

#

also need to check if the foundation lights actually work with stuff like ghost girl/anything that flickers lights since I dunno if any of my interior lights actually do that right now

tranquil dock
#

yeah I'm guessing if your lights aren't part of this list "RoundManager.Instance.allPoweredLights" the answer will be no

inner acorn
#

Do you know if Permanent_Moons is compatible with LLL ? rn its not working, or maybe its because of AdvancedCompany? @lofty canyon

tranquil dock
#

if you can add them as part of the dungeon generation that should make them compatible with any mod that might call on them, ie. ghostCodes, facility meltdown, diversity, etc.

lofty canyon
tranquil dock
lofty canyon
tranquil dock
#

could maybe make a custom object in a "control room" type room that acts as the same function

#

idk the scp lore so shrug

lofty canyon
#

the CB game has like 2 giant levers that control power in that room and that's about it

tranquil dock
#

and idk how truthful you want to be to the SCP lore but I think adding an apparatus room would be cool too if it doesnt already exist

lofty canyon
#

also a bunch of other stuff like the nuclear warheads and whatnot

lofty canyon
#

none of the rooms cleanly fit the whole apparatus machine and I have no modelling skills to try and make a custom asset for it

tranquil dock
#

ahhh damn

echo dune
tranquil dock
#

what models do you already have? Might be able to replace the object with something similar and just have the game recognize it as another apparatus

lofty canyon
tranquil dock
#

yea no point gatekeeping nodders

lofty canyon
fast shard
#

Only place i could see an apparatus is in the HC warhead room

#

And thats pretty much it

#

I do know theres a couple of gmod maps based off of CB’s map, since SCPRP was a genre of server there ended up being lots of custom rooms

#

Of course youd need permission to cut those from the map itself into tiles :P

#

Though at that point making them yourself might be better

lofty canyon
fast shard
#

Oh true

#

If you want I can do some digging and get you some stuff, or at the very least screenshots for inspiration if that fancies you

lofty canyon
#

so I wouldn't need permission per-se and just attribution is enough, though whether those assets would even work correctly for the tiled room nature of LC is another thing

#

maybe I'll just use them as inspo for more rooms that do fit correctly

fast shard
#

No matter what you’d have to change them to have your doors though

tranquil dock
#

yea lookin thru the fandom i'd say you might be better off finding somewhere to spawn the apparatus yourself (without the machine)

fast shard
#

And i know fuckall about source modding :P

tranquil dock
#

closest thing to an apparatus type would be the strange battery I guess?

fast shard
#

I’ll take a look tomorrow and throw together like an imgur galley for inspo, that way i dont flood the channel with images either

lofty canyon
fast shard
#

True!

tranquil dock
#

replied to my wrong message but ye, spawn it without the machine connected to something?

lofty canyon
#

yeah question is connected to what

#

can't think of any good things it could be grafted onto that wouldn't look jank

tranquil dock
#

hmmm

#

or you think that looks too jank

lofty canyon
#

well I already have that room, also dunno how a ring would be powering the facility

tranquil dock
#

lol yea I mean more like using the prefab and changing the room from having a ring there to the apparatus

#

idk if that's possible, just throwing ideas

small stream
#

Rip the drill thing from the company map, and put the apparatus in it in a room.

wind cargo
lofty canyon
wind cargo
#

right on

static yarrow
sinful wyvern
#

micro HID stun gun 👀

hard gale
#

it would be cool if you had your own type of apparatus, and when you take it out. It takes out monsters from their contaiminet breaches

median fjord
#

scp items as scrap 🙏

fiery radish
#

Oh look some yummy bon bons

#

It'd be funny if we got SCP 1079 or 207 with choice to consume, it's like 7 days to die allowing you to eat broken glass

dusk garden
#

what modded moons work well the generation

#

or even vanilla as I know this is only on titan atm

red yarrow
dapper pond
#

can we add this to the Most lethal comp modpack?

dusk garden
#

err like what should i set it to for like a 50% chance

red yarrow
#

personally i set mine to 250

polar yoke
boreal charm
#

tbh i don't see why the dungeon even needs to have an apparatus

#

its gimmick can just be having scps like 914

tall jetty
#

so you can get funny interactions with diversity and factorymeltdown

#

and lethalradiation

polar yoke
#

the apparatus isn't really a gimmick

thorn atlas
#

I mean, the apparatus is as close to a gimmick as you can get in Lethal Company's base layouts at the moment KEK

#

Lethal Company's base layouts kinda boring after you get used to them

boreal charm
#

apparatus/doors/steam valves are all gimmicks of the factory layout

#

mansion doesn't really have anything

#

this dungeon is going to have scps and i think that's more than sufficient for a gimmick

fiery radish
#

I guess Mansion has more dynamic rooms with the random bookshelf and furniture placement, it's also a good bit more confusing to navigate and consists of larger tiles

I'd say the tradeoff is fair, easier to get lost but less gimmicks

quiet oriole
#

hello do you guys plan to add an entrance zone and heavy containment zone? it could be insane because everything looks the same in the light containment zone

#

and also rooms like scp 106 room, the cafeteria, the jail room etc...

#

those are all rooms that could add an insane feeling to the map

lofty canyon
#

HC is currently in early stages, though 914 and door changes come first

lofty canyon
#

The door update after 914 should address it

polar yoke
fading horizon
#

Does your dungeon only generate vanilla scraps? I had problems with an empty dungeon whilst I was using lethal things & another mod that added more scrap I can't recall the name of

#

Id have to follow up on that when I'm off work and available to check

lofty canyon
fading horizon
#

I set it specifically to spawn on Titan and only that moon

#

Maybe I got unlucky. I'll test it some more when I have the chance

lofty canyon
#

Do a scan in the terminal when you land, if the count doesn't line up with the expected range on the wiki then something's wrong

acoustic zephyr
fiery radish
acoustic zephyr
#

Thanks, I'll try that and test again

summer gorge
#

can we set spawn chance for each planet? if not can you add that?

cerulean lodge
echo dune
#

what is lethal adjustments

cerulean lodge
#

LethalQuantities*

#

Lethal this Lethal That, it gets really confusing

mental oak
#

When adding this to modded moons is there any way to find the name of the actual like code you need for that moon? Like titan is called TitanLevel?

echo dune
#

whatever you see on the terminal screen should be close enough

lofty canyon
#

2.0.0

The big one

  • Added SCP 914
  • Fixed some minor mesh issues in SCP 914 room
  • Minor adjustments to doors (may help with enemies getting stuck)
#

SCP: Facility (custom dungeon mod) [2.0.0]

#

(Currently SCP 914 only supports item->item and player conversions, more conversion methods and mappings may be added in the future)

#

also the function to add SCP 914 conversions is public, so in theory any mod devs who want to add their own 914 conversions for custom items may be able to implement them, the github tells the basics of how 914 conversions are initialized

#

anyway now I collapse to sleep and pray things aren't horribly broken when I wake up

flint scroll
#

Yippie

sinful wyvern
#

LETSGOOOOOOO

lilac stream
#

YOOO

thorn atlas
#

Everything is broken

fiery radish
#

Oh no is it actually?

thorn atlas
#

nah

#

Haven't actually been in the SCP layout yet

#

Since the update at least

thorn atlas
cinder igloo
#

What is SCP 914?

cunning cosmos
echo dune
#

Don’t ask this in multiple threads

thorn atlas
#

Hmm

#

I put a Brass Bell in the machine on Fine and nothing came out

#

oh yknow what nvm I think it teleported on top of the machine

#

unless items can spawn up there KEK

#

Unsure if intended but modded item just outputs new modded item, which also recharged the batteries (unsure if it does that with other vanilla items)

#

Oh man okay don't put AdvancedCompany headlamps into the machine

#

I now have an irremovable headlamp in my inv

#

Actually nvm was a ghost headlamp, picking something else up removed it

#

Seems functional other than 914 breaking the modded headlamp tho

fiery radish
#

Have you noticed anything with monsters and doors since playing? Currently at work so can't get it tested til later

thorn atlas
#

Only monster I encountered inside was Bracken

#

Who repeatedly walked back and forth from the 914 room while I was testing so I had to periodically look back at him

#

Otherwise no issues though

#

Haven't had a chance for extensive testing

#

Why is the Yield sign so heavy

#

cri

#

Just had another minor bug, Fire Exit didn't show the Fire Exit door model until I left and re-entered

hard gale
#

what is scp 914

vapid moss
thorn atlas
#

nutcrackers seem to be able to maneuver doors at least

static yarrow
thorn atlas
# static yarrow Any plans to replace the game's key system with keycards for unlocking doors on ...

It's been discussed before, the answer then was: only in a limited capacity if so. Essentially there would be a Keycard item that can spawn or can be created using 914 by converting a Key/Lockpicker, which would be needed to unlock Heavy Containment. Alternatively it was discussed to potentially have Heavy Containment be accessible via terminal as well. Adding every keycard to the game would become very tedious very quickly considering the limited time nature of Lethal Company vs Containment Breach

static yarrow
#

Could be cool to experiment with having much larger dungeons and longer day times

thorn atlas
#

Possibly, but then if people want to use other mods it's less compatible, or at least forces that environment on them

#

I find that a simpler approach is better for Lethal Company personally

#

Gimmicks are cool, but if you make it too much like Containment Breach then I'd rather just go play Containment Breach lol

#

The random generation of Lethal Company would also make it difficult as at least currently I don't think there's a way to code it to generate specific keycards guaranteed before certain checkpoints

#

At least not without a ton of work

#

So with the current idea, getting stuck outside of Heavy Containment cuz a Keycard didn't spawn is a real possibility, hence why the terminal would be a good alternative in addition to the keycards imo

static yarrow
#

Yeah I don't know if LLL has the features yet to generate dungeons the same way SCP CB can

thorn atlas
#

Either way I personally prefer the slightly simpler approach, could always have the Keycard be a Level 5 or Omni-Card so it makes sense

#

I haven't seen any Locked doors spawn in the SCP facility so I don't believe regular Keys are required

fast shard
# fast shard If you want I can do some digging and get you some stuff, or at the very least s...

Some of these exist in CB but not in the mod I believe, like the 173 room and its connected parts for its setpiece. Sorry if any of these are in the mod already and I havent seen!
Maybe a D-Block would be cool? Could just take the doors out (have them be all open?) or use the code doors from the facility interior type. There's also the storage rooms that 939 spawns in that you get to in LC from its elevator- though I'd really just do that with a staircase if anything because making an elevator is a lot more work that im not sure if you wanna do
Of course theres also the tesla gate hallway but thats been suggested before and takes a bit more effort

Overall there really wasnt enough original assets in these maps for me to really consider being good for the mod so I only ended up having these.

final ruin
#

2nd image is in the mod already for sure

fast shard
#

It's a variation of a room that already exists in the mod

#

I don't think the mod has the weird... slanted roof thing with the big gate at the bottom

#

Or with door connections for that matter

final ruin
#

Oh

tall jetty
#

multiple dungeons and 860 at some point? man

#

when lll supports that

#

the further we go the more lc starts looking like a separate game

granite onyx
#

What is the name of this map? I want to add it

#

Site-02Level?

#

SecretLabsLevel?

tawdry aspen
granite onyx
#

I mean

#

Like this?

tawdry aspen
#

Yeah

granite onyx
#

Ok, thx

lofty canyon
lofty canyon
thorn atlas
#

But still showed in my hotbar until replaced

lofty canyon
thorn atlas
#

Yeah idk

#

Could've also been a freak one-off, didn't have a chance to extensively test

#

Could be that the modded items have a special tag or something that isn't converted by 914 as well

final ruin
#

unless you have

final ruin
#

I havent seen one tho

tall jetty
#

custom maps spawn scrap from the dropship or any other source in like mid air

#

i wonder if that'll affect the dungeon also

sly wagon
#

Can someone send a video tutorial on bow to install this, ive read the description but i still dont gwt it

thorn atlas
#

I have noticed floating dropship items, yeah

#

Could be related

sly wagon
#

i dont get the merging files bit

tall jetty
#

yeah thats an LE thing apparently

lofty canyon
thorn atlas
#

Totes fair, I'll test more next time I encounter 914

granite onyx
final ruin
tawdry aspen
thorn atlas
#

Yeah Secret Labs works fine for me

#

The enemies don't spawn in large amounts but they do spawn

sly wagon
#

where u can see the stuff ingame

final ruin
#

the menu atleast

thorn atlas
#

it's written in the bottom right

sly wagon
#

ye ye

thorn atlas
#

er, left

#

brain dumb

tall jetty
#

that scared me so bad

granite onyx
granite onyx
thorn atlas
#

I don't believe so, I don't believe Secret Labs has any config unfortunately

#

Personally I prefer it being a mid-tier moon

sly wagon
#

can someone link lethal config i cant find it on thunderstore

#

nvm

tawdry aspen
hybrid garnet
#

For some reason, using the paid string in the config doesn't let it spawn on Titan. I restored it to default config and now it spawns.

#

even if i do guaranteed it wouldn't

flint pewter
#

hey ive had this mod on for weeks and my friends and i have yet to see it. is it that rare of anoccurance or is our games bugged

final ruin
#

show your config file for this mod

flint pewter
lofty canyon
# flint pewter

Can't combine the preset groups with individually marked moons

flint pewter
#

okay well i just now added that one anyway

lofty canyon
#

Well assuming you don't have any other mods that add custom dungeons to Titan, 100 is roughly a 25% chance to get it

lofty canyon
flint pewter
#

yes

lofty canyon
flint pewter
#

i do not

#

i guess thats it

lofty canyon
# flint pewter i guess thats it

Yeah lethal expansion doesn't work with custom dungeons so you either need to replace it with LEcore or install them side by side (LEcore will disable LE if it's present)

flint pewter
#

okay thank you i got it to work

feral flame
#

some of the 914 sounds plays globally

#

also the output door doesnt seem to open, i put a pro flashlight in on fine to see what would happen and nothing happened

lofty canyon
feral flame
#

only error i could find after skimming through the log myself was bracken having a freak out

lofty canyon
#

If you search SCPCB in the log it should run through the processes that 914 goes through, anything there?

feral flame
#

and ive already lost the log

#

mb

#

if i happen to run into it again ill save the log

acoustic zephyr
#

I have lethal expansion core and sometimes players fall off the map, sometimes everything is perfect

echo dune
#

you and your friends don't have the same config settings

acoustic zephyr
#

Yeah it could be the spawn chance is not exactly the same, but FoundationGuaranteed is set to true. Would still matter?

tall jetty
#

it did for me when I tested it last time

acoustic zephyr
#

Thanks, I'll test it

lofty canyon
#

Strange as if everyone has guaranteed set to true (which really just overrides the chance with 99999) it shouldn't matter as everyone then has it set to 99999

acoustic zephyr
#

That's what I thought, and the map was for sure loading for them

#

the problem was the kept falling off the map as soon as they entered and died

#

or in some cases got teleported outside

#

Is like I said, sometimes works wonders but most others that happens

mental oak
#

if guaranteed is set to true does that mean it will always spawn on the maps you say or will it spawn everywhere all the time

minor bay
# acoustic zephyr Yeah it could be the spawn chance is not exactly the same, but FoundationGuarant...

yes i had it if one is set to true guaranteed and one is not it will not sync up with player same with chance if someone is 100 and another is 150

it will not spawn the same generation or it will spawn the Factory and player will repeatedly fall out of bounds.

also you would need a new save file if things are changed in the config.

old saves have issue with changing config
where there would be missing items on ship. and other issues

i feel like this shouldn't happen but i had it only on occasion

acoustic zephyr
#

Thanks for all the tips, I'll keep them in mind to minimize desync problems

lofty canyon
#

A very minor update

2.0.1

  • Fixed SCP 914 SFX radius being far too big
#

SCP: Facility (custom dungeon mod) [2.0.1]

fiery radish
#

I got a bit of testing done last night with SCP 914 and when upgrading my torches one did land on top of the the output chamber, besides that it was really nice turning my keys into lockpickers

thorn atlas
# lofty canyon A very minor update ## 2.0.1 - Fixed SCP 914 SFX radius being far too big

Hey Badham, I had a thought: would adding a JSON file for adding additional 914 conversions be possible? That way you don't need to be a mod dev to hook items into it, anyone who understands the format can just add their own. Your system already seems very intuitive so I don't imagine having it check a JSON with a similar format would be difficult, but I could totally be wrong.

magic plinth
#

Any chance we can get a config file similar to Scoopy's dungeon where you can specify the weights for it on specific moons? I love having titan be scp 100% of the time but kinda want it to have a chance to spawn on other maps too

thorn atlas
#

Just not implemented yet

minor bay
lofty canyon
thorn atlas
#

Figured it'd be a good way to do it

ocean prairie
#

Are there plans to add in other SCP entities? I'm aware that there isn't really a need to create SCP-173 since Coil Head exists in the game, but a copy and paste of Coil Head and letting SCP-173 be an addition would be awesome. (Obviously have it to he can only spawn within the facility.)

SCP-049 would be very simple. You'd just have him slowly approach players and when he touches the player, they take lethal damage and eventually drop dead.

SCP-096 could be easy too. Just copy and paste Thumper, change the model, and make it not attack anyone unless players look at its face.

SCP-035 could be copied from the existing mask.

SCP-106 might be harder, but you could just have him act like an inverse teleporter and teleport the players somewhere random in the facility.

SCP-513 could be easy too, just copy and paste Ghost Girl and only have SCP-513-1 appear when you ring the Cowbell.

SCP-714 would be a very fun SCP, it would make you weaker if you decided to wear it.

SCP-860 would be awesome, but just like SCP-106, I think this could be tricky, not unless you were willing to create a seperate map (like the backrooms mod) for the player to spawn into.

SCP-939 should be easy, though would require either collaboration with the Skinwalker mod or to borrow its features specifically for this SCP.

SCP-1048 would be absolutely terrifying. Just seeing a random teddy bear everywhere.

SCP-1162 is one of my favorites, a hole in the wall where you can gain random items in exchange for items in your inventory, and of course if you have no items, you just lose your right lung and die shortly afterwards.

SCP-1499 is another one of my huge favorites. Going to another dimension when you put the mask on, being able to drop stuff and appear back exactly as you were is just grand.

final ruin
#

scp 999 is just the hygrodere but no dmg

thorn atlas
final ruin
thorn atlas
jovial badge
#

It'd be nice if regular hygrodenes could spawn too with 999

ocean prairie
final ruin
#

well yeah it was another suggestion

ocean prairie
thorn atlas
#

Sort of

#

Technically, each 173 has a random chance (X/100) to replace a Coilhead when spawned

jovial badge
#

Is it possible to have them both use their own sounds or does it still fiat replace the coilhead sounds?

thorn atlas
#

Right now this isn't networked, so not everyone will see the same one, but that's a plan for the future

ocean prairie
#

I see, I see. That makes sense.

thorn atlas
#

They both use their own sounds :3

jovial badge
#

nice, looking forward to network synced

thorn atlas
#

Earlier screenshot I took when I was reporting a bug (Coils can't kill you if standing on Scoopy barrel)

ocean prairie
#

I think if the SCP Facility was going to add their own SCPs, they could use the SCP173Coilhead mod as a reference, but not actively rely on it.

The reason being is so they can fine-tune the SCPs specifically to their facility and not have SCP's from other mods causing other issues the players don't want (I.E. Having SCP 173 in other dungeons)

thorn atlas
#

As long as they're configurable, there are some SCPs I feel don't translate over well to Lethal Company from a fairness standpoint

#

Like, if you add Larry, I want him out of my game

#

No thanks

#

Nothing that walks through walls really

charred depot
#

Dude Larry would be great

thorn atlas
#

No

#

No Larry >:(

charred depot
#

Radical, even

thorn atlas
#

NO

charred depot
#

:)

thorn atlas
#

NO LARRY >:C

ocean prairie
#

Completely agree. Add the config in to allow you to have specific SCPs to have 3 options. A) On for Facility only, B) On for all Dungeons, C) Inactive

thorn atlas
#

I don't personally want anything that goes through walls in my game

ocean prairie
#

Because I imagine some players would like the SCPs to be on all moons, just as much as some players would only like SCPs in the facility.

thorn atlas
#

Larry genuinely made me hate Containment Breach at times

ocean prairie
#

Larry was scary.

thorn atlas
#

I also don't want a lot of SCPs that rely on equipment, like night vision stabby man

charred depot
#

put eyeless dogs in the facility

thorn atlas
#

N O

charred depot
#

itd be like the puppies you find in the basement :)

ocean prairie
#

I think that's unecessary.

thorn atlas
#

Trust me, I've seen that in Brutal Company, it's not a good idea, they're super unfair when they're inside KEK

#

That said, I am waiting on Lethal Escape to add the ability to have it only work on specific moons, so I can make all the enemies able to spawn outside on the Secret Labs map

cerulean lodge
#

The new machine scp is still very loud and can still be heard across the map

lofty canyon
thorn atlas
#

Makes sense

#

Separate module with compat for the Facility I imagine

lofty canyon
#

I was considering making an SCP scrap pack with at least the lightbulb and the jade ring

open agate
#

How does It work the new scp

#

?

lofty canyon
fickle sky
fading horizon
azure nymph
#

cant landing on moons

#

mod list
Evaisa-HookGenPatcher-0.0.5
BepInEx-BepInExPack-5.4.2100
Evaisa-LethalLib-0.13.2
IAmBatby-LethalLevelLoader-1.0.7
Zingar-SecretLabs-3.3.1
Badham_Mods-SCPFoundationDungeon-2.0.1
SlushyRH-FreeeeeeMoooooons-1.0.1
scoopy-Scoopys_Variety_Mod-0.6.5

lofty canyon
#

Seems like there's an issue with custom moons when it tries to initialise 914, I'll give it a look tonight

azure nymph
#

try some more it seems like 914 conflict with my kor patch

hard gale
azure nymph
hard gale
echo dune
hard gale
#

aqautis-bunker
secretlabs-scp
atlyss abyss- scoopy castle
its perfect!

zenith oxide
#

Aquatis with the bunker is neat for that Hawaii/ Pearl Harbor feel, but I'm personally waiting for Hadal labs to release so I can get a Sealab map going

#

Personally running:
Atlass Abyss, EGypt, Taiga - Scoopy
Celest, Etern, Orion - Bunker
Infernis, Auralis, Kast - SCP

zenith oxide
#

since it's like two feet from you in a straight line

final ruin
#

while it is way closer than vanilla moons

#

its still not too close that you cant die from something

#

also i think the moon may have gotten harder

#

since it now costs 700 and zingar said he changed spawnrates

hard gale
#

u should make a yt video of atlas abyss eith scoopy dungeon

hard gale
hard gale
#

i think aquatis with a 50/50 chance for bunker or hadal will actually be really good

final ruin
hard gale
final ruin
charred depot
#

tbh was kinda getting some trash loot from here

#

is that mostly based off the interior or the moon?

#

As I was using the Secret Labs moon

lofty canyon
charred depot
#

kk

#

oh yeah

#

is it normal for a door that absolutely connects two rooms to not have a button?

#

like its perma closed

lofty canyon
#

which sometimes includes 2 parallel paths where there is a possible connection but it just didn't bother putting anything there

final ruin
#

I think this is because the korean patch is replacing the entire asset

charred depot
lofty canyon
cunning cosmos
#

you still cant apply spray paint on the ground or walls. will this be fixed soon?

thorn atlas
#

Also, it lacks a custom interior, but USC Vortex is a really cool newer map I definitely recommend

fiery radish
lofty canyon
#

2.0.2

  • Fix softlock on map generation when vanilla items are removed/replaced by other mods
old magnet
#

I gave up on trying to get spraypaint to work properly when I discovered it worked fine on the walls of my outdoor mesh but not the floor

#

of, yknow, the exact same mesh

#

there's something incredibly strange going on with it

lofty canyon
old magnet
#

oh thats really cool

lofty canyon
#

idk what zeekers was cooking with the spraypaint

old magnet
#

maybe its something to do with the import step then??

#

i know materials have a "receive decals" flag but im fairly certain I played with it and nothing happened

lofty canyon
# old magnet of, yknow, the exact same mesh

what if it's something incredibly scuffed like only the first material index of a mesh getting spraypaint?? idk just trying to think how the same mesh could work in some areas but not others

old magnet
#

thatd be nice but unfortunately it was the same material wrapped around the entire thing

#

to my very limited understanding, its possible for the spraypaint to shoot into the player in which case it successfully sprays onto the nearby surface

#

or something like that

lofty canyon
#

need a mod that implements the spraycan in a not insane way

fiery radish
echo dune
#

@old magnet @lofty canyon think KeyNetsua figured spraypaint out btw

#

we just gotta test more

minor bay
#

Yeah I gotta figure out how to do that too lol

zenith oxide
#

My favorite part in all this is Scoopy accidentally getting it to work and not knowing why lol

thorn atlas
#

Ugh just got timed out by Discord for posting a Discord gif because it had "invalid characters"

#

Fun -.-

inner acorn
#

hey, im having a strange issue where any new map that i add too my lsit is not displayed in the moon terminal, but the said map work on a new profile any idea? i already have around 20 working on this profile @echo dune

echo dune
#

This doesn't seem like the relevant thread for that question

inner acorn
echo dune
#

#1193461151636398080

wintry cloud
#

so i'm trying to change the length of the dungeon but i dont understand how i should change the number here
lets say i want offense size do i just put 1.25 there?

charred depot
#

wait the facility is a size 8????

lofty canyon
#

it's not tied to any specific dungeon or anything it's just the multipliers mess with it so if you want to use the dungeon on a moon with a lower multiplier but keep the dungeon length you'd need to increase it

#

or if you want to make it smaller on the moons with a high multiplier you lower it

#

also oops the upload to thunderstore failed so 2.0.2 update didn't actually go up, now it's actually going up

hybrid garnet
#

8 tiles = 8 rooms?

lofty canyon
#

yeah

sly wagon
#

Can someone give me like a step by step tutorial on how to install this

#

I just don’t get what it means by merging the Bepinex folder with the already existing one

fiery radish
sly wagon
#

its alright i figured out how to do it manually

#

@fiery radishhow to i change the configs ?

#

so i can make it spawn on specific moons i want

fiery radish
#

Ah if you're doing it manually you'll need to edit the SCPCBDunGen.cfg, it generates after launching the game with mods, then it'll tell you in there how to do it, by default it's set to TitanLevel but I like it on all regardless of mods or not

sly wagon
#

so i launch the game, then what

fiery radish
#

navigate to wherever the configs get generated, BepInEx\config\SCPCBDunGen.cfg

sly wagon
#

ok launching the game now

fiery radish
#

You are doing it manually through file explorer right? Not using a mod manager?

sly wagon
#

correct

fiery radish
#

Yeah so wherever the bepinex folder is just drill down into the configs folder and it'll be there

#

You'll need to close the game to save it though as they will be read from the game

sly wagon
#

what do i type to make it secret labs

#

i just want it to be the interior for secret labs

#

no other moon

#

also do i make the default value true ?

#

its default on false

fiery radish
#

Just put Secret Labs into FoundationMoons =, so make it "FoundationMoons = Secret Labs" and if you want it to be prettymuch garunteed every time you go there put the FoundationRarity to 99999, I think that's an acceptable value but you'd need to ask Knibbs or Batby

#

Batby is working on some consolidation with dungeon rarity against moons, Scoopy's dungeon config allows it right now but that's about it

sly wagon
#

it says the acceptable value range is from 0-300

fiery radish
#

Yeah i'm aware, but I'm positive it's cool

#

source = trust me

sly wagon
#

ight so i change the number into 99999 ?

fiery radish
#

Yep

#

Then it should be a 99999/300 weight ratio of SCP/Facility, assuming the moon has a 300 for facility

sly wagon
#

?

fiery radish
#

which equates to a 0.3% of it being facility dungeon

sly wagon
#

i dont get what u mean by weight ratio

#

ohh nv,

#

nvm

#

i get it

#

now can i literally just close the config

fiery radish
#

Make sure to save

sly wagon
#

how

fiery radish
#

ctrl + s

sly wagon
#

nothing popped up

fiery radish
#

Yeah it's a windows shortcut to save kek

sly wagon
#

ight ye i dont use pc that much i dont know shite

#

so would this work for every other interior as well

#

im gonna do the same for the military bunker one

fiery radish
#

Sort of, they all have their own little configs, MoreInteriors works the same but Scoopy's allows you to specify the moon with a corresponding weight

sly wagon
#

also what do i do if i wanted it on multiple moons

fiery radish
#

Here's an example of the Scoopy's cfg

#

And if you want to add it to multiple moons just add a comma and then another moon name, if it's handled by Lethal Level Loader then Batby allowed this to be loose like the text you type into the terminal rather than internal moon name

#

If it's a LethalExpansion moon you need to use the internal name

sly wagon
#

do i put a space after the comma

fiery radish
#

Or something to that extent

#

Nah

fiery radish
#

Dunno, moons have internal names, like E Gypt was called DesertMoon for a good while

sly wagon
#

i meant lem

#

so example aquatis.lem

fiery radish
#

I'd be lying if I said I knew

#

You'd need to seek the thread for Aquatis and ask the dev, or if the moon has it displayed in the readme.txt

sly wagon
#

ight

#

thanks for this man ive been trying for so long how to get interiors to work

fiery radish
#

Honestly if you don't use PC much and you want an easier way to do this, like way easier just use R2modman

sly wagon
#

every time i ask someone they just tell me how to download it which isnt what i ask for

fiery radish
#

Especially for updates it's a lifesaver

#

Like instead of manually updating every mod individually and having to navigate through every config, they get loaded into a single place

sly wagon
#

yea but i play with multiple people so its easier to just update the bepinex and send to everyone every omce in a while

#

also

fiery radish
#

Yeah, you can also just export the entire profile as a code and that sends over all mod and config changes

sly wagon
#

do i have to change both the default value and bunker moons list

#

so Default value: whatever moon and BunkerMoonsList = whatever moon

fiery radish
#

Yeah prettymuch, still some cfgs are specific, like here's mine for moreinteriors

#

It specifies the internal names should be used

#

Alternatively if you want it on all moons just have all

sly wagon
#

yea thats lierally the one im doing now

fiery radish
#

I don't like it on the turret heavy moons, the openness is awful to deal with

#

I say that as I have Dine in there

sly wagon
#

lmao

fiery radish
#

And offense, jesus

sly wagon
#

im just gonna put it on moons that fit the theme

#

can i make the rarity 99999 on this onw too

fiery radish
#

Nah that's only on Scoopy's right now

sly wagon
#

oh

fiery radish
#

Oh I thought you ment per moon sorry

#

Yeah, I still don't know if that even works

sly wagon
#

so i shouldnt do it on scp dungeon and more interiors ?

#

og ight

fiery radish
#

So I guess try it and see?

sly wagon
#

ye might as well

fiery radish
#

I know the 300 is just a base game value and higher should be accepted regardless, because it's just a value for ratio

sly wagon
#

what if i just make the bunker garaunteed = ture

#

true

#

does that not just make it spawn every time ?

celest trail
#

that work too

sly wagon
#

hard

#

@fiery radish is the internal names for the base moons jus the name and Level after

fiery radish
#

yeah, the internal names for default Moons are MoonLevel, so like AssuranceLevel,TitanLevel

#

Modded moons are whatever the dev sets

echo dune
#

@fiery radish @sly wagon not true

#

these are the internal names

fiery radish
#

Oh my bad

#

Where does MoonLevel come from?

echo dune
#

i'd love to know haha

celest trail
#

jst scp dungeon thing

echo dune
#

thats what the actual scriptableobjects files are called but they aren't used anywhere

celest trail
#

🤔

fiery radish
#

I can only imagine how deep in this rabbithole you are Batby

sly wagon
#

i put VowLevel and the interior worked

echo dune
#

nah

sly wagon
#

i just did it you liberal

celest trail
#

😂

echo dune
#

I built the LLL planetname check in a way to accept almost every standard people have been trying to use

sly wagon
#

dont know what that means

echo dune
#

it means you can be "wrong" and still be right

celest trail
#

if it works, it works ig

sly wagon
#

it did work

#

so it works

echo dune
#

@lofty canyon congrats on a milli

lofty canyon
obtuse drum
#

hey im trying to learn on how to make custom tiles from the assetpackage but most of the scripts are missing? is there a proper way to setup the asset package?

lofty canyon
obtuse drum
#

i tried to replace it with the same scripts that looked about correct but it just reset all the values

#

ill try using an older version of the asset package

lofty canyon
obtuse drum
#

using the older version worked, thanks for the help 👍

lofty canyon
lofty canyon
#

2.1.0

  • Fix SCP 914 locking up if an item conversion is supposed to destroy an item
  • Added per-moon rarity overrides
  • Uncapped rarity value
  • Added Secret Labs as a default config option
  • Updated config descriptions
#

SCP: Facility (custom dungeon mod) [2.1.0]

minor bay
#

just updated mine too 1 hr from you lol

hard gale
#

Let’s goo

thorn atlas
#

Ooo, secret labs by default huh?

celest trail
#

spray doesnt work inside ? it went thru the walls and i can see some weird stuff being rendered

#

wait no thats the ship

fiery radish
#

Spray is an enigma still being discovered, currently only Scoopy's has it working